/// <summary> /// Respawns the player at there last checkpoint /// </summary> public void Respawn() { var load = SaveGame.LoadGame(); if (load != null) { GameObject obj = Instantiate(transitionMakerObject, Vector3.zero, Quaternion.identity); SceneTransitionMaker maker = obj.GetComponent <SceneTransitionMaker>(); maker.DoTransitionMovePlayer(load); } else { Debug.LogWarning("No Save file to respawn to."); } }
/// <summary> /// Goes to a scene and then places the player in the intended place /// </summary> /// <param name="targetPos"></param> /// <param name="sceneName"></param> public void GoToScene(Vector2 targetPos, string sceneName) { var load = SaveGame.LoadGame(); if (load != null) { GameObject obj = Instantiate(transitionMakerObject, Vector3.zero, Quaternion.identity); SceneTransitionMaker maker = obj.GetComponent <SceneTransitionMaker>(); if (maker == null) { return; } maker.DoTransitionMovePlayer(load, sceneName, targetPos); } else { Debug.LogWarning("No Save file to respawn to."); } }
/// <summary> /// Load the save, if there is a save to load that is. /// </summary> public void Continue() { if (transition == null) { return; } if (File.Exists(Path.Combine(Application.persistentDataPath, SaveGame.fileName))) { var load = SaveGame.LoadGame(); if (load != null) { transition.DoTransitionMovePlayer(load, load.sceneName, new Vector2(load.playerXPos, load.playerYPos)); } else { Debug.LogWarning("No Save file to respawn to."); } Debug.Log(Path.Combine(Application.persistentDataPath, SaveGame.fileName)); } }