private void LoadLevelData() { var saveables = CheckpointManager.FindObjectsOfType <Saveable>(); for (int i = 0; i < saveables.Length; i++) { saveables[i].Load(this.levelData.EntityStates[i]); } }
public void Save() { var saveables = CheckpointManager.FindObjectsOfType <Saveable>(); using (var sw = new FileStream(SavePath, FileMode.Create)) { SaveData saveData = new SaveData { EntityStates = saveables.Select(c => c.Save()).ToArray(), LevelIndex = SceneManager.GetActiveScene().buildIndex }; this.formatter.Serialize(sw, saveData); } }