/// <summary> /// Speichert den Spielstand. /// </summary> public void Save() { string filepath = ""; try { string data = JsonUtility.ToJson(this); filepath = Path.Combine(Application.persistentDataPath, "savegame.json"); File.WriteAllText(filepath, data); Debug.Log("Gespeichert!\nDatei=" + filepath + "\nDaten=" + data); DialogsRenderer dr = UnityEngine.Object.FindObjectOfType <DialogsRenderer>(); if (dr != null) { dr.ShowSavedInfo(); } } catch (System.Exception ex) { Debug.LogError("Datei konnte nicht gespeichert werden:\nDatei=" + filepath + "\nFehlermeldung=" + ex.Message + "\nStacktrace:" + ex.StackTrace); } }
protected void Awake() { _dialogsRenderer = GetComponent <DialogsRenderer>(); }
public void OnDeathAnimationComplete() { DialogsRenderer dr = FindObjectOfType <DialogsRenderer>(); dr.gameOverDialog.SetActive(true); }