public void Load()
    {
        PlayerData data = PlayerBinary.LoadData(player);

        player.name         = database.charName;
        player.skinIndex    = database.skinIndex;
        player.hairIndex    = database.hairIndex;
        player.mouthIndex   = database.mouthIndex;
        player.eyesIndex    = database.eyesIndex;
        player.clothesIndex = database.clothesIndex;
        player.armourIndex  = database.armourIndex;

        player.characterClass = (CharacterClass)database.classEnumIndex;
        player.characterName  = database.charName;


        player.stats[0].value = database.strengthIndex;
        player.stats[1].value = database.dexterityIndex;
        player.stats[2].value = database.constitutionIndex;
        player.stats[3].value = database.wisdomIndex;
        player.stats[4].value = database.intelligenceIndex;
        player.stats[5].value = database.charismaIndex;
        Debug.Log("Loading stuffs");
        LoadCustomisation.SetTexture("Skin", database.skinIndex);
        LoadCustomisation.SetTexture("Hair", database.hairIndex);
        LoadCustomisation.SetTexture("Mouth", database.mouthIndex);
        LoadCustomisation.SetTexture("Eyes", database.eyesIndex);
        LoadCustomisation.SetTexture("Clothes", database.clothesIndex);
        LoadCustomisation.SetTexture("Armour", database.armourIndex);
    }
예제 #2
0
    public void BinaryLoad()
    {
        PlayerDataToSave data = PlayerSaveToBinary.LoadData(player);

        player.maxHealth  = data.maxHealth;
        player.maxMana    = data.maxMana;
        player.maxStamina = data.maxStamina;

        player.currentHealth  = data.currentHealth;
        player.currentMana    = data.currentMana;
        player.currentStamina = data.currentStamina;

        player.currentCheckPoint = GameObject.Find(data.checkpoint).GetComponent <Transform>();

        if (!(data.currentPositionX == 0 && data.currentPositionY == 0 && data.currentPositionZ == -5))
        {
            player.transform.position = new Vector3(data.currentPositionX, data.currentPositionY, data.currentPositionZ);
            player.transform.rotation = new Quaternion(data.currentRotationX, data.currentRotationY, data.currentRotationZ, data.currentRotationW);
        }
        else
        {
            player.transform.position = player.currentCheckPoint.position;
            player.transform.rotation = player.currentCheckPoint.rotation;
            Debug.Log("Loading character at " + player.currentCheckPoint.position);
        }

        player.skinIndex    = data.skinIndex;
        player.hairIndex    = data.hairIndex;
        player.mouthIndex   = data.mouthIndex;
        player.eyesIndex    = data.eyesIndex;
        player.clothesIndex = data.clothesIndex;
        player.armourIndex  = data.armourIndex;

        player.characterClass = data.characterClass;
        player.characterName  = data.characterName;

        for (int i = 0; i < player.stats.Length; i++)
        {
            player.stats[i].value = data.stats[i];
        }

        LoadCustomisation.SetTexture("Skin", data.skinIndex);
        LoadCustomisation.SetTexture("Hair", data.hairIndex);
        LoadCustomisation.SetTexture("Mouth", data.mouthIndex);
        LoadCustomisation.SetTexture("Eyes", data.eyesIndex);
        LoadCustomisation.SetTexture("Clothes", data.clothesIndex);
        LoadCustomisation.SetTexture("Armour", data.armourIndex);
    }
예제 #3
0
    // Update is called once per frame
    public void Load()
    {
        PlayerDataToSave data = PlayerSaveToBinary.LoadData(player);

        player.name          = data.playerName;
        player.curCheckPoint = GameObject.Find(data.checkPoint).GetComponent <Transform>();

        player.maxHealth  = data.maxHealth;
        player.maxMana    = data.maxMana;
        player.maxStamina = data.maxStamina;

        player.curHealth  = data.curHealth;
        player.curMana    = data.curMana;
        player.curStamina = data.curStamina;

        if (!(data.pX == 0 && data.pY == 0 && data.pZ == 0))
        {
            player.transform.position = new Vector3(data.pX, data.pY, data.pZ);
            player.transform.rotation = new Quaternion(data.rX, data.rY, data.rZ, data.rW);
        }
        else
        {
            player.transform.position = player.curCheckPoint.position;
            player.transform.rotation = player.curCheckPoint.rotation;
        }

        player.skinIndex    = data.skinIndex;
        player.hairIndex    = data.hairIndex;
        player.mouthIndex   = data.mouthIndex;
        player.eyesIndex    = data.eyesIndex;
        player.clothesIndex = data.clothesIndex;
        player.armourIndex  = data.armourIndex;

        player.characterClass = (CharacterClass)data.classIndex;
        player.characterName  = data.playerName;

        for (int i = 0; i < player.stats.Length; i++)
        {
            player.stats[i].value = data.stats[i];
        }
        LoadCustomisation.SetTexture("Skin", data.skinIndex);
        LoadCustomisation.SetTexture("Hair", data.hairIndex);
        LoadCustomisation.SetTexture("Mouth", data.mouthIndex);
        LoadCustomisation.SetTexture("Eyes", data.eyesIndex);
        LoadCustomisation.SetTexture("Clothes", data.clothesIndex);
        LoadCustomisation.SetTexture("Armour", data.armourIndex);
    }