void Start() { if (PlayerPrefs.GetInt("saveGame") != 1) { //generate world float seed = Random.Range(-1000, 1000); for (int i = -270; i <= 270; i += 9) { for (int j = -270; j <= 270; j += 9) { if (i == -270 || i == -261 || i == 270 || i == 261 || j == -270 || j == 270 || j == -261 || j == 261) { //map borders GameObject insItem = Instantiate(playerInventoryScript.findTerrainPrefabWithName("water"), new Vector3(i, -2f, j), Quaternion.identity); playerInventoryScript.addTerrainToSaves(insItem); } else { float amount = Mathf.PerlinNoise(((float)i + seed) / 70, ((float)j + seed) / 70); if (amount >= 0.84) { GameObject insItem = Instantiate(playerInventoryScript.findTerrainPrefabWithName("rocky"), new Vector3(i, -1.5f, j), Quaternion.identity); playerInventoryScript.addTerrainToSaves(insItem); } else if (amount >= 0.76f) { GameObject insItem = Instantiate(playerInventoryScript.findTerrainPrefabWithName("desert"), new Vector3(i, -1.5f, j), Quaternion.identity); playerInventoryScript.addTerrainToSaves(insItem); } else if (amount >= 0.60f) { GameObject insItem = Instantiate(playerInventoryScript.findTerrainPrefabWithName("savanna"), new Vector3(i, -1.5f, j), Quaternion.identity); playerInventoryScript.addTerrainToSaves(insItem); } else if (amount >= 0.47f) { GameObject insItem = Instantiate(playerInventoryScript.findTerrainPrefabWithName("forest"), new Vector3(i, -1.5f, j), Quaternion.identity); playerInventoryScript.addTerrainToSaves(insItem); } else if (amount >= 0.37f) { GameObject insItem = Instantiate(playerInventoryScript.findTerrainPrefabWithName("plains"), new Vector3(i, -1.5f, j), Quaternion.identity); playerInventoryScript.addTerrainToSaves(insItem); } else { GameObject insItem = Instantiate(playerInventoryScript.findTerrainPrefabWithName("water"), new Vector3(i, -2f, j), Quaternion.identity); playerInventoryScript.addTerrainToSaves(insItem); } } } } } else { //load save SaveAndLoad.LoadPlayer(this); } }
public void LoadPlayer() { PlayerData pData = SaveAndLoad.LoadPlayer(); Vector3 position; position.x = pData.position[0]; position.y = pData.position[1]; position.z = pData.position[2]; transform.position = position; // damit wenn man wärend einer bewegung läd nicht die bewegung weiter geht wenn man zurückgesetzt wird rb.velocity = new Vector2(0, 0); }
// Start is called before the first frame update void Start() { if (SaveAndLoad.LoadPlayer() != null) { currentHighestScore = SaveAndLoad.LoadPlayer().currentHightestScore; } else { currentHighestScore = 0; } sound = FindObjectOfType <SoundFXManager>(); PlayerScore = 0; rb2d = GetComponent <Rigidbody2D>(); FindObjectOfType <SoundFXManager>().Play("Bike"); animator = GetComponent <Animator>(); print(currentHighestScore); GameHandler.instance.UpdateHighestScoreText(currentHighestScore); }
public void LoadPlayer() { string path = Application.persistentDataPath + "player.capstone"; if (File.Exists(path)) { Debug.Log("Loading PlayerData"); PlayerData data = SaveAndLoad.LoadPlayer(); if (data.Levelindex == UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex) { var p = data.Position; Vector3 pos = new Vector3(p.x, p.y, p.z); transform.position = pos; } } else { Debug.LogWarning("No save file"); } }
public void LoadPlayer() { currentHighestScore = SaveAndLoad.LoadPlayer().currentHightestScore; }