// Start is called before the first frame update void Start() { GameObject[] flora = GameObject.FindGameObjectsWithTag("flora"); SavedFlora testSave = SavedFlora.saveFlora(flora[0]); GameObject testLoad = SavedFlora.loadFlora(testSave); Instantiate(testLoad); }
// This function nukes the entire ecosystem and reinstantiates everything based // on the SavedEcosystem passed in public static void loadEntireEcosystem(SavedEcosystem saveToLoad) { // Clear the old, to make way for the new destroyEcosystem(); Debug.Log("Loading " + saveToLoad.waterSources.Count + " water sources!"); // Now we loop through the lists in the SavedEcosystem to instantiate them into the simulation for (int i = 0; i < saveToLoad.prey.Count; i++) { GameObject tempPrey = Instantiate(SavedPrey.loadPrey(saveToLoad.prey[i])); tempPrey.transform.parent = ecosystem.transform; } for (int i = 0; i < saveToLoad.predators.Count; i++) { GameObject tempPred = Instantiate(SavedPredator.loadPredator(saveToLoad.predators[i])); tempPred.transform.parent = ecosystem.transform; } for (int i = 0; i < saveToLoad.flora.Count; i++) { GameObject tempFlora = Instantiate(SavedFlora.loadFlora(saveToLoad.flora[i])); tempFlora.transform.parent = ecosystem.transform; } for (int i = 0; i < saveToLoad.floraNutrients.Count; i++) { GameObject tempNutrients = Instantiate(SavedFloraNutrient.loadNutrient(saveToLoad.floraNutrients[i])); tempNutrients.transform.parent = ecosystem.transform; } for (int i = 0; i < saveToLoad.faunaNutrients.Count; i++) { GameObject tempNutrients = Instantiate(SavedFaunaNutrient.loadNutrient(saveToLoad.faunaNutrients[i])); tempNutrients.transform.parent = ecosystem.transform; } for (int i = 0; i < saveToLoad.waterSources.Count; i++) { GameObject tempWater = Instantiate(Resources.Load("Prefabs/WaterSource") as GameObject, SavedWater.loadWaterPos(saveToLoad.waterSources[i]), Quaternion.identity); tempWater.transform.parent = ecosystem.transform; tempWater.tag = "waterSource"; } }