public PlayerData(Stats.BaseStats player) { savedLevel = player.level; savedHealth = player.characterStatus[0].currentValue; savedName = player.name; savedExp = player.currentExp; savedNeededExp = player.neededExp; savedMaxExp = player.maxExp; savedCheckpoint = player.currentCheckpoint.name; savedPlayerPos = new float[3]; savedPlayerPos[0] = player.transform.position.x; savedPlayerPos[1] = player.transform.position.y; savedPlayerPos[2] = player.transform.position.z; savedPlayerRot = new float[4]; savedPlayerRot[0] = player.transform.rotation.x; savedPlayerRot[1] = player.transform.rotation.y; savedPlayerRot[2] = player.transform.rotation.z; savedPlayerRot[3] = player.transform.rotation.w; for (int i = 0; i < currentStatus.Length; i++) { currentStatus[i] = player.characterStatus[i].currentValue; maxStatus[i] = player.characterStatus[i].maxValue; } for (int i = 0; i < stats.Length; i++) { stats[i] = player.characterstats[i].value + player.characterstats[i].value; } }
// Start is called before the first frame update void Start() { player = this.gameObject.GetComponent <Stats.BaseStats>(); enumTypesForItems = new string[] { "All", "Food", "Weapon", "Apparel", "Crafting", "Ingredients", "Potions", "Scrolls", "Quest" }; AddItem(ItemData.CreateItem(0)); AddItem(ItemData.CreateItem(1)); AddItem(ItemData.CreateItem(300)); objectInfo.SetActive(false); inventoryScreen.SetActive(false); showInv = false; // Display(); }
public static void SavePlayer(Stats.BaseStats player) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.save"; FileStream stream = new FileStream(path, FileMode.Create); PlayerData data = new PlayerData(player); formatter.Serialize(stream, data); stream.Close(); }
public static void SavePlayer(Stats.BaseStats player) { //Reference a Binary Formatter BinaryFormatter formatter = new BinaryFormatter(); //Location to Save string path = Application.dataPath + "/" + "playersave" + ".sav"; //Create File at file path FileStream stream = new FileStream(path, FileMode.Create); //What Data to write to the file PlayerData data = new PlayerData(player); //write it and convert to bytes for writing to binary formatter.Serialize(stream, data); //and we are done stream.Close(); Debug.Log("Saved"); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Stats.BaseStats>(); if (!PlayerPrefs.HasKey("Loaded")) { PlayerPrefs.DeleteAll(); //FirstLoad Function...sets up Player Data FirstLoad(); //Save Data Creates first save file in binary Save(); //We now have our first save file PlayerPrefs.SetInt("Loaded", 0); } else { Load(); } }
private void Awake() { playerStats = GameObject.FindWithTag("Player").GetComponent <BaseStats>(); }
private void Awake() { _levelToDisplay = GameObject.FindWithTag("Player").GetComponent <BaseStats>(); }