public void LoadEnemy() { // Get Player Data Object List <SaveDataManager.GameStateData.DataEnemy> Enemies = GameManager.Singleton._saveDataManager.GameState.Enemies; SaveDataManager.GameStateData.DataEnemy temp = null; for (int i = 0; i < Enemies.Count; i++) { if (Enemies[i].EnemyID == EnemyID) { temp = Enemies[i]; break; } } if (temp == null) { DestroyImmediate(gameObject); return; } // Load data back to Player EnemyID = temp.EnemyID; Health = temp.Health; transform.position = new Vector3(temp.PosRotScale.X, temp.PosRotScale.Y, temp.PosRotScale.Z); transform.localRotation = Quaternion.Euler(temp.PosRotScale.RotX, temp.PosRotScale.RotY, temp.PosRotScale.RotZ); transform.localScale = new Vector3(temp.PosRotScale.ScaleX, temp.PosRotScale.ScaleY, temp.PosRotScale.ScaleZ); }
public void SaveEnemy() { // Get Player Data Object SaveDataManager.GameStateData.DataEnemy temp = new SaveDataManager.GameStateData.DataEnemy(); //Fill in player data for save game temp.EnemyID = EnemyID; temp.Health = Health; temp.PosRotScale.X = transform.position.x; temp.PosRotScale.Y = transform.position.y; temp.PosRotScale.Z = transform.position.z; temp.PosRotScale.RotX = transform.localEulerAngles.x; temp.PosRotScale.RotY = transform.localEulerAngles.y; temp.PosRotScale.RotZ = transform.localEulerAngles.z; temp.PosRotScale.ScaleX = transform.localScale.x; temp.PosRotScale.ScaleY = transform.localScale.y; temp.PosRotScale.ScaleZ = transform.localScale.z; GameManager.Singleton._saveDataManager.GameState.Enemies.Add(temp); }