public void SavePlayer() { // Get Player Data Object SaveDataManager.GameStateData.DataPlayer temp = GameManager.Singleton._saveDataManager.GameState.Player; //Fill in player data for save game temp.Name = Name; temp.CollectedCash = Cash; temp.CollectedGun = CollectWeapon; 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; }
public void LoadPlayer() { // Get Player Data Object SaveDataManager.GameStateData.DataPlayer temp = GameManager.Singleton._saveDataManager.GameState.Player; // Load data back to Player Name = temp.Name; Cash = temp.CollectedCash; // check if weapon was collected if (temp.CollectedGun) { // Do something CollectWeapon = temp.CollectedGun; } 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); }