//Load the game IEnumerator LoadGame() { //Set io to true so we don't start until it's done and turn on the indicator saveFile.io = true; loadIndicator.SetActive(true); //tell save file to load saveFile.Load(); while (saveFile.io) { //Debug.Log("..."); //we're loading, just wait yield return(null); } //Done loading, pass out values and start loadIndicator.SetActive(false); rawFlowPlayer.startOn = saveFile.currentFlow; flowPlayerHandler.GetComponent <ArticyDebugFlowPlayer>().chapterIndex = saveFile.chapterIndex; StartGame(); }
/** * In order to use the SaveObject, we need to initialize it. * It will create a SaveObject instance, make sure you link * correctly to the save object either with a string with the * Resources folder as root or a direct link to the prefab. **/ void Start() { /** * You need to call SaveObject.Initialize before doing anything with SaveObject. **/ if (PlayerPrefs.GetInt("usouSave") != 1) { SaveObject.Initialize(saveObject); } PlayerPrefs.SetInt("usouSave", 0); /** * Set a callback for when you load a game like this, used to do complex updates * when needed. **/ SaveObject.SetRefreshCallback(OnRefresh); /** * It is recommended that you Load right after initialization, it makes sure that * you always have a game ready to be used. **/ SaveObject.Load("Saved Game No1"); }
/** * Load your game like this **/ public void Load() { SaveObject.Load(saveName); }
private void Load() { SaveObject.Load(nextLoad); GUIUtility.keyboardControl = 0; Selection.activeObject = ((SaveObject)typeof(SaveObject).GetField("instance", BindingFlags.NonPublic | BindingFlags.Static).GetValue(null)).gameObject; }
/** * Load your game like this * */ public void Load() { SaveObject.Load(); }