I’m trying to make a save system for my game, but having no luck in actually loading.
(The code is linked to buttons for saving and loading, as well as the player.)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SaveSysten2 : MonoBehaviour
{
public PlayerController thePlayer;
public float savedeyes;
public bool aaa;
public bool bbb;
public Vector2 startDirection;
// Use this for initialization
void Start()
{
aaa = true;
}
// Update is called once per frame
void Update()
{
startDirection = thePlayer.lastMove;
if (aaa)
{
LoadData();
aaa = false;
}
if (bbb)
{
SaveData(thePlayer);
bbb = false;
}
}
public void Aaa()
{
aaa = true;
}
public void Bbb()
{
bbb = true;
}
public static void SaveData(PlayerController player)
{
PlayerPrefs.SetFloat("x", player.transform.position.x);
PlayerPrefs.SetFloat("y", player.transform.position.y);
PlayerPrefs.SetFloat("eyes", player.eyes);
}
public void LoadData()
{
float x = PlayerPrefs.GetFloat("x");
float y = PlayerPrefs.GetFloat("y");
float eyes = PlayerPrefs.GetFloat("eyes");
thePlayer.eyes = eyes;
thePlayer.A = x;
thePlayer.B = y;
Debug.Log("Data actually laoded");
}
}
The part of the player controller that loads is below.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float A;
public float B;
public float eyes;
void wakeUp()
{
Vector2 newPose = new Vector2(A, B);
transform.position = newPose;
}
}
Like I said, the problem is loading the saved data. I think it’s saving properly, since I’ve tested it with Debug.Log.