I followed the way through the asset pack of saving and confused on how it works. As if i kill an enemy and save and load back up(with the L key) he stays dead if if he does not have a savable entity script on him. Now it works properly and he will re-spawn if i go through a portal only on load.
so i seen @Brian_Trotter soloution was to add
StartCoroutine(LoadLastScene());
instead of Load(); in update. Though when i try to do this i get it does not exist in current context.
Health.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPG.Saving;
namespace RPG.Core
{
public class Health : MonoBehaviour, ISaveable
{
[SerializeField] float healthPoints = 100f;
bool isDead = false;
public bool IsDead()
{
return isDead;
}
public void TakeDamage(float damage)
{
healthPoints = Mathf.Max(healthPoints - damage , 0);
if(healthPoints == 0)
{
Die();
}
}
private void Die()
{
if (isDead) return;
isDead = true;
GetComponent<Animator>().SetTrigger("die");
GetComponent<ActionScheduler>().CancelCurrentAction();
}
private void Dead()
{
if (isDead) return;
isDead = true;
GetComponent<Animator>().SetTrigger("alreadyDead");
GetComponent<ActionScheduler>().CancelCurrentAction();
}
public object CaptureState()
{
return healthPoints;
}
public void RestoreState(object state)
{
healthPoints = (float)state;
if (healthPoints == 0)
{
Dead();
}
}
}
}
Portal.cs
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
namespace RPG.SceneManagement
{
public class Portal : MonoBehaviour
{
enum DestinationIdentifier
{
A, B, C, D, E
}
[SerializeField] int sceneToLoad = -1;
[SerializeField] Transform spawnPoint;
[SerializeField] DestinationIdentifier destination;
[SerializeField] float fadeOutTime = 1f;
[SerializeField] float fadeInTime = 2f;
[SerializeField] float fadeWaitTime = 0.5f;
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Player")
{
StartCoroutine(Transition());
}
}
private IEnumerator Transition()
{
if (sceneToLoad < 0)
{
Debug.LogError("Scene to load not set.");
yield break;
}
DontDestroyOnLoad(gameObject);
Fader fader = FindObjectOfType<Fader>();
yield return fader.FadeOut(fadeOutTime);
SavingWrapper wrapper = FindObjectOfType<SavingWrapper>();
wrapper.Save();
yield return SceneManager.LoadSceneAsync(sceneToLoad);
wrapper.Load();
Portal otherPortal = GetOtherPortal();
UpdatePlayer(otherPortal);
wrapper.Save();
yield return new WaitForSeconds(fadeWaitTime);
yield return fader.FadeIn(fadeInTime);
Destroy(gameObject);
}
private void UpdatePlayer(Portal otherPortal)
{
GameObject player = GameObject.FindWithTag("Player");
player.GetComponent<NavMeshAgent>().enabled = false;
player.transform.position = otherPortal.spawnPoint.position;
player.transform.rotation = otherPortal.spawnPoint.rotation;
player.GetComponent<NavMeshAgent>().enabled = true;
}
private Portal GetOtherPortal()
{
foreach (Portal portal in FindObjectsOfType<Portal>())
{
if (portal == this) continue;
if (portal.destination != destination) continue;
return portal;
}
return null;
}
}
}
SavingWrapper
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPG.Saving;
namespace RPG.SceneManagement
{
public class SavingWrapper : MonoBehaviour
{
const string defaultSaveFile = "save";
[SerializeField] float fadeInTime = 0.2f;
IEnumerator Start() {
Fader fader = FindObjectOfType<Fader>();
fader.FadeOutImmediate();
yield return GetComponent<SavingSystem>().LoadLastScene(defaultSaveFile);
yield return fader.FadeIn(fadeInTime);
}
void Update()
{
if (Input.GetKeyDown(KeyCode.L))
{
Load();
}
if (Input.GetKeyDown(KeyCode.S))
{
Save();
}
}
public void Save()
{
GetComponent<SavingSystem>().Save(defaultSaveFile);
}
public void Load()
{
GetComponent<SavingSystem>().Load(defaultSaveFile);
}
}
}