Game Development Reference
In-Depth Information
Player.transform.rotation.z.ToString();
break;
case "xScale":
node.InnerText =
Player.transform.localScale.x.ToString();
break;
case "yScale":
node.InnerText =
Player.transform.localScale.y.ToString();
break;
case "zScale":
node.InnerText =
Player.transform.localScale.z.ToString();
break;
}
}
xPlayer.Save(pFileName);
}
}
When we call this function, we first check whether there is actually a GameObject in
our Player variable. If there isn't, then no saving will be done. Next, we declare an
XmlNode variable, which will be our root node from the XML document. After this,
we run a foreach loop that will find all of our child nodes within that root node.
To find specific nodes, we check the name property of that node, which actually is
what we typed to create that node. In the switch statement, we look for each node
that we want to save data to. For every node in XML, we set its InnerText value
to its associating value from our player's GameObject. The InnerText property of
a node is the data it holds and is what we will save to and load from.
Finally, we call the Save function from our xPlayer XmlDocument variable and
pass it to the directory and filename we set in our pFileName variable.
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