Game Development Reference
In-Depth Information
120 //Show level complete sign
121 GameObject MissionCompleteObject = GameObject.Find ("spr_mission_complete");
122 MissionCompleteObject.GetComponent<SpriteRenderer>().enabled=true;
123 }
124 //--------------------------------------------------------------
125 //Restart Game
126 public void RestartGame()
127 {
128 //Load first level
129 Application.LoadLevel(0);
130 }
131 //--------------------------------------------------------------
132 //Exit Game
133 public void ExitGame()
134 {
135 Application.Quit();
136 }
137 //--------------------------------------------------------------
138 //Save Game
139 public void SaveGame()
140 {
141 //Call save game functionality
142 StateManager.Save(Application.persistentDataPath + "/SaveGame.xml");
143 }
144 //--------------------------------------------------------------
145 //Load Game
146 public void LoadGame()
147 {
148 //Set load on restart
149 bShouldLoad=true;
150
151 //Restart Level
152 RestartGame();
153 }
154 //--------------------------------------------------------------
155 }
Lines 39 and 68. The LoadSaveManager is added as a private member and public
property of the GameManager class. Therefore, through the GameManager, each
and every other class has access to the current game state, as well as access to
loading and saving games directly, through the SaveGame and LoadGame functions
implemented further down in the GameManager.
Line 87. The GameManager is created with the DontDestroyOnLoad property
set to true, meaning the object will persist across scenes and when the current
scene is reloaded. This integrates with the LoadGame function at line 146, in
which the level is first reset to its default, and then loaded from an XML file.
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