ES3: Question saving a list of object active states
Posted: Tue Feb 13, 2018 4:39 pm
Howdy,
Been using EasySave for my project I've been working on .
One hurdle I've come across is being able to save a list of gameobject Active States once the item is innactive on the hierarchy. I used the below snippet of code in ES2 for testing.
However, I do not want the item to save it's active state unless the player saves the game. If the player dies and restarts from the last save I don't want the items to be disabled.
I figured that a possibility is to change the code to add the item to a list with it's activeState when OnDestroy() is called. Then that list of items with activestates would be saved when the player actually saves the game. I'd imagine i would just have a loop on the save function to iterate through the collection I am trying to make to save. But I'm struggling getting something like that to work.
I have scriptableObjects that hold the object data during the playthrough. Is it possible to just save those scriptable object files on save?
Any assistance is appreciated! Thanks!
Been using EasySave for my project I've been working on .
One hurdle I've come across is being able to save a list of gameobject Active States once the item is innactive on the hierarchy. I used the below snippet of code in ES2 for testing.
Code: Select all
public void OnDestroy()
{
// Save the enabled state when the scene/object is destroyed.
ES2.Save(gameObject,gameObject.activeSelf, "myFile.txt?tag=active" + gameObject.name);
}
public void Start()
{
// Check if there's an active state to load. If there is, load our active state.
if(ES2.Exists("myFile.txt?tag=active" + gameObject.name))
gameObject.SetActive( ES2.Load<bool>( "myFile.txt?tag=active" + gameObject.name ) );
}
}
However, I do not want the item to save it's active state unless the player saves the game. If the player dies and restarts from the last save I don't want the items to be disabled.
I figured that a possibility is to change the code to add the item to a list with it's activeState when OnDestroy() is called. Then that list of items with activestates would be saved when the player actually saves the game. I'd imagine i would just have a loop on the save function to iterate through the collection I am trying to make to save. But I'm struggling getting something like that to work.
I have scriptableObjects that hold the object data during the playthrough. Is it possible to just save those scriptable object files on save?
Any assistance is appreciated! Thanks!