Scriptum/Assets/Scripts/PlayerPosition.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerPosition : MonoBehaviour
{
public float x, y, z;
public void SavePosition()
{
x = transform.position.x;
y = transform.position.y;
z = transform.position.z;
PlayerPrefs.SetFloat("player.position.x", x);
PlayerPrefs.SetFloat("player.position.y", y);
PlayerPrefs.SetFloat("player.position.z", z);
}
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public static Vector3 LoadPosition()
{
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var x = PlayerPrefs.GetFloat("player.position.x");
var y = PlayerPrefs.GetFloat("player.position.y");
var z = PlayerPrefs.GetFloat("player.position.z");
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return new Vector3(x, y, z);
}
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/// <summary>
/// ONE BIG SHIT
///
/// First MainCharacterManager create instance with previously remembered gateway coords :)
/// After that we crate new player instance on scene
/// And finally: This script is deffaultly assigned to player soo..
/// its overwrites Player coords depending on condition in function below
/// </summary>
void Start()
{
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if (OnMapAppearanceMethod.IsJustLaunched())
{
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transform.position = LoadPosition();
// I really dont remember if we use this vars anywhere so I just assign new value to make sure I dont break anything :D x = transform.position.x;
x = transform.position.x;
y = transform.position.y;
z = transform.position.z;
}
}
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}