I have 3 scenes. Gameplay, Main Menu, Manager. On the Manager I have a Save Manager object with a Save Manager script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Runtime.Serialization.Formatters.Binary;
using System;
using System.IO;
public class SaveManager : MonoBehaviour
{
public static void Save(SaveState player)
{
BinaryFormatter formatter = new BinaryFormatter();
string path = Application.persistentDataPath + "/player.bin";
FileStream stream = new FileStream(path, FileMode.Create);
formatter.Serialize(stream, player);
stream.Close();
}
public static SaveState Load()
{
string path = Application.persistentDataPath + "/player.bin";
if (File.Exists(path))
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream stream = new FileStream(path, FileMode.Open);
SaveState data = formatter.Deserialize(stream) as SaveState;
stream.Close();
return data;
}
else
{
Debug.LogError("Save file not found in " + path);
return null;
}
}
}
And a class : This Save State class should be handle later the state of everything in the game.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
[Serializable]
public class SaveState
{
[Serializable]
public struct SerializableVector3
{
public float X;
public float Y;
public float Z;
public SerializableVector3(Vector3 v)
{
X = v.x;
Y = v.y;
Z = v.z;
}
// And now some magic
public static implicit operator SerializableVector3(Vector3 v)
{
return new SerializableVector3(v);
}
public static implicit operator Vector3(SerializableVector3 sv)
{
return new Vector3(sv.X, sv.Y, sv.Z);
}
}
[Serializable]
public struct SerializableQuaternion
{
public float X;
public float Y;
public float Z;
public float W;
public SerializableQuaternion(Quaternion q)
{
X = q.x;
Y = q.y;
Z = q.z;
W = q.w;
}
public static implicit operator SerializableQuaternion(Quaternion q)
{
return new SerializableQuaternion(q);
}
public static implicit operator Quaternion(SerializableQuaternion sq)
{
return new Quaternion(sq.X, sq.Y, sq.Z, sq.W);
}
}
public SerializableVector3 position;
public SerializableQuaternion rotation;
public SerializableVector3 scale;
public SaveState(Vector3 pos, Quaternion rot, Vector3 sca)
{
position = pos;
rotation = rot;
scale = sca;
}
public void ApplyToPlayer(Transform player)
{
player.localPosition = position;
player.localRotation = rotation;
player.localScale = scale;
}
}
And the script that is attached to the Player in the Game scene :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerState : MonoBehaviour
{
public void Save()
{
SaveState saveState = new SaveState(transform.localPosition,
transform.localRotation, transform.localScale);
SaveManager.Save(saveState);
}
public void Load()
{
var playerInfo = SaveManager.Load();
playerInfo.ApplyToPlayer(transform);
}
}
Before that the PlayerState was with the same scene as the SaveManager and I used in Update with Input keys to save and load and it worked fine.
Now I want instead using Update and input keys to use the Main Menu scene ui buttons Save and Load I have. The problem is that the Player is one one scene the Main Menu is another scene and when the player start a new game the scene where the Player is unload and load again so it will lost reference in the main menu ui buttons.
The Save/Load ui buttons in the Main Menu under Save System this are the ui buttons I want to call on the On Click evenets for the Save/Load functions from the PlayerState script.