using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Text; using UnityEngine.SceneManagement; public class MonsterManager : MonoBehaviour { public GameObject inventory; public Item item; public Inventory inv; void Start() { loadMonster(); } public void showItems() { if (inventory.activeSelf == false) inventory.SetActive (true); else inventory.SetActive (false); } public void saveMonster() { GameObject[] monsterParts = GameObject.FindGameObjectsWithTag("MonsterPart"); StringBuilder pos = new StringBuilder (); string savedString; string equippedString = ""; for (int i = 0; i < monsterParts.Length; i++) { pos = new StringBuilder (); pos.Append(GameObject.Find(monsterParts[i].name).transform.position.x).Append(" ").Append(GameObject.Find(monsterParts[i].name).transform.position.y).Append(" ").Append(GameObject.Find(monsterParts[i].name).transform.position.z); equippedString = equippedString + monsterParts [i].name + " "; savedString = pos.ToString (); PlayerPrefs.SetString(/*SceneManager.GetActiveScene().name + */monsterParts[i].name, savedString); } PlayerPrefs.SetString ("Equipped", equippedString); } public void loadMonster () { string equippedString = PlayerPrefs.GetString("Equipped"); string[] equipped = equippedString.Split (' '); for (int i = 0; i < equipped.Length - 1; i++) { string savedString = PlayerPrefs.GetString(/*SceneManager.GetActiveScene().name + */equipped[i]); string[] values = savedString.Split (); GameObject instance = (GameObject)Instantiate(Resources.Load(equipped[i])); instance.name = equipped [i]; instance.GetComponent ().inventory = inv; instance.transform.position = new Vector3(float.Parse(values[0]),float.Parse(values[1]),float.Parse(values[2])); } } }