using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerPrefsSave : MonoBehaviour {
public GameObject CurrentPlayerPosition;
// Use this for initialization
void Start(){
CurrentPlayerPosition = GameObject.Find ("Player");
}
void Awake () {
Transform CurrentPlayerPosition = this.gameObject.transform;
Vector3 PlayerPosition = new Vector3(PlayerPrefs.GetFloat("PosX"),
PlayerPrefs.GetFloat("PosY"), PlayerPrefs.GetFloat("PosZ"));
Vector3 PlayerDirection = new Vector3(PlayerPrefs.GetFloat("AngX"),
PlayerPrefs.GetFloat("AngY"), 0);
CurrentPlayerPosition.position = PlayerPosition;
CurrentPlayerPosition.eulerAngles = PlayerDirection;
}
// Update is called once per frame
void Update () {
}
public void savePosition(){
Transform CurrentPlayerPosition = this.gameObject.transform;
PlayerPrefs.SetFloat("PosX", CurrentPlayerPosition.position.x);
PlayerPrefs.SetFloat("PosY", CurrentPlayerPosition.position.y);
PlayerPrefs.SetFloat("PosZ", CurrentPlayerPosition.position.z);
PlayerPrefs.SetFloat("AngX", CurrentPlayerPosition.eulerAngles.x);
PlayerPrefs.SetFloat("AngY", CurrentPlayerPosition.eulerAngles.y);
string scName = SceneManager.GetActiveScene().name;
PlayerPrefs.SetInt ("currentscenesave",SceneManager.GetActiveScene().buildIndex);
PlayerPrefs.SetString ("LostLevel", scName);
}
public void loadPosition(){
SceneManager.GetSceneByName (PlayerPrefs.GetString ("LostLevel"));
SceneManager.GetSceneByBuildIndex (PlayerPrefs.GetInt ("currentscenesave"));
SceneManager.LoadScene (PlayerPrefs.GetInt ("currentscenesave"));
SceneManager.LoadScene (PlayerPrefs.GetString ("LostLevel"));
}
}