Nextrek
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/*
*
* Adventure Creator
* by Chris Burton, 2013-2014
*
* "SaveData.cs"
*
* This script contains all the non-scene-specific data we wish to save.
*
*/
using System.Collections.Generic;
[System.Serializable]
public class SaveData
{
public MainData mainData;
public List<PlayerData> playerData;
public SaveData() { }
}
[System.Serializable]
public struct MainData
{
public bool isLoadingGame;
public int currentPlayerID;
public float timeScale;
public int gameCamera;
public float mainCameraLocX;
public float mainCameraLocY;
public float mainCameraLocZ;
public float mainCameraRotX;
public float mainCameraRotY;
public float mainCameraRotZ;
public string variablesData;
public string menuLockData;
public string menuElementVisibilityData;
public string menuJournalData;
public int activeArrows;
public int activeConversation;
public int selectedInventoryID;
}
[System.Serializable]
public struct PlayerData
{
public int playerID;
public int currentScene;
public int previousScene;
public float playerLocX;
public float playerLocY;
public float playerLocZ;
public float playerRotY;
public float playerWalkSpeed;
public float playerRunSpeed;
public string playerIdleAnim;
public string playerWalkAnim;
public string playerTalkAnim;
public string playerRunAnim;
public string playerWalkSound;
public string playerRunSound;
public int playerTargetNode;
public int playerPrevNode;
public string playerPathData;
public bool playerIsRunning;
public bool playerLockedPath;
public int playerActivePath;
public bool playerUpLock;
public bool playerDownLock;
public bool playerLeftlock;
public bool playerRightLock;
public int playerRunLock;
public bool playerInventoryLock;
public bool playerIgnoreGravity;
public bool playerLockDirection;
public string playerSpriteDirection;
public bool playerLockScale;
public float playerSpriteScale;
public bool playerLockSorting;
public int playerSortingOrder;
public string playerSortingLayer;
public string inventoryData;
}
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Revision |
Author |
Commited |
Message |
83
|
FMMortaroli
|
Tue 13 May, 2014 11:32:51 +0000 |
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