Save System Question
Posted: Fri Jan 15, 2021 9:35 pm
Hi Tony,
I'm working on implementing the save system into my game, and I'm running into the following error when I try to load the data:
I am saving the data in one file via: string save =
Then I am loading the data via:
The error is promising since it appears to be holding the right data, I'm just not sure why it won't then apply that data. Any insight would be much appreciated!
I'm working on implementing the save system into my game, and I'm running into the following error when I try to load the data:
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Dialogue System: Lua code 'Variable={Alert="", activeHuntQuest="Pest Removal", Deck=2, enemiesKilled=0, enemiesToKill=5, enemyTypeToKill="goblin", ["chest.0"]=false, ["chest.1"]=false, ["chest.2"]=false, Actor="Guard", Conversant="Player", ActorIndex="Route_1_West_Guard", ConversantIndex="Player"}; Item["My_First_Deck"].State="success"; Item["Pest_Removal"].State="active"; Item["Pest_Removal"].Track=true; Item["Pest_Removal"].Entry_1_State="active"; Item["Definitely_Not_Bribery"].State="active"; Actor={Player={Name="Player", Pictures="[]", Description="You", IsPlayer=true}, Eredith={Name="Eredith", Pictures="[]", Description="Wisewoman", IsPlayer=false}, Route_1_West_Guard={Name="Route 1 West Guard", Pictures="[]", Description="Guard", IsPlayer=false, Display_Name="Guard"}, Dolores={Name="Dolores", Pictures="[]", Description="Baker", IsPlayer=false}, Sana={Name="Sana", Pictures="[]", Description="Healer", IsPlayer=false, HasMet=false}, Tabor={Name="Tabor", Pictures="[]", Description="Shopkeeper", IsPlayer=false, HasMet=false}, Blackbread={Name="Blackbread", Pictures="[]", Description="Banker", IsPlayer=false, HasMet=false}}; StatusTable = ""; RelationshipTable = ""; ' threw exception 'Cannot assign to a null value. Are you trying to assign to a nonexistent table element?.'
UnityEngine.Debug:LogError(Object)
PixelCrushers.DialogueSystem.Lua:RunRaw(String, Boolean, Boolean) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Lua/Lua Wrapper/Lua Interpreter/Lua.cs:228)
PixelCrushers.DialogueSystem.Lua:Run(String, Boolean, Boolean) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Lua/Lua Wrapper/Lua Interpreter/Lua.cs:129)
PixelCrushers.DialogueSystem.Lua:Run(String, Boolean) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Lua/Lua Wrapper/Lua Interpreter/Lua.cs:139)
PixelCrushers.DialogueSystem.PersistentDataManager:ApplyLuaInternal(String, Boolean) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Save System/PersistentDataManager.cs:260)
PixelCrushers.DialogueSystem.PersistentDataManager:ApplySaveData(String, DatabaseResetOptions) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Save System/PersistentDataManager.cs:246)
MainMenu:ContinueGame() (at Assets/Scripts/MainMenu.cs:13)
UnityEngine.EventSystems.EventSystem:Update() (at D:/Unity_Dev/2019.4.6f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)
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PixelCrushers.DialogueSystem.PersistentDataManager.GetSaveData();
ES3.Save<string>("dbSave", save);
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PixelCrushers.DialogueSystem.PersistentDataManager.ApplySaveData(ES3.Load<string>("dbSave"));