Save System, Loading from slot.
Posted: Tue Jun 07, 2022 10:56 am
Hey Toni,
I hope you are having a good day so far.
Regarding the Save System, i have been using EasySave3 for all my other scripts and classes. I have a slot system linked to a main scene.
When the game starts, I have my saves slots that tells EasySave which game state to load.
I have been trying to integrate your Save System but I have hit a wall now. I cannot figure out how to join both systems.
I have used the SaveToSlot and LoadToSlot, but that one seems to load the scene from scratch, and when trying to connect it to my main menu scene, it doesn't load the game properly.
I saw this post https://www.pixelcrushers.com/phpbb/vie ... php?t=3973 but Im not sure how to implement that while keeping individual save slots.
This is my Save code, implemented from a On Click button event:
From the Main scene, I load the game level using AsyncOperation, and then on Awake in my game controller script, I run the following code:
Is there a way to save the Dialogue System/Quest Machine game data, store it in a specific slot, and then load it without loading the entire level?
I thought about using // public static void LoadGame(SavedGameData savedGameData) //, but I cannot understand how to pass on the savedGameData.
Is it possible to use this SavedGameData RecordSavedGameData() to a specific slot?
Thanks in advance!
Cheers,
Nico
I hope you are having a good day so far.
Regarding the Save System, i have been using EasySave3 for all my other scripts and classes. I have a slot system linked to a main scene.
When the game starts, I have my saves slots that tells EasySave which game state to load.
I have been trying to integrate your Save System but I have hit a wall now. I cannot figure out how to join both systems.
I have used the SaveToSlot and LoadToSlot, but that one seems to load the scene from scratch, and when trying to connect it to my main menu scene, it doesn't load the game properly.
I saw this post https://www.pixelcrushers.com/phpbb/vie ... php?t=3973 but Im not sure how to implement that while keeping individual save slots.
This is my Save code, implemented from a On Click button event:
Code: Select all
slot = transform.GetSiblingIndex();
ES3.Save("myKey", myValue, new ES3Settings(ES3.Location.Cache) );
ES3AutoSaveMgr.Current.settings.path = "MyFile" + slot + ".es3";
ES3AutoSaveMgr.Current.Save();
SaveSystem.SaveToSlot(slot);
From the Main scene, I load the game level using AsyncOperation, and then on Awake in my game controller script, I run the following code:
Code: Select all
ES3AutoSaveMgr.Current.settings.path = "MyFile" + LoadGameSlot.slot + ".es3";
ES3AutoSaveMgr.Current.Load();
I thought about using // public static void LoadGame(SavedGameData savedGameData) //, but I cannot understand how to pass on the savedGameData.
Is it possible to use this SavedGameData RecordSavedGameData() to a specific slot?
Thanks in advance!
Cheers,
Nico