This component works with the PersistentDataManager and UFPS to keep track of a UFPS player's position, health, and inventory when saving and loading games.
More...
|
string | overrideActorName = "Player" |
| (Optional) Normally, this component uses the game object's name as the name of the actor in the Lua Actor[] table. More...
|
|
bool | recordPosition = true |
| Set true to record the player's position when saving persistent data, or false to skip it. More...
|
|
bool | forceWield = true |
| Set true to force the player to wield the weapon after loading a game. More...
|
|
This component works with the PersistentDataManager and UFPS to keep track of a UFPS player's position, health, and inventory when saving and loading games.
To use it, add it to the player object.
◆ OnApplyPersistentData()
void PixelCrushers.DialogueSystem.UFPS.FPPersistentPlayerData.OnApplyPersistentData |
( |
| ) |
|
Listens for the OnApplyPersistentData message and retrieves the game object's position and rotation from the Lua Actor[] table.
◆ OnDisable()
void PixelCrushers.DialogueSystem.UFPS.FPPersistentPlayerData.OnDisable |
( |
| ) |
|
◆ OnEnable()
void PixelCrushers.DialogueSystem.UFPS.FPPersistentPlayerData.OnEnable |
( |
| ) |
|
◆ OnRecordPersistentData()
void PixelCrushers.DialogueSystem.UFPS.FPPersistentPlayerData.OnRecordPersistentData |
( |
| ) |
|
Listens for the OnRecordPersistentData message and records the game object's position and rotation into the Lua Actor[] table.
◆ forceWield
bool PixelCrushers.DialogueSystem.UFPS.FPPersistentPlayerData.forceWield = true |
Set true
to force the player to wield the weapon after loading a game.
Some custom weapons won't aim properly unless they've played the wield animation.
◆ overrideActorName
string PixelCrushers.DialogueSystem.UFPS.FPPersistentPlayerData.overrideActorName = "Player" |
(Optional) Normally, this component uses the game object's name as the name of the actor in the Lua Actor[] table.
If your actor is named differently in the Lua Actor[] table (e.g., the actor has a different name in Chat Mapper or the DialogueDatabase), then set this property to the Lua name.
◆ recordPosition
bool PixelCrushers.DialogueSystem.UFPS.FPPersistentPlayerData.recordPosition = true |
Set true
to record the player's position when saving persistent data, or false
to skip it.
The documentation for this class was generated from the following file:
- D:/Documents/Unity Projects/Dialogue System/Dev/Integration/UFPS Integration/Assets/Dialogue System/Third Party Support/UFPS/Scripts/FPPersistentPlayerData.cs