PixelCrushers.DialogueSystem.UFPS.FPSyncLuaPlayerOnLoadLevelMobile Class Reference

This was a UFPS Mobile-Addon version of FPSyncLuaPlayerOnLoadLevel. More...

Inheritance diagram for PixelCrushers.DialogueSystem.UFPS.FPSyncLuaPlayerOnLoadLevelMobile:
Collaboration diagram for PixelCrushers.DialogueSystem.UFPS.FPSyncLuaPlayerOnLoadLevelMobile:

Additional Inherited Members

- Public Member Functions inherited from PixelCrushers.DialogueSystem.UFPS.FPSyncLuaPlayerOnLoadLevel
virtual void OnEnable ()
 
virtual void OnDisable ()
 
void OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode)
 
virtual void HandlePostLevelLoad ()
 After a level is loaded, reapply the recorded persistent data from Lua. More...
 
- Public Attributes inherited from PixelCrushers.DialogueSystem.UFPS.FPSyncLuaPlayerOnLoadLevel
bool dontApplyLuaNextLoadLevel = false
 Set true to skip applying the player's saved info from Lua on the next level load. More...
 
bool includePlayerPosition = true
 Set true to include player position when applying Lua info, or false to skip position. More...
 

Detailed Description

This was a UFPS Mobile-Addon version of FPSyncLuaPlayerOnLoadLevel.

As it turns out, a mobile version is not needed. Since FPPlayerLuaBridge now uses fpPlayer.SetWeapon.TryStart(), the mobile UI is automatically notified.


The documentation for this class was generated from the following file: