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...
Public Member Functions | |
void | OnRecordPersistentData () |
Listens for the OnRecordPersistentData message and records the game object's position and rotation into the Lua Actor[] table. | |
void | OnApplyPersistentData () |
Listens for the OnApplyPersistentData message and retrieves the game object's position and rotation from the Lua Actor[] table. | |
Public Attributes | |
bool | recordPosition = true |
Set true to record the player's position when saving persistent data, or false to skip it. | |
bool | forceWield = true |
Set true to force the player to wield the weapon after loading a game. | |
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.
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inline |
Listens for the OnApplyPersistentData message and retrieves the game object's position and rotation from the Lua Actor[] table.
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inline |
Listens for the OnRecordPersistentData message and records the game object's position and rotation into the Lua Actor[] table.
bool PixelCrushers.DialogueSystem.UFPSSupport.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.
bool PixelCrushers.DialogueSystem.UFPSSupport.FPPersistentPlayerData.recordPosition = true |
Set true
to record the player's position when saving persistent data, or false
to skip it.