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Question by Itsgrain42 · Aug 23, 2017 at 09:45 PM · prefabssave datastrange iocclones

(Re-posted) How to save multiple of the same prefab clones

(I did re-post this one, no one managed to see the last one) Is it possible? What I mean is the position they are in and saving them so they can be viewed once exiting then entering, saving multiple of the same prefab. I have my SaveManager code here:

public GameObject CHP1; public FuelBar HP1; public GameObject CHP2; public FuelBar1 HP2; public GameObject CHP3; public CoolBar HP3; public GameObject CHP4; public FuelBar2 HP4; public GameObject CHP5; public CoolBar1 HP5; //public float CurrentHp;

     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
         HP1 = CHP1.GetComponent<FuelBar> ();
         HP2 = CHP2.GetComponent<FuelBar1> ();
         HP3 = CHP3.GetComponent<CoolBar> ();
         HP4 = CHP4.GetComponent<FuelBar2> ();
         HP5 = CHP5.GetComponent<CoolBar1> ();
 
         if(Input.GetKeyDown(KeyCode.O)){
             Save ();
             //CurrentHp = HP1.CurrentHp;
         }
 
         if(Input.GetKeyDown(KeyCode.P)){
             Load ();
         }
     }
 
     public void Save()
     {
         BinaryFormatter binaryFormatter = new BinaryFormatter();
         using (FileStream fs = new FileStream("save1.bin", FileMode.Create, FileAccess.Write))
         {
             binaryFormatter.Serialize(fs, HP1.CurrentHp);
             binaryFormatter.Serialize(fs, HP2.CurrentHp);
             binaryFormatter.Serialize(fs, HP3.CurrentHp);
             binaryFormatter.Serialize(fs, HP4.CurrentHp);
             binaryFormatter.Serialize(fs, HP5.CurrentHp);
         }
     }
 
     public void Load()
     {
         if (!File.Exists("save1.bin"))
             return;
 
         BinaryFormatter binaryFormatter = new BinaryFormatter();
         using (FileStream fs = new FileStream("save1.bin", FileMode.Open, FileAccess.Read))
         {
             HP1.CurrentHp = (float)binaryFormatter.Deserialize(fs);
             HP2.CurrentHp = (float)binaryFormatter.Deserialize(fs);
             HP3.CurrentHp = (float)binaryFormatter.Deserialize(fs);
             HP4.CurrentHp = (float)binaryFormatter.Deserialize(fs);
             HP5.CurrentHp = (float)binaryFormatter.Deserialize(fs);
             //HP1.CurrentHp = CurrentHp;
         }
     }

And the basic prefab clone spawning code:

 public Transform[] spawnLocations;
     public GameObject[] whatToSpawnPrefab;
     public GameObject[] whatToSpawnClone;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         if (Input.GetKeyDown (KeyCode.F)) {
             whatToSpawnClone [0] = Instantiate (whatToSpawnPrefab [0], spawnLocations [0].transform.position, Quaternion.Euler (0, 0, 0)) as GameObject;
         }
     }

There is nothing wrong with this code, I was just wondering about the prefab thing. If you know a way, please help!

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