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Question by Shinroku · Feb 23, 2018 at 03:22 PM · yieldsave dataintbinaryformatterpublic static

Need help yielding during AsyncOperations with my function being called as an int

here is my code :

pragma strict

mport UnityEngine; import System; import System.Collections.Generic; import System.Runtime.Serialization.Formatters.Binary; import System.IO;

public static class SaveLoadManager { private var scene : Scene;

 public static function SavePlayer(playerinfo : PlayerInfo)
 {
     var bf : BinaryFormatter = new BinaryFormatter();
     var stream : FileStream = new FileStream(Application.persistentDataPath + "/game.sav", FileMode.Create);

     var data : PlayerData = new PlayerData(playerinfo);
     var scene = SceneManager.GetActiveScene ();
     data.sceneName = scene.name;

     bf.Serialize(stream, data);
     stream.Close();
 }

 public static function LoadPlayer() : int[]
 {
     if(File.Exists(Application.persistentDataPath + "/game.sav"))
     {
         var bf : BinaryFormatter = new BinaryFormatter();
         var stream : FileStream = new FileStream(Application.persistentDataPath + "/game.sav", FileMode.Open);

         var data : PlayerData = bf.Deserialize(stream) as PlayerData;

         stream.Close();

         SceneManager.LoadScene (data.sceneName, LoadSceneMode.Single);
         var async : AsyncOperation = SceneManager.LoadSceneAsync (data.sceneName);

         while (!async.isDone) 
         {
             yield;
             Debug.Log ("Loading");
         }

         return data.stats;
     }
 }

}

public class PlayerData { public var stats : int []; public var sceneName : String;

 public function PlayerData(playerinfo : PlayerInfo)
 {
     stats = new int[5];
     stats[0] = playerinfo.curHealth;
     stats[1] = playerinfo.curSpecial;
     stats[2] = playerinfo.playerPositionX;
     stats[3] = playerinfo.playerPositionY;
     stats[4] = playerinfo.playerPositionZ;
 }

}

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