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Placing a pre existing script into a pause menu
EDIT: Sometimes it just pays to know your limits. I had hoped to use the following code via my main menu, but that's not working out, so I'm hoping that someone might point me in the right direction for a much simpler question. The following js contains options to both save and load. Works great. Right now, I have it attached to my main camera. (Also had it attached directly to my player) Obviously, with it attached to the camera it is on the screen constantly, which I don't necessarily want. Am thinking of either attaching it to a pause menu, such as the one found here, or making the gui included my pause menu, but don't quite know how to do that. (strange, making a pause menu from scratch seems easy enough from the tutorial, but I don't know enough yet to incorporate what I've already found into a menu. Any help, as always, is appreciated. God bless.
import System;
import System.Collections;
import System.Xml;
import System.Xml.Serialization;
import System.IO;
import System.Text;
class DemoData
{
var x : float;
var y : float;
var z : float;
var name : String;
var experience : float;
}
class UserData
{
public var _iUser : DemoData = new DemoData();
function UserData() { }
}
//var target: Transform;
//var generalWidth = 50;
//var userHeight = 50;
//var playerHealth = 1000;
//var MaxPlayerHealth = 1000;
//var playerMana = 1000;
//var playerEnergy = 100;
//public var playerDamage = 10;
//var playerCurrency = 5000;
var playerPositionX = 0;
var playerPositionY = 0;
var playerPositionZ = 0;
//var damageNpc = 1;
//Variable For Experience *******************************************************
public static var curExperience = 1;
var ExpBarEmtey = 0;
var ExpBarCur : float;
var screenHeight : float;
static var ExpPart = 25;
var curLevel = 1;
var LvMax = 0;
var Lv0 = 12;
var Lv1 = 18;
var Lv2 = 28;
var Lv3 = 42;
var Lv4 = 78;
var Lv5 = 156;
var Lv6 = 330;
var Lv7 = 800;
var Lv8 = 1760;
var Lv9 = 4110;
var Lv10 = 8670;
//EndofExpVariables *************************************************************
//Saving Variables **************************************************************
private var _Save : Rect;
private var _Load : Rect;
private var _SaveMSG : Rect;
private var _LoadMSG : Rect;
//var _ShouldSave : boolean;
//var _ShouldLoad : boolean;
//var _SwitchSave : boolean;
//var _SwitchLoad : boolean;
private var _FileLocation : String;
private var _FileName : String = "SaveData.xml";
//public GameObject player;
var player : GameObject;
var playerName : String = "Default";
var MyStyle : GUIStyle;
private var myData : UserData;
private var _data : String;
private var VPosition : Vector3;
//EndOfSaving Variables *********************************************************
function Awake () {
// GUI for the Save/Load
_Save=new Rect(50,180,100,20);
_Load=new Rect(50,210,100,20);
_Name=new Rect(50,240,200,20);
_SaveMSG=new Rect(50,120,200,40);
_LoadMSG=new Rect(50,140,200,40);
_NameMSG=new Rect(50,180,200,40);
// XML Save/Load path
_FileLocation=Application.dataPath;
// Creating something to store information into.
myData=new UserData();
}
function OnGUI ()
{
// playerName = GUI.TextArea (Rect(generalWidth,userHeight,100,25),playerName);
//Health ********************************************************************
// GUI.Box (Rect (50,75,150,25), "Health:" + playerHealth);
//EndOfHealth ***************************************************************
//Mana **********************************************************************
// GUI.Box (Rect (50,100,150,25), "Mana:" + playerMana);
//EndOfMana *****************************************************************
//Energy ********************************************************************
// GUI.Box (Rect (50,125,150,25), "Energy:" + playerEnergy);
//EndOfEnergy ***************************************************************
//Currency ******************************************************************
// GUI.Box (Rect (50,150,150,25), "Gold:" + playerCurrency);
//EndOfCurrency *************************************************************
//Experience ****************************************************************
GUI.Box (Rect (10,10,60,20),"Level:" + curLevel);
//EndOfExperience ***********************************************************
//LoadingPlayers ************************************************************
if (GUI.Button(_Load,"Load")) {
GUI.Label(_LoadMSG,"Loading from: "+_FileLocation);
// Load our UserData into myData
LoadXML();
if(_data.ToString() != "")
{
myData = DeserializeObject(_data);
VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);
player.transform.position=VPosition;
curExperience = myData._iUser.experience;
Debug.Log("Load Successful");
}
}
//EndOfLoadingPlayers *******************************************************
//SavingPlayers *************************************************************
if (GUI.Button(_Save,"Save")) {
GUI.Label(_SaveMSG,"Saving to: "+_FileLocation);
//Debug.Log("SaveLoadXML: sanity check:"+ player.transform.position.x);
myData._iUser.x = player.transform.position.x;
myData._iUser.y = player.transform.position.y;
myData._iUser.z = player.transform.position.z;
myData._iUser.name = playerName;
myData._iUser.experience = curExperience;
// Time to creat our XML!
_data = SerializeObject(myData);
// This is the final resulting XML from the serialization process
CreateXML();
Debug.Log(_data);
}
//EndOfSavingPlayers *********************************************************
}
function Update ()
{
// if(playerHealth <= 0) {
// print(playerName + " has died...");
// die();
// }
// if(playerHealth > MaxPlayerHealth)
// {
// playerHealth = MaxPlayerHealth;
// }
// Here is the level decider. If the current exp is higher then the number there then you +1 level.
switch(curLevel){
case 0:
if(curExperience <= Lv0){
curLevel += 0;
}
case 1:
if(curExperience >= Lv1){
curLevel += 1;
LvMax = Lv1;
}
break;
case 2:
if(curExperience >= Lv2){
curLevel += 1;
LvMax = Lv2;
}
break;
case 3:
if(curExperience >= Lv3){
curLevel += 1;
LvMax = Lv3;
}
break;
case 4:
if(curExperience >= Lv4){
curLevel += 1;
LvMax = Lv4;
}
break;
case 5:
if(curExperience >= Lv5){
curLevel += 1;
LvMax = Lv5;
}
break;
case 6:
if(curExperience >= Lv6){
curLevel += 1;
LvMax = Lv6;
}
break;
case 7:
if(curExperience >= Lv7){
curLevel += 1;
LvMax = Lv7;
}
break;
case 8:
if(curExperience >= Lv8){
curLevel += 1;
LvMax = Lv8;
}
break;
case 9:
if(curExperience >= Lv9){
curLevel += 1;
LvMax = Lv9;
}
break;
case 10:
if(curExperience >= Lv10){
curLevel += 1;
LvMax = Lv10;
}
break;
}
}
//function die()
//{
// player.transform.position = Vector3(5,0,5); // A vector 3 teleport
// playerHealth = 1000;
// playerMana = 1000; // Reseting the vitals or else it will loop the death(HP = 0)
// playerEnergy = 100;
//}
//function OnCollisionEnter( collision : Collision ) {
// if(target == null && GameObject.FindGameObjectsWithTag("Enemy")){
// target = GameObject.FindWithTag("Enemy").transform;
//}
//}
//function OnTriggerEnter()
//{
// if(target.gameObject.tag == "Enemy")
// {
// collider.isTrigger = true;
// playerHealth -= damageNpc; // Comment this out if you dont wanna take damage.
// curExperience += 5; //Exp per interaction with the enemy.
// }
//}
//XML Code *****************************************************************
function UTF8ByteArrayToString(characters : byte[] )
{
var encoding : UTF8Encoding = new UTF8Encoding();
var constructedString : String = encoding.GetString(characters);
return (constructedString);
}
function StringToUTF8ByteArray(pXmlString : String)
{
var encoding : UTF8Encoding = new UTF8Encoding();
var byteArray : byte[] = encoding.GetBytes(pXmlString);
return byteArray;
}
function SerializeObject(pObject : Object)
{
var XmlizedString : String = null;
var memoryStream : MemoryStream = new MemoryStream();
var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
var xmlTextWriter : XmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
xs.Serialize(xmlTextWriter, pObject);
memoryStream = xmlTextWriter.BaseStream; // (MemoryStream)
XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
return XmlizedString;
}
function DeserializeObject(pXmlizedString : String)
{
var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
var memoryStream : MemoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
var xmlTextWriter : XmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
return xs.Deserialize(memoryStream);
}
function CreateXML()
{
var writer : StreamWriter;
var t : FileInfo = new FileInfo(_FileLocation+"/"+ _FileName);
if(!t.Exists)
{
writer = t.CreateText();
}
else
{
t.Delete();
writer = t.CreateText();
}
writer.Write(_data);
writer.Close();
Debug.Log("File written");
}
function LoadXML()
{
//StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName);
var r : StreamReader = File.OpenText(_FileLocation+"/"+ _FileName);
var _info : String = r.ReadToEnd();
r.Close();
_data=_info;
Debug.Log("File Read");
}
//EndOfXML Code **************************************************************
wow you script a lot but .. loading game from xml ... not say it's impossible ... but difficult ... try to see the whydoidoit homepage
thanks for the reply. The thing is, I have the code to load that file right above. The trick for me, in essence, is to get rid of the gui button and apply the loading feature to my 3d text object on my main menu.
Answer by Conect11 · Sep 12, 2013 at 10:36 PM
Ok, while not how I envisioned it at first I did solve this, thank God =)
Essentially what I did was just create a second camera with a new layer, "Pause." I then attached a camera switch script and the above listed code onto this camera. Next step should be to throw a pause menu script onto the new camera so that the player doesn't get killed by any roaming enemies.
Your answer
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