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Question by Quast · Jun 29, 2016 at 05:44 PM · enemydatasave file

Save enemy data whether he is dead or not ?

I have two enemies"Cubes" in my scene and player"Hero". What i'm trying to do is make a checkpoint. if i saved my game and then killed one enemy, this enemy should return when l load my save AND this is not happen with me. This is simple script i wrote it to save enemy life, attach it with my player.


using UnityEngine; using System.Collections; using UnityEngine.UI; public class chickpoint : MonoBehaviour {

public DeadLife _checklife;

public void Load_Chickpoint() { PlayerPrefs.SetFloat("dead",_checklife.O_Life); Debug.Log("save game"); } public void Save_Chickpoint() { float dead = PlayerPrefs.GetFloat("dead"); Debug.Log("load game"); }

}


////////////////////////////////////////////

And here is the enemy script

using UnityEngine; using System.Collections; public class DeadLife : MonoBehaviour { public float O_Life = 100f; // Use this for initialization void Start () { } // end start // Update is called once per frame void checkLive () {

     if(O_Life < 1f)
     {
         gameObject.SetActive(false); // dead enemy
     }
     if(O_Life > 1f)
     {
         gameObject.SetActive(true); // if i load my save and my enemy healthy above 1, is should become full 100.
         O_Life =100f;
     }
 }  
 void OnTriggerStay(Collider collision) {
     if (collision.gameObject.CompareTag("Hero"))
     {
         O_Life -= 0.50f;
     }
 }

}


So, where is my problem ?

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avatar image vintar · Jun 29, 2016 at 07:36 PM 0
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To me it seems like you are setting the float when loading and getting the float when saving which seems the wrong order.

avatar image Quast vintar · Jul 04, 2016 at 07:24 PM 0
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Yes, you right. Thank you.

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