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40 lines
1.4 KiB
40 lines
1.4 KiB
8 months ago
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// This class is attached to the player object (prefab). It will call the GameState class
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/// to set and get the player's position in a scene and place the player at that position.
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/// </summary>
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public class MapPosition : MonoBehaviour {
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/// <summary>
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/// When the player enters a scene, this method will query the GameState to get the player's
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/// last know position in this scene. Then it will place the player object at that location.
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/// </summary>
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void Awake()
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{
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var lastPosition = GameState.GetLastScenePosition(SceneManager.GetActiveScene().name);
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if (lastPosition != Vector3.zero)
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{
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transform.position = lastPosition;
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}
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}
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/// <summary>
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/// When the player leaves a scene, this method will save the player's position in the scene.
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/// Scenes that are loaded with the Navigation Manager will cause an infinite loading loop, so
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/// they will set the saveLastPosition flag to false and not save the position rather using a
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/// configured starting position to place the player object.
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/// </summary>
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void OnDestroy()
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{
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if (GameState.saveLastPosition)
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{
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GameState.SetLastScenePosition(SceneManager.GetActiveScene().name, transform.position);
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}
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}
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}
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