Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Unity Game Development Blueprints

You're reading from   Unity Game Development Blueprints Explore the various enticing features of Unity and learn how to develop awesome games

Arrow left icon
Product type Paperback
Published in Nov 2014
Publisher
ISBN-13 9781783553655
Length 318 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Arrow right icon
View More author details
Toc

Table of Contents (11) Chapters Close

Preface 1. 2D Twin-stick Shooter 2. Creating GUIs FREE CHAPTER 3. Side-scrolling Platformer 4. First Person Shooter Part 1 – Creating Exterior Environments 5. First Person Shooter Part 2 – Creating Interior Environments 6. First Person Shooter Part 3 – Implementing Gameplay and AI 7. Creating Save Files in Unity 8. Finishing Touches 9. Creating GUIs Part 2 – Unity's New GUI System Index

Level editor – saving/loading levels to file


Now that we have the groundwork all placed and ready, let's get to the real meat of the level editor: saving and loading! Perform the following steps:

  1. Open our LevelEditor class in MonoDevelop. The first step will be to include some additional functionality at the beginning of our file:

    //You must include these namespaces
    //to use BinaryFormatter
    using System;
    using System.Runtime.Serialization.Formatters.Binary;
    using System.IO;
  2. The first thing we'll want to add is a variable, as follows:

    string levelName = "Level1";
  3. Now, we'll need to add the following code to the OnGUI function:

    GUILayout.BeginArea(new Rect(10, 20, 100, 100));
    levelName = GUILayout.TextField(levelName);
    if (GUILayout.Button ("Save"))
    {
      SaveLevel();
    }
    if (GUILayout.Button ("Load"))
    {
      //If we have a file with the name typed in, load it!
      if(File.Exists(Application.persistentDataPath + "/" + levelName + ".lvl"))
      {
        LoadLevelFile(levelName);
        PlayerStart.spawned = false...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime