Forum begins after the advertisement:
[Part 9] Health bar invisible after restarting game
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [Part 9] Health bar invisible after restarting game
- This topic has 2 replies, 2 voices, and was last updated 4 months, 3 weeks ago by
Anuk Thotawatta.
-
AuthorPosts
-
April 18, 2024 at 8:48 pm #13979
Anuk Thotawatta
Participant::First after i unlocked a few health slots, and restarted i was back to 5 health so I modified the code to save maxHealth and i now have 10 health but the health is invisible until i get hit. do you know where the problem might be?
My save data code:
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using UnityEngine.SceneManagement; using Unity.Mathematics; [System.Serializable] public struct SaveData { public static SaveData Instance; //map stuff public HashSet<string> sceneNames; //coffin stuff public string coffinSceneName; public Vector2 coffinpos; //player stuff public int playerHealth; public int playerMaxHealth; public int playerHeartShards; public float playerMana; public int playerManaOrbs; public int playerOrbShard; public float playerOrb0Fill,playerOrb1Fill,playerOrb2Fill; public bool playerHalfMana; public Vector2 playerPosition; public string lastScene; //save ability unlocks public bool playerUnlockedWallJump; public bool playerUnlockedDash; public bool playerUnlockedDoubleJump; public bool playerUnlockedSideCast; public bool playerUnlockedDownCast; public bool playerUnlockedUpCast; //enemy stuff //shade public Vector2 shadePos; public string sceneWithShade; public Quaternion shadeRot; public void Initialize(){ if(!File.Exists(Application.persistentDataPath+"/save.coffin.data")){ BinaryWriter writer = new BinaryWriter(File.Create(Application.persistentDataPath+"/save.coffin.data")); } if(!File.Exists(Application.persistentDataPath+"/save.player.data")){ BinaryWriter writer = new BinaryWriter(File.Create(Application.persistentDataPath+"/save.player.data")); } if(!File.Exists(Application.persistentDataPath+"/save.shade.data")){ BinaryWriter writer = new BinaryWriter(File.Create(Application.persistentDataPath+"/save.shade.data")); } if(sceneNames == null){ sceneNames = new HashSet<string>(); } } public void SaveCoffin(){ using(BinaryWriter writer = new BinaryWriter(File.OpenWrite(Application.persistentDataPath+"/save.coffin.data"))){ writer.Write(coffinSceneName); writer.Write(coffinpos.x); writer.Write(coffinpos.y); } } public void LoadCoffin(){ if(File.Exists(Application.persistentDataPath+"/save.coffin.data")){ using(BinaryReader reader = new BinaryReader(File.OpenRead(Application.persistentDataPath+"/save.coffin.data"))){ coffinSceneName = reader.ReadString(); coffinpos.x=reader.ReadSingle(); coffinpos.y=reader.ReadSingle(); } } } public void SavePlayerData(){ using(BinaryWriter writer = new BinaryWriter(File.OpenWrite(Application.persistentDataPath+"/save.player.data"))){ playerHealth = PlayerController.Instance.Health; writer.Write(playerHealth); playerMaxHealth = PlayerController.Instance.maxHealth; writer.Write(playerMaxHealth); playerHeartShards = PlayerController.Instance.heartShards; writer.Write(playerHeartShards); playerMana = PlayerController.Instance.Mana; writer.Write(playerMana); playerHalfMana = PlayerController.Instance.halfMana; writer.Write(playerHalfMana); playerManaOrbs = PlayerController.Instance.manaOrbs; writer.Write(playerManaOrbs); playerOrbShard = PlayerController.Instance.orbShard; writer.Write(playerOrbShard); playerOrb0Fill = PlayerController.Instance.manaOrbsHandler.orbFills[0].fillAmount; writer.Write(playerOrb0Fill); playerOrb1Fill = PlayerController.Instance.manaOrbsHandler.orbFills[1].fillAmount; writer.Write(playerOrb1Fill); playerOrb2Fill = PlayerController.Instance.manaOrbsHandler.orbFills[2].fillAmount; writer.Write(playerOrb2Fill); //save ability unlocks playerUnlockedWallJump = PlayerController.Instance.unlockedWallJump; writer.Write(playerUnlockedWallJump); playerUnlockedDash = PlayerController.Instance.unlockedDash; writer.Write(playerUnlockedDash); playerUnlockedDoubleJump = PlayerController.Instance.unlockedDoubleJump; writer.Write(playerUnlockedDoubleJump); playerUnlockedSideCast = PlayerController.Instance.unlockedSideCast; writer.Write(playerUnlockedSideCast); playerUnlockedDownCast = PlayerController.Instance.unlockedDownCast; writer.Write(playerUnlockedDownCast); playerUnlockedUpCast = PlayerController.Instance.unlockedUpCast; writer.Write(playerUnlockedUpCast); //end of save ability unlocks playerPosition = PlayerController.Instance.transform.position; writer.Write(playerPosition.x); writer.Write(playerPosition.y); lastScene = SceneManager.GetActiveScene().name; writer.Write(lastScene); } } public void LoadPlayerData(){ if(File.Exists(Application.persistentDataPath+"/save.player.data")){ using(BinaryReader reader = new BinaryReader(File.OpenRead(Application.persistentDataPath+("/save.player.data")))){ playerHealth = reader.ReadInt32(); playerMaxHealth = reader.ReadInt32(); playerHeartShards = reader.ReadInt32(); playerMana = reader.ReadSingle(); playerHalfMana = reader.ReadBoolean(); playerManaOrbs = reader.ReadInt32(); playerOrbShard = reader.ReadInt32(); playerOrb0Fill = reader.ReadSingle(); playerOrb1Fill = reader.ReadSingle(); playerOrb2Fill = reader.ReadSingle(); playerUnlockedWallJump = reader.ReadBoolean(); playerUnlockedDash = reader.ReadBoolean(); playerUnlockedDoubleJump = reader.ReadBoolean(); playerUnlockedSideCast = reader.ReadBoolean(); playerUnlockedDownCast = reader.ReadBoolean(); playerUnlockedUpCast = reader.ReadBoolean(); playerPosition.x = reader.ReadSingle(); playerPosition.y = reader.ReadSingle(); lastScene = reader.ReadString(); SceneManager.LoadScene(lastScene); PlayerController.Instance.transform.position = playerPosition; PlayerController.Instance.halfMana = playerHalfMana; PlayerController.Instance.health = playerHealth; PlayerController.Instance.maxHealth = playerMaxHealth; PlayerController.Instance.heartShards = playerHeartShards; PlayerController.Instance.Mana = playerMana; PlayerController.Instance.manaOrbs = playerManaOrbs; PlayerController.Instance.orbShard = playerOrbShard; PlayerController.Instance.manaOrbsHandler.orbFills[0].fillAmount = playerOrb0Fill; PlayerController.Instance.manaOrbsHandler.orbFills[1].fillAmount = playerOrb1Fill; PlayerController.Instance.manaOrbsHandler.orbFills[2].fillAmount = playerOrb2Fill; PlayerController.Instance.unlockedWallJump = playerUnlockedWallJump; PlayerController.Instance.unlockedDash = playerUnlockedDash; PlayerController.Instance.unlockedDoubleJump = playerUnlockedDoubleJump; PlayerController.Instance.unlockedSideCast = playerUnlockedSideCast; PlayerController.Instance.unlockedDownCast = playerUnlockedDownCast; PlayerController.Instance.unlockedUpCast = playerUnlockedUpCast; } } else{ Debug.Log("File doesnt exist"); PlayerController.Instance.halfMana = false; PlayerController.Instance.Health = PlayerController.Instance.maxHealth; PlayerController.Instance.Mana = 0.5f; PlayerController.Instance.heartShards = 0; PlayerController.Instance.unlockedWallJump = false; } } public void SaveShadeData(){ using(BinaryWriter writer = new BinaryWriter(File.OpenWrite(Application.persistentDataPath+"/save.shade.data"))){ sceneWithShade = SceneManager.GetActiveScene().name; shadePos = Shade.Instance.transform.position; shadeRot = Shade.Instance.transform.rotation; writer.Write(sceneWithShade); writer.Write(shadePos.x); writer.Write(shadePos.y); writer.Write(shadeRot.y); writer.Write(shadeRot.x); writer.Write(shadeRot.z); writer.Write(shadeRot.w); } } public void LoadShadeData(){ if(File.Exists(Application.persistentDataPath+"/save.shade.data")){ using(BinaryReader reader = new BinaryReader(File.OpenRead(Application.persistentDataPath+"/save.shade.data"))){ sceneWithShade = reader.ReadString(); shadePos.x = reader.ReadSingle(); shadePos.y = reader.ReadSingle(); float rotationX = reader.ReadSingle(); float rotationY = reader.ReadSingle(); float rotationZ = reader.ReadSingle(); float rotationW = reader.ReadSingle(); shadeRot = new Quaternion(rotationX,rotationY,rotationZ,rotationW); } } else{ Debug.Log("Shade Doesnt Exist"); } } }
April 19, 2024 at 1:50 am #13988Joseph Tang
Moderator::I don’t believe this is an issue with your SaveData.cs, rather this may just be an issue where the HeartController.cs is taking your Player’s health values before its updated with the
SaveData.Instance.LoadPlayerData();
.You can try calling
onHealthChangedCallback.Invoke();
in your PlayerController.cs after theSaveData.Instance.LoadPlayerData();
code, to update the HeartController.cs.April 19, 2024 at 3:41 am #13990Anuk Thotawatta
Participant -
AuthorPosts
- You must be logged in to reply to this topic.
Advertisement below: