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Saving itself as a variable (Switching Objects)
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Topic: Saving itself as a variable (Switching Objects) (Read 821 times)
Gignormaz
Playmaker Newbie
Posts: 8
Saving itself as a variable (Switching Objects)
«
on:
May 13, 2020, 08:54:39 AM »
Hi Everyone.
I've got a scroll menu to come up when I click a "Room" which then presents my list of options for replacing it. This is to give the effect of an empty room and then building a new room in it's place.
I'm struggling to get my "empty room" to save itself as a variable so that I can call upon it to deactivate it from other FSM e.g lastroomclicked
Below is a quick attempt to give you understanding...
# on click - opens up menu / saves itself as last room clicked
# new room selected - creates new room / deactivates empty room
Is there a better way of replacing/switching than this?
As i'm likely to return to "Empty room" status again i'm presuming my best bet is to simply activate and deactivate it much like how I've handled the scroll menu UI.
Thanks for reading!
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LeDisciple
Playmaker Newbie
Posts: 35
Re: Saving itself as a variable (Switching Objects)
«
Reply #1 on:
May 13, 2020, 12:40:41 PM »
Hi,
I suggest you to use Array, ArrayMaker(from the Ecosystem) and/or Easy Save 3 from the Asset Store to save&load your things.
Best regards
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Saving itself as a variable (Switching Objects)