using UnityEngine;
using TNet;
public class EditPlayerSaveTest : TNBehaviour
{
private void OnEnable()
{
TNManager.onSetPlayerData += OnSetPlayerData;
transform.name = TNManager.player.Get<string>("Name", "<null>");
}
private void OnDisable()
{
TNManager.onSetPlayerData -= OnSetPlayerData;
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.S))
{
TNManager.SetPlayerData("Name", "testing");
}
}
void OnSetPlayerData(Player p, string path, DataNode node)
{
Debug.Log(name + " Saw OnSetPlayerData");
if (p != TNManager.player) return;
transform.name = p.Get<string>("Name", "<null>");
}
}