Beispiel #1
0
 public void ExposeComponents()
 {
     Scribe_Deep.Look(ref factionManager, "factionManager");
     Scribe_Deep.Look(ref worldPawns, "worldPawns");
     Scribe_Deep.Look(ref worldObjects, "worldObjects");
     Scribe_Deep.Look(ref gameConditionManager, "gameConditionManager", this);
     Scribe_Deep.Look(ref storyState, "storyState", this);
     Scribe_Deep.Look(ref features, "features");
     Scribe_Collections.Look(ref components, "components", LookMode.Deep, this);
     FillComponents();
     if (Scribe.mode == LoadSaveMode.LoadingVars)
     {
         BackCompatibility.WorldLoadingVars();
     }
 }
Beispiel #2
0
 public void ExposeComponents()
 {
     Scribe_Deep.Look <UniqueIDsManager>(ref this.uniqueIDsManager, "uniqueIDsManager", new object[0]);
     Scribe_Deep.Look <FactionManager>(ref this.factionManager, "factionManager", new object[0]);
     Scribe_Deep.Look <WorldPawns>(ref this.worldPawns, "worldPawns", new object[0]);
     Scribe_Deep.Look <WorldObjectsHolder>(ref this.worldObjects, "worldObjects", new object[0]);
     Scribe_Deep.Look <WorldSettings>(ref this.settings, "settings", new object[0]);
     Scribe_Deep.Look <GameConditionManager>(ref this.gameConditionManager, "gameConditionManager", new object[1]);
     Scribe_Deep.Look <StoryState>(ref this.storyState, "storyState", new object[1]
     {
         this
     });
     Scribe_Deep.Look <WorldFeatures>(ref this.features, "features", new object[0]);
     Scribe_Collections.Look <WorldComponent>(ref this.components, "components", LookMode.Deep, new object[1]
     {
         this
     });
     if (Scribe.mode == LoadSaveMode.LoadingVars)
     {
         BackCompatibility.WorldLoadingVars(this);
     }
     this.FillComponents();
 }