Beispiel #1
0
 public override void Serialize(SerializedMapObjects serializedMapObjects)
 {
     foreach (string speciesName in GameManager.Instance.FoodSources.Keys)
     {
         serializedMapObjects.AddType(this.MapObjectName, new GridItemSet(this.GetSpeciesID(GameManager.Instance.FoodSources[speciesName]), this.GetFoodSourcesWorldLocationWithSpecies(speciesName)));
     }
 }
Beispiel #2
0
    public SerializedPlot SavePlot()
    {
        SerializedGrid       serializedGrid       = new SerializedGrid(GridSystem);
        SerializedMapObjects serializedMapObjects = new SerializedMapObjects();

        foreach (GridObjectManager gridObjectManager in this.gridObjectManagers)
        {
            gridObjectManager.Serialize(serializedMapObjects);
        }
        return(new SerializedPlot(serializedMapObjects, serializedGrid));
    }
 // Start is called before the first frame update
 public SerializedPlot(SerializedMapObjects serializedMapObjects, SerializedGrid serializedGrid)
 {
     this.serializedMapObjects = serializedMapObjects;
     this.serializedGrid       = serializedGrid;
 }
 public void Store(SerializedMapObjects serializedMapObjects)
 {
     this.SerializedMapObjects = serializedMapObjects;
 }
    }                                                                  //Name of the type of object managed, used in S/L save files

    public virtual void Serialize(SerializedMapObjects serializedMapObjects)
    {
    }