Beispiel #1
0
        public static gameObjectSimulator gameObjectToSimulator(GameObject go)
        {
            saveMe savME = go.GetComponent <saveMe>();

            if (savME != null)
            {
                gameObjectSimulator goS = new gameObjectSimulator();
                goS.position   = go.transform.position;
                goS.rotation   = go.transform.rotation;
                goS.scale      = go.transform.localScale;
                goS.objectName = go.name;
                goS.objectType = go.GetType().ToString();
                // get scipts attached to the object... lolnope :*(

                /*foreach (var component in go.GetComponents<Component>()) {
                 *  if (savME.scriptAllowed(component.ToString())) {
                 *      goS.subScripts.Add(component);
                 *  }
                 * }*/

                return(goS);
            }

            return(null);
        }
Beispiel #2
0
        public static GameObject simulatorToGameObject(gameObjectSimulator goS)
        {
            loadAllPrefabs();
            foreach (GameObject prefab in allPrefabs)
            {
                //if (prefab.name == goS.objectName) {
                //(Clone)

                // contains MIGHT be dangerous... AGAIN!?
                if (goS.objectName.Contains(prefab.name))
                {
                    //Instantiate(global::UnityEngine.Object) - C:\Users\Gamer\Dropbox\Source\c#\objectSerializer\serializerTest\Library\UnityAssemblies\UnityEngine.dll
                    return((GameObject)UnityEngine.Object.Instantiate(prefab, goS.position, goS.rotation));
                }
            }
            return(null);
        }
Beispiel #3
0
 public void doSave()
 {
     serializedObjects.Clear();
     object[] objects = GameObject.FindObjectsOfType(typeof(GameObject));
     foreach (object obj in objects)
     {
         GameObject go = (GameObject)obj;
         //Debug.Log(g.name);
         serializer.gameObjectSimulator gSim = serializer.clsHelper.gameObjectToSimulator(go);
         if (gSim != null)
         {
             string xml = serializer.clsSerializer.SerializeToString <serializer.gameObjectSimulator>(gSim);
             serializedObjects.Add(xml);
             Debug.Log(xml);
         }
     }
 }