Ejemplo n.º 1
0
        /// <summary>
        /// Useful if you want to dynamically add a saveable component. To ensure it
        /// gets registered.
        /// </summary>
        /// <param name="identifier">The identifier for the component, this is the adress the data will be loaded from </param>
        /// <param name="iSaveable">The interface reference on the component. </param>
        /// <param name="reloadData">Do you want to reload the data on all the components?
        /// Only call this if you add one component. Else call SaveMaster.ReloadListener(saveable). </param>
        public void AddSaveableComponent(string identifier, ISaveable iSaveable, bool reloadData = false)
        {
            saveableComponentIDs.Add(string.Format("{0}-{1}", saveIdentification, identifier));
            saveableComponentObjects.Add(iSaveable);

            if (reloadData)
            {
                // Load it again, to ensure all ISaveable interfaces are updated.
                SaveMaster.ReloadListener(this);
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Gets and adds a saveable components. This is only required when you want to
        /// create gameobjects dynamically through C#. Keep in mind that changing the component add order
        /// will change the way it gets loaded.
        /// </summary>
        public void ScanAddSaveableComponents()
        {
            ISaveable[] saveables = GetComponentsInChildren <ISaveable>();

            for (int i = 0; i < saveables.Length; i++)
            {
                string mono = (saveables[i] as MonoBehaviour).name;

                AddSaveableComponent(string.Format("Dyn-{0}-{1}", mono, i.ToString()), saveables[i]);
            }

            // Load it again, to ensure all ISaveable interfaces are updated.
            SaveMaster.ReloadListener(this);
        }