Ejemplo n.º 1
0
    public void OnAfterDeserialize()
    {
        // Unity has just written new data into the serializedNodes field.
        // let's populate our actual runtime data with those new values.
        if (null == this.serializableRandomizations)
        {
            return;
        }

        this.randomizations = new List <IVariableRandomization> ();
        for (var i = 0; i < this.serializableRandomizations.Count; ++i)
        {
            var s = this.serializableRandomizations[i];
            var r = new UniversalBase64DeSerializer(s.data).Data;
            this.randomizations.Insert(s.index, (IVariableRandomization)r);
        }
    }
Ejemplo n.º 2
0
    public void OnBeforeSerialize()
    {
        // unity is about to read the serializedNodes field's contents. lets make sure
        // we write out the correct data into that field "just in time".

        if (null == this.randomizations)
        {
            return;
        }

        this.serializableRandomizations = new List <VariableRandomizationSerializable> ();
        for (var i = 0; i < this.randomizations.Count; ++i)
        {
            var r    = this.randomizations[i];
            var data = new UniversalBase64DeSerializer(r).Serialized;
            this.serializableRandomizations.Add(new VariableRandomizationSerializable()
            {
                index = i,
                data  = data
            });
        }
    }