/**
         * <summary>Serialises appropriate GameObject values into a string.</summary>
         * <returns>The data, serialised as a string</returns>
         */
        public override string SaveData()
        {
            ConversationData conversationData = new ConversationData();

            conversationData.objectID = constantID;

            if (GetComponent <Conversation>())
            {
                Conversation conversation = GetComponent <Conversation>();

                bool[] optionStates = conversation.GetOptionStates();
                conversationData._optionStates = ArrayToString <bool> (optionStates);

                bool[] optionLocks = conversation.GetOptionLocks();
                conversationData._optionLocks = ArrayToString <bool> (optionLocks);

                bool[] optionChosens = conversation.GetOptionChosens();
                conversationData._optionChosens = ArrayToString <bool> (optionChosens);

                conversationData.lastOption = conversation.lastOption;
            }

            return(Serializer.SaveScriptData <ConversationData> (conversationData));
        }