Example #1
0
    /*
     * Loads an Object
     * 'i' is the number of the object we are loading.
     */
    private void LoadObject(int i, string file)
    {
        int    uniqueID   = ES2.Load <int>(file + "?tag=uniqueID" + i);
        string prefabName = ES2.Load <string>(file + "?tag=prefabName" + i);

        // Create or get an object based on our loaded id and prefabName
        GameObject loadObject;

        // If our prefab name is blank, we're loading a scene object.
        if (prefabName == "")
        {
            loadObject = ES2UniqueID.FindTransform(uniqueID).gameObject;
        }
        else
        {
            loadObject = UniqueObjectManager.InstantiatePrefab(prefabName);
        }

        // Load whether this GameObject is active or not.
                #if UNITY_3_5
        loadObject.active = ES2.Load <bool>(file + "?tag=active" + i);
                #else
        loadObject.SetActive(ES2.Load <bool>(file + "?tag=active" + i));
                #endif

        Transform t = loadObject.GetComponent <Transform>();
        if (t != null)
        {
            // Auto-assigning Load is the best way to load Components.
            ES2.Load <Transform>(file + "?tag=transform" + i, t);
            // LocalNow we'll get the parent object, if any.
            int       parentuID = ES2.Load <int>(file + "?tag=parentID" + i);
            Transform parent    = ES2UniqueID.FindTransform(parentuID);
            if (parent != null)
            {
                t.parent = parent;
            }
        }
    }
Example #2
0
    /*
     * Saves an Object
     * 'i' is the number of the object we are saving.
     */
    private void SaveObject(GameObject obj, int i, string file)
    {
        // Let's get the UniqueID object, as we'll need this.
        ES2UniqueID uID = obj.GetComponent <ES2UniqueID>();


        //Note that we're appending the 'i' to the end of the path so that
        //we know which object each piece of data belongs to.
        ES2.Save(uID.id, file + "?tag=uniqueID" + i);
        ES2.Save(uID.prefabName, file + "?tag=prefabName" + i);
        // Save whether the GameObject this UniqueID is attached to is active or not.
                #if UNITY_3_5
        ES2.Save(uID.gameObject.active, file + "?tag=active" + i);
                #else
        ES2.Save(uID.gameObject.activeSelf, file + "?tag=active" + i);
                #endif


        // You could add many more components here, inlcuding custom components.
        // For simplicity, we're only going to save the Transform component.
        Transform t = obj.GetComponent <Transform>();
        if (t != null)
        {
            ES2.Save(t, file + "?tag=transform" + i);
            // We'll also save the UniqueID of the parent object here, or -1
            // string if it doesn't have a parent.
            ES2UniqueID parentuID = ES2UniqueID.FindUniqueID(t.parent);
            if (parentuID == null)
            {
                ES2.Save(-1, file + "?tag=parentID" + i);
            }
            else
            {
                ES2.Save(parentuID.id, file + "?tag=parentID" + i);
            }
        }
    }