Example #1
0
 public static void SaveViNoSceneNodes(  ref List<SceneData.SceneNodeData> nodelist , ISpriteFactory fact )
 {
     ViNoSceneNode[] sceneNodesData = GameObject.FindObjectsOfType( typeof( ViNoSceneNode ) ) as ViNoSceneNode[];
     if( sceneNodesData != null ){
         for( int i=0;i<sceneNodesData.Length;i++){
             GameObject sceneNode = sceneNodesData[ i ].gameObject;
             if( sceneNodesData[ i ].singleNodeData != null ){
                 SceneData.SceneNodeData data =  sceneNodesData[ i ].singleNodeData;
                 nodelist.Add( data );
                 fact.SaveData( ref data , sceneNode );
             }
     /*
             else{
                 if( sceneNodesData[ i ].scrNodeData.nodesData != null ){
                     int len = sceneNodesData[ i ].scrNodeData.nodesData.Length;
                     for( int k=0;k<len;k++){
                         SceneData.SceneNodeData data =  sceneNodesData[ i ].scrNodeData.nodesData[ k ];
                         nodelist.Add( data );
                         GameObject obj = GameObject.Find( data.name );//sceneNode.gameObject.transform.FindChild( data.name ).gameObject;
                         fact.SaveData( ref data , obj );
                     }
                 }
             }
     //*/
         }
     }
 }
Example #2
0
    static public void SaveViNoSceneNodes(ref List <SceneData.SceneNodeData> nodelist, ISpriteFactory fact)
    {
        ViNoSceneNode[] sceneNodesData = GameObject.FindObjectsOfType(typeof(ViNoSceneNode)) as ViNoSceneNode[];
        if (sceneNodesData != null)
        {
            for (int i = 0; i < sceneNodesData.Length; i++)
            {
                GameObject sceneNode = sceneNodesData[i].gameObject;
                if (sceneNodesData[i].singleNodeData != null)
                {
                    SceneData.SceneNodeData data = sceneNodesData[i].singleNodeData;
                    nodelist.Add(data);
                    fact.SaveData(ref data, sceneNode);
                }

/*
 *                              else{
 *                                      if( sceneNodesData[ i ].scrNodeData.nodesData != null ){
 *                                              int len = sceneNodesData[ i ].scrNodeData.nodesData.Length;
 *                                              for( int k=0;k<len;k++){
 *                                                      SceneData.SceneNodeData data =  sceneNodesData[ i ].scrNodeData.nodesData[ k ];
 *                                                      nodelist.Add( data );
 *                                                      GameObject obj = GameObject.Find( data.name );//sceneNode.gameObject.transform.FindChild( data.name ).gameObject;
 *                                                      fact.SaveData( ref data , obj );
 *                                              }
 *                                      }
 *                              }
 * //*/
            }
        }
    }
Example #3
0
    public static void SaveDataRecursively( GameObject savedObj , ref List<SceneData.SceneNodeData> nodelist , ref ISpriteFactory spriteFact )
    {
        SceneData.SceneNodeData data = new SceneData.SceneNodeData();
        nodelist.Add( data );
        spriteFact.SaveData( ref data , savedObj );

        int count = savedObj.transform.GetChildCount();
        if( count > 0 ){
            for(int i=0;i<count;i++){
                GameObject childObj =  savedObj.transform.GetChild( i ).gameObject;
                SaveDataRecursively( childObj ,ref nodelist , ref spriteFact );
            }
        }
    }
Example #4
0
    static public void SaveDataRecursively(GameObject savedObj, ref List <SceneData.SceneNodeData> nodelist, ref ISpriteFactory spriteFact)
    {
        SceneData.SceneNodeData data = new SceneData.SceneNodeData();
        nodelist.Add(data);
        spriteFact.SaveData(ref data, savedObj);

        int count = savedObj.transform.GetChildCount();

        if (count > 0)
        {
            for (int i = 0; i < count; i++)
            {
                GameObject childObj = savedObj.transform.GetChild(i).gameObject;
                SaveDataRecursively(childObj, ref nodelist, ref spriteFact);
            }
        }
    }