Example #1
0
        public StepStatesData(StepStatesManager stepStatesManager)
        {
            keys   = new long[stepStatesManager.CompletedStepStates.Count];
            values = new string[stepStatesManager.CompletedStepStates.Count];

            int i = 0;

            foreach (KeyValuePair <long, string> pair in stepStatesManager.CompletedStepStates)
            {
                keys[i]   = pair.Key;
                values[i] = pair.Value;
                i++;
            }
        }
Example #2
0
    public override void RebuildFromData(ObjectData objectData)
    {
        StepStatesData    stepStatesData    = (StepStatesData)objectData;
        StepStatesManager stepStatesManager = (StepStatesManager)entityManager;

        CallAfterSceneLoaded(delegate()
        {
            PrepareDataForEntity(stepStatesManager, delegate()
            {
                for (int i = 0, c = stepStatesData.keys.Length; i < c; i++)
                {
                    stepStatesManager.CompletedStepStates[stepStatesData.keys[i]] = stepStatesData.values[i]; // stores the step state value
                }

                // useless since the scene is reloaded
                // stepStatesManager.ReloadAllStepStatesHolderState(); // rechecks all step states in the current scene
            });
        });
    }
Example #3
0
 // Use this for initialization
 void Start()
 {
     stepStateManager = FindObjectOfType <StepStatesManager>();
     StepStateSlug    = stepState == BasicStepState.none ? orStepStateSlug : stepState.ToString();
     LoadStepState();
 }