/** * <summary>Deserialises a string of data, and restores the GameObject to its previous state.</summary> * <param name = "stringData">The data, serialised as a string</param> */ public override void LoadData(string stringData) { VisibilityData data = Serializer.LoadScriptData <VisibilityData> (stringData); if (data == null) { loadedData = false; return; } if (GetComponent <SpriteFader>()) { SpriteFader spriteFader = GetComponent <SpriteFader>(); if (data.isFading) { if (data.isFadingIn) { spriteFader.Fade(FadeType.fadeIn, data.fadeTime, data.fadeAlpha); } else { spriteFader.Fade(FadeType.fadeOut, data.fadeTime, data.fadeAlpha); } } else { spriteFader.EndFade(); spriteFader.SetAlpha(data.fadeAlpha); } } else if (GetComponent <SpriteRenderer>() && saveColour) { Color _color = new Color(data.colourR, data.colourG, data.colourB, data.colourA); GetComponent <SpriteRenderer>().color = _color; } if (GetComponent <FollowTintMap>()) { GetComponent <FollowTintMap>().LoadData(data); } if (limitVisibility) { limitVisibility.isLockedOff = !data.isOn; } else if (GetComponent <Renderer>()) { GetComponent <Renderer>().enabled = data.isOn; } if (affectChildren) { foreach (Renderer _renderer in GetComponentsInChildren <Renderer>()) { _renderer.enabled = data.isOn; } } loadedData = true; }
public override void LoadData(string stringData) { VisibilityData data = Serializer.LoadScriptData <VisibilityData> (stringData); if (data == null) { return; } if (GetComponent <SpriteFader>()) { SpriteFader spriteFader = GetComponent <SpriteFader>(); if (data.isFading) { if (data.isFadingIn) { spriteFader.Fade(FadeType.fadeIn, data.fadeTime, data.fadeAlpha); } else { spriteFader.Fade(FadeType.fadeOut, data.fadeTime, data.fadeAlpha); } } else { spriteFader.EndFade(); spriteFader.SetAlpha(data.fadeAlpha); } } if (GetComponent <Renderer>()) { GetComponent <Renderer>().enabled = data.isOn; } if (affectChildren) { foreach (Renderer _renderer in GetComponentsInChildren <Renderer>()) { _renderer.enabled = data.isOn; } } }
/** * <summary>Deserialises a string of data, and restores the GameObject to its previous state.</summary> * <param name = "stringData">The data, serialised as a string</param> */ public override void LoadData(string stringData) { VisibilityData data = Serializer.LoadScriptData <VisibilityData> (stringData); if (data == null) { loadedData = false; return; } SavePrevented = data.savePrevented; if (savePrevented) { return; } SpriteFader spriteFader = GetComponent <SpriteFader>(); if (spriteFader) { if (data.isFading) { if (data.isFadingIn) { spriteFader.Fade(FadeType.fadeIn, data.fadeTime, data.fadeAlpha); } else { spriteFader.Fade(FadeType.fadeOut, data.fadeTime, data.fadeAlpha); } } else { spriteFader.EndFade(); spriteFader.SetAlpha(data.fadeAlpha); } } else { if (saveColour) { SpriteRenderer spriteRenderer = GetComponent <SpriteRenderer>(); if (spriteRenderer) { Color _color = new Color(data.colourR, data.colourG, data.colourB, data.colourA); spriteRenderer.color = _color; } } } FollowTintMap followTintMap = GetComponent <FollowTintMap>(); if (followTintMap) { followTintMap.LoadData(data); } if (limitVisibility) { limitVisibility.isLockedOff = !data.isOn; } else { Renderer renderer = GetComponent <Renderer>(); if (renderer) { renderer.enabled = data.isOn; } else { Canvas canvas = GetComponent <Canvas>(); if (canvas) { canvas.enabled = data.isOn; } } } if (affectChildren) { Renderer[] renderers = GetComponentsInChildren <Renderer>(); foreach (Renderer _renderer in renderers) { _renderer.enabled = data.isOn; } } loadedData = true; }