// Use this for initialization public void Start() { dataContainer = new GameObjectDataContainer(); gameObjects = new List <GameObject>(); GameObjectDataContainer loadedDataContainer = Persister.Load <GameObjectDataContainer>(filepath, new GameObjectDataContainer()); if (loadedDataContainer != null) { foreach (SerializableGameObject c in loadedDataContainer.GetData()) { GameObject go = (GameObject)GameObject.Instantiate(serializableCubePrefab, c.position.ToVector3(), Quaternion.identity); go.transform.parent = transform; gameObjects.Add(go); } } }
private EntityActorStateInitializeMessage <BehaviourGameObjectState <TBehaviourType> > CreateState <TBehaviourType>(NetworkEntityGuid entityGuid) where TBehaviourType : class, IGameObjectLinkable { GameObjectTemplateModel templateModel = GameObjectDataContainer.GameObjectTemplateMappable.RetrieveEntity(entityGuid); GameObjectInstanceModel instanceModel = GameObjectDataContainer.GameObjectInstanceMappable.RetrieveEntity(entityGuid); return(new EntityActorStateInitializeMessage <BehaviourGameObjectState <TBehaviourType> >(new BehaviourGameObjectState <TBehaviourType>(EntityDataMappable.RetrieveEntity(entityGuid), entityGuid, instanceModel, templateModel, GameObjectDataContainer.GetBehaviourInstanceData <TBehaviourType>(entityGuid), InterestMappable.RetrieveEntity(entityGuid)))); }