public override object Load(object[] data, object instance)
 {
     if ((bool)data[0])
     {
         var newInstance = ScriptableObject.CreateInstance(Type.GetType((string)data[1]));
         UnitySerializer.DeserializeInto((byte[])data[2], newInstance);
         return(newInstance);
     }
     else
     {
         return(SaveGameManager.GetAsset((SaveGameManager.AssetReference)data [1]));
     }
 }
    public override object Load(object[] data, object instance)
    {
        if ((bool)data [0])
        {
            return(SaveGameManager.GetAsset((SaveGameManager.AssetReference)data [1]));
        }
        Material m;
        var      shdr = Shader.Find((string)data [1]);

        m             = new Material(shdr);
        m.name        = (string)data [2];
        m.renderQueue = (int)data [3];
        SerializeRenderer.Store.SetValues(m, (List <StoreMaterials.StoredValue>)data [4]);
        return(m);
    }
    public override object Load(object[] data, object instance)
    {
        if ((bool)data [0])
        {
            return(SaveGameManager.GetAsset((SaveGameManager.AssetReference)data [1]));
        }
        Texture2D t;

        t            = new Texture2D((int)data [9], (int)data [4], (TextureFormat)data [3], (int)data [6] > 0 ? true : false);
        t.anisoLevel = (int)data [1];
        t.filterMode = (FilterMode)data [2];
        t.mipMapBias = (float)data [5];
        t.name       = (string)data [7];
        t.wrapMode   = (TextureWrapMode)data [10];
        t.SetPixels32((Color32[])data [11]);
        t.Apply();

        return(t);
    }
 public override object Load(object[] data, object instance)
 {
     return(SaveGameManager.GetAsset((SaveGameManager.AssetReference)data [0]));
 }