/** * <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> * <param name = "restoringSaveFile">True if the game is currently loading a saved game file, as opposed to just switching scene</param> */ public override void LoadData(string stringData, bool restoringSaveFile = false) { SoundData data = Serializer.LoadScriptData <SoundData> (stringData); if (data == null) { return; } SavePrevented = data.savePrevented; if (savePrevented) { return; } Sound sound = GetComponent <Sound>(); if (sound is Music) { return; } if (!restoringSaveFile && sound.surviveSceneChange) { return; } sound.LoadData(data); }
public override void LoadData(string stringData) { SoundData data = Serializer.LoadScriptData <SoundData> (stringData); if (data == null) { return; } SavePrevented = data.savePrevented; if (savePrevented) { return; } Sound sound = GetComponent <Sound>(); if (sound is Music) { return; } if (KickStarter.saveSystem.loadingGame == LoadingGame.No && sound.surviveSceneChange) { return; } sound.LoadData(data); }