/**
         * <summary>Serialises appropriate GameObject values into a string.</summary>
         * <returns>The data, serialised as a string</returns>
         */
        public override string SaveData()
        {
            TimelineData timelineData = new TimelineData();

            timelineData.objectID      = constantID;
            timelineData.savePrevented = savePrevented;

                        #if UNITY_2017_1_OR_NEWER
            PlayableDirector director = GetComponent <PlayableDirector>();
            timelineData.isPlaying   = (director.state == PlayState.Playing);
            timelineData.currentTime = director.time;
                        #else
            ACDebug.LogWarning("The 'Remember Director' component is only compatible with Unity 5.6 onward.", this);
                        #endif

            return(Serializer.SaveScriptData <TimelineData> (timelineData));
        }
Exemple #2
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        /**
         * <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)
        {
            TimelineData data = Serializer.LoadScriptData <TimelineData> (stringData);

            if (data == null)
            {
                return;
            }
            SavePrevented = data.savePrevented; if (savePrevented)
            {
                return;
            }

            PlayableDirector director = GetComponent <PlayableDirector>();

            if (director != null && director.playableAsset != null)
            {
                TimelineAsset timeline = (TimelineAsset)director.playableAsset;

                if (timeline != null)
                {
                    if (saveTimelineAsset)
                    {
                        TimelineAsset _timeline = AssetLoader.RetrieveAsset(timeline, data.timelineAssetID);
                        if (_timeline != null)
                        {
                            director.playableAsset = _timeline;
                            timeline = _timeline;
                        }
                    }

                    if (saveBindings && !string.IsNullOrEmpty(data.trackObjectData))
                    {
                        string[] bindingIDs = data.trackObjectData.Split(","[0]);

                        for (int i = 0; i < bindingIDs.Length; i++)
                        {
                            int bindingID = 0;
                            if (int.TryParse(bindingIDs[i], out bindingID))
                            {
                                if (bindingID != 0)
                                {
                                    var track = timeline.GetOutputTrack(i);
                                    if (track != null)
                                    {
                                        ConstantID savedObject = Serializer.returnComponent <ConstantID> (bindingID, gameObject);
                                        if (savedObject != null)
                                        {
                                            director.SetGenericBinding(track, savedObject.gameObject);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }

            director.time = data.currentTime;
            if (data.isPlaying)
            {
                director.Play();
            }
            else
            {
                director.Stop();
            }
        }