public override void Save(GameDataWriter writer) { writer.Write(persistentObjects.Length); for (int i = 0; i < persistentObjects.Length; i++) { persistentObjects[i].Save(writer); } }
public override void Save(GameDataWriter writer) { writer.Write(shapes.Count); writer.Write(Random.state); writer.Write(CreationSpeed); writer.Write(creationProgress); writer.Write(DestructionSpeed); writer.Write(destructionProgress); writer.Write(loadedLevelBuildIndex); GameLevel.Current.Save(writer); for (int i = 0; i < shapes.Count; i++) { writer.Write(shapes[i].ShapeId); writer.Write(shapes[i].MaterialId); shapes[i].Save(writer); } }
public override void Save(GameDataWriter writer) { writer.Write(nextSequentialIndex); }
public virtual void Save(GameDataWriter writer) { writer.Write(transform.localPosition); writer.Write(transform.localRotation); writer.Write(transform.localScale); }