Esempio n. 1
0
        /**
         * <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>
         */
        public override void LoadData(string stringData)
        {
            ColliderData data = Serializer.LoadScriptData <ColliderData> (stringData);

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

            if (GetComponent <Collider>())
            {
                GetComponent <Collider>().enabled = data.isOn;
            }
            else if (GetComponent <Collider2D>())
            {
                GetComponent <Collider2D>().enabled = data.isOn;
            }

            loadedData = true;
        }
		public void LoadData (ColliderData data)
		{
			if (GetComponent <Collider>())
			{
				GetComponent <Collider>().enabled = data.isOn;
			}

			else if (GetComponent <Collider2D>())
			{
				GetComponent <Collider2D>().enabled = data.isOn;
			}
		}
        /**
         * <summary>Serialises appropriate GameObject values into a string.</summary>
         * <returns>The data, serialised as a string</returns>
         */
        public override string SaveData()
        {
            ColliderData colliderData = new ColliderData();

            colliderData.objectID = constantID;
            colliderData.isOn     = false;

            if (GetComponent <Collider>())
            {
                colliderData.isOn = GetComponent <Collider>().enabled;
            }
            else if (GetComponent <Collider2D>())
            {
                colliderData.isOn = GetComponent <Collider2D>().enabled;
            }

            return(Serializer.SaveScriptData <ColliderData> (colliderData));
        }
Esempio n. 4
0
        /**
         * <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>
         */
        public override void LoadData(string stringData)
        {
            ColliderData data = Serializer.LoadScriptData <ColliderData> (stringData);

            if (data == null)
            {
                return;
            }

            if (GetComponent <Collider>())
            {
                GetComponent <Collider>().enabled = data.isOn;
            }
            else if (GetComponent <Collider2D>())
            {
                GetComponent <Collider2D>().enabled = data.isOn;
            }
        }
		public ColliderData SaveData ()
		{
			ColliderData colliderData = new ColliderData ();

			colliderData.objectID = constantID;
			colliderData.isOn = false;

			if (GetComponent <Collider>())
			{
				colliderData.isOn = GetComponent <Collider>().enabled;
			}
			else if (GetComponent <Collider2D>())
			{
				colliderData.isOn = GetComponent <Collider2D>().enabled;
			}

			return (colliderData);
		}
Esempio n. 6
0
        /**
         * <summary>Serialises appropriate GameObject values into a string.</summary>
         * <returns>The data, serialised as a string</returns>
         */
        public override string SaveData()
        {
            ColliderData colliderData = new ColliderData ();

            colliderData.objectID = constantID;
            colliderData.isOn = false;

            if (GetComponent <Collider>())
            {
                colliderData.isOn = GetComponent <Collider>().enabled;
            }
            else if (GetComponent <Collider2D>())
            {
                colliderData.isOn = GetComponent <Collider2D>().enabled;
            }

            return Serializer.SaveScriptData <ColliderData> (colliderData);
        }