Esempio n. 1
0
 // Save/load
 public void Load(FloodlightSaveData saveData)
 {
     _base.transform.position = saveData.Pos;
     _base.transform.rotation = saveData.Rot;
     _pitch  = saveData.Pitch;
     _health = saveData.Health;
     _switchLight(saveData.On);
 }
Esempio n. 2
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        public override void OnSave()
        {
            FloodlightSaveData saveData = _light.GetComponent <FloodlightBehaviour>().GetSaveData();

            GameObject[] boxes = GameObject.FindObjectsOfType <GameObject>().Where(e => e.GetComponent <LightbulbBoxBehaviour>() != null && !_list.Contains(e)).ToArray();
            foreach (GameObject o in boxes)
            {
                saveData.BulbPos.Add(o.transform.position);
                saveData.BulbRot.Add(o.transform.rotation);
            }
            FloodlightSaveData.Serialize <FloodlightSaveData>(saveData, FloodlightSaveData.SavePath);
        }
Esempio n. 3
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        public override void OnLoad()
        {
            try
            {
                // Load assets
                AssetBundle ab = LoadAssets.LoadBundle(this, "floodlight.unity3d");

                GameObject origLight = ab.LoadAsset <GameObject>("floodlight.prefab");
                _light       = GameObject.Instantiate <GameObject>(origLight);
                _light.name  = "floodlight(Clone)";
                _light.layer = LayerMask.NameToLayer("Parts");
                _light.tag   = "PART";
                FloodlightBehaviour comp = _light.AddComponent <FloodlightBehaviour>();
                comp.UseBattery  = UseBattery;
                comp.Flicker     = EnableFlicker;
                comp.Unbreakable = Unbreakable;

                GameObject origBox = ab.LoadAsset <GameObject>("lightbulb_box.prefab");
                _box = GameObject.Instantiate <GameObject>(origBox);

                GameObject.Destroy(origLight);
                GameObject.Destroy(origBox);
                ab.Unload(false);

                // Initialize objects
                InitShop();

                // Load save
                FloodlightSaveData data = FloodlightSaveData.Deserialize <FloodlightSaveData>(FloodlightSaveData.SavePath);
                _light.GetComponent <FloodlightBehaviour>().Load(data);
                for (int i = 0; i < data.BulbPos.Count; ++i)
                {
                    GameObject box = GameObject.Instantiate <GameObject>(_box);
                    box.transform.position = data.BulbPos[i];
                    box.transform.rotation = data.BulbRot[i];
                    LightbulbBoxBehaviour c = box.AddComponent <LightbulbBoxBehaviour>();
                    c.ShopList = _list;
                    c.Activate();
                    c.SetBought();
                }

                // Set up command
                ConsoleCommand.Add(new FloodlightCommand(_light));
            }
            catch (Exception ex)
            {
                ModConsole.Error(ex.ToString());
            }
        }