Esempio n. 1
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 /// <summary>
 /// Sends the OnLevelWillBeUnloaded message to all game objects in the scene in case they
 /// need to change their behavior. For example, scripts that do something special when
 /// destroyed during play may not want to do the same thing when being destroyed by a
 /// level unload.
 /// </summary>
 public static void LevelWillBeUnloaded()
 {
     if (DialogueDebug.LogInfo)
     {
         Debug.Log(string.Format("{0}: Broadcasting that level will be unloaded.", new System.Object[] { DialogueDebug.Prefix }));
     }
     Tools.SendMessageToEveryone("OnLevelWillBeUnloaded");
 }
Esempio n. 2
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 /// <summary>
 /// Sends the OnApplyPersistentData message to all game objects in the scene to give them an
 /// opportunity to retrieve their state from the Lua environment.
 /// </summary>
 public static void Apply()
 {
     if (DialogueDebug.LogInfo)
     {
         Debug.Log(string.Format("{0}: Applying persistent data from Lua environment.", new System.Object[] { DialogueDebug.Prefix }));
     }
     Tools.SendMessageToEveryone("OnApplyPersistentData");
 }
Esempio n. 3
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        private static void SendPersistentDataMessage(string message)
        {
            switch (recordPersistentDataOn)
            {
            case RecordPersistentDataOn.AllGameObjects:
                Tools.SendMessageToEveryone(message);
                break;

            case RecordPersistentDataOn.OnlyRegisteredGameObjects:
                foreach (var go in listeners)
                {
                    if (go != null)
                    {
                        go.SendMessage(message, SendMessageOptions.DontRequireReceiver);
                    }
                }
                break;

            default:
                break;
            }
        }