public void ExposeComponents() { Scribe_Deep.Look(ref factionManager, "factionManager"); Scribe_Deep.Look(ref worldPawns, "worldPawns"); Scribe_Deep.Look(ref worldObjects, "worldObjects"); Scribe_Deep.Look(ref gameConditionManager, "gameConditionManager", this); Scribe_Deep.Look(ref storyState, "storyState", this); Scribe_Deep.Look(ref features, "features"); Scribe_Collections.Look(ref components, "components", LookMode.Deep, this); FillComponents(); if (Scribe.mode == LoadSaveMode.LoadingVars) { BackCompatibility.WorldLoadingVars(); } }
public void ExposeComponents() { Scribe_Deep.Look <UniqueIDsManager>(ref this.uniqueIDsManager, "uniqueIDsManager", new object[0]); Scribe_Deep.Look <FactionManager>(ref this.factionManager, "factionManager", new object[0]); Scribe_Deep.Look <WorldPawns>(ref this.worldPawns, "worldPawns", new object[0]); Scribe_Deep.Look <WorldObjectsHolder>(ref this.worldObjects, "worldObjects", new object[0]); Scribe_Deep.Look <WorldSettings>(ref this.settings, "settings", new object[0]); Scribe_Deep.Look <GameConditionManager>(ref this.gameConditionManager, "gameConditionManager", new object[1]); Scribe_Deep.Look <StoryState>(ref this.storyState, "storyState", new object[1] { this }); Scribe_Deep.Look <WorldFeatures>(ref this.features, "features", new object[0]); Scribe_Collections.Look <WorldComponent>(ref this.components, "components", LookMode.Deep, new object[1] { this }); if (Scribe.mode == LoadSaveMode.LoadingVars) { BackCompatibility.WorldLoadingVars(this); } this.FillComponents(); }