public void LoadSavedGame(WorldProgressSave w) { Map = w.world; timeController.Load(w.time); population.Load(w.population); money.Load(w.money); cameraController.Load(w.camera); actionSelecter.Load(w.actionSelecter); immigration.Load(w.immigration); trade.Load(w.trade); diplomacy.Load(w.diplomacy); scenario.Load(w.scenario); research.Load(w.research); ProductivityController.LoadProductivities(w.productivities, w.automation); notifications.LoadEvents(w.Events); //load whitelist for items ResourcesDatabase.LoadWhitelist(w.Whitelist); //GO THROUGH LISTS OF OBJECTS AND ACTIVATE THEM USING THE LOADMAPOBJECT() FUNCTION //structures foreach (ObjSave save in w.structures) { LoadMapObject(save).transform.parent = structures.transform; } foreach (ObjSave save in w.jobcentres) { LoadMapObject(save).transform.parent = structures.transform; } foreach (ObjSave save in w.workplaces) { LoadMapObject(save).transform.parent = structures.transform; } foreach (ObjSave save in w.storagebuildings) { LoadMapObject(save).transform.parent = structures.transform; } foreach (ObjSave save in w.generators) { LoadMapObject(save).transform.parent = structures.transform; } foreach (ObjSave save in w.stables) { LoadMapObject(save).transform.parent = structures.transform; } foreach (ObjSave save in w.houses) { LoadMapObject(save).transform.parent = structures.transform; } foreach (ObjSave save in w.wtps) { LoadMapObject(save).transform.parent = structures.transform; } foreach (ObjSave save in w.canals) { LoadMapObject(save).transform.parent = structures.transform; } foreach (ObjSave save in w.crops) { LoadMapObject(save).transform.parent = structures.transform; } foreach (ObjSave save in w.farmhouses) { LoadMapObject(save).transform.parent = structures.transform; } //walkers foreach (ObjSave save in w.animals) { LoadMapObject(save).transform.parent = walkers.transform; } foreach (ObjSave save in w.walkers) { LoadMapObject(save).transform.parent = walkers.transform; } }