/// <summary> /// Loads the state of the passed save data without loading the scene it's registered with. /// </summary> public virtual void LoadState(GameSaveData saveData) { if (!string.IsNullOrEmpty(saveData.ProgressMarkerKey)) { ProgressMarker.latestExecuted = ProgressMarker.FindWithKey(saveData.ProgressMarkerKey); } // ^ In case any to-be-reexecuted blocks need to know // Have each subloader go through the items one at a time, loading as many of them // as they can. for (int i = 0; i < subloaders.Count; i++) { var loader = subloaders[i]; if (loader == null) { Debug.LogWarning(this.name + " has a null subloader registered under it."); continue; } for (int j = 0; j < saveData.Items.Count; j++) { var saveItem = saveData.Items[j]; loader.Load(saveItem); } } }
public override void OnEnter() { base.OnEnter(); latestExecuted = this; Continue(); }