public void LoadFromScriptable(RuntimeRoom _runtimeRoom) { roomID = _runtimeRoom.roomID; totalLayers = _runtimeRoom.totalLayers; roomName = _runtimeRoom.roomName; creatorName = _runtimeRoom.creatorName; levelType = _runtimeRoom.levelType; roomInPath = _runtimeRoom.roomInPath; roomType = _runtimeRoom.roomType; roomSize = _runtimeRoom.roomSize; roomPosition = _runtimeRoom.roomPosition; roomTilemaps = _runtimeRoom.roomTilemaps; tilesPosition = _runtimeRoom.tilesPosition; roomTilemaps = _runtimeRoom.roomTilemaps; //Gets the collision and Trigger layers collisionLayer = _runtimeRoom.collisionLayer; triggerLayer = _runtimeRoom.triggerLayer; }
public void SaveToScriptable() { //Create Scriptable Object RuntimeRoom newRoom = (RuntimeRoom)ScriptableObjectUtility.CreateAsset <RuntimeRoom>(); newRoom.roomID = roomID; newRoom.totalLayers = totalLayers; newRoom.roomName = roomName; newRoom.creatorName = creatorName; newRoom.levelType = levelType; newRoom.roomInPath = roomInPath; newRoom.roomType = roomType; newRoom.roomSize = roomSize; newRoom.roomPosition = roomPosition; newRoom.roomTilemaps = roomTilemaps; newRoom.tilesPosition = tilesPosition; newRoom.roomTilemaps = roomTilemaps; //Save collision and trigger layers newRoom.collisionLayer = collisionLayer; newRoom.triggerLayer = triggerLayer; Debug.Log("Created Room Scriptable Object"); }