/// <summary> /// 创建存档文件 /// </summary> /// <param name="only">是否只保存家具</param> /// <returns></returns> private Save CreateSaveGameObject(bool SaveBuilding) { Save save = new Save(); if (SaveBuilding) { //读取场景数据 foreach (KeyValuePair <InstrumentEnum, List <GameObject> > item in InstrumentMgr.Instance.GetInstrumentGameObjectDic()) { foreach (var obj in item.Value) { save.AddInstrument(obj); } } foreach (var wall in BuildingInfo.Instance.Walls) { save.AddWall(wall); } foreach (var wall in BuildingInfo.Instance._Walls) { save.AddWall(wall); } foreach (var top in BuildingInfo.Instance.Tops) { save.AddTops(top); } foreach (var flood in BuildingInfo.Instance.Floors) { save.AddFlood(flood); } } else { foreach (KeyValuePair <InstrumentEnum, List <GameObject> > item in InstrumentMgr.Instance.GetInstrumentGameObjectDic()) { foreach (var obj in item.Value) { if (obj.GetComponent <WindowsillBuild>() || obj.GetComponent <Doorframe>() || obj.GetComponent <Window1Build>() || obj.GetComponent <Door>()) { break; } save.AddInstrument(obj); } } } return(save); }