public void handleDeserialization(SaveLoad.SerializationInfo info) { print("got deserialization for: " + info.scriptTarget); serializationData data = (serializationData)info; print("deserilazing building_marker..."); List <GameObject> prefabs = GameObject.Find("Terrain").GetComponent <SaveLoad>().prefabs; GameObject prefabFound = null; foreach (GameObject prefab in prefabs) { if (prefab.name.Equals(data.buildTo)) { prefabFound = prefab; break; } } this.buildTo = prefabFound; this.inited = data.inited; this.Info = buildTo.GetComponent <Structure>(); this.overrideCost = data.overrideCost; this.missing = data.missing; this.ordered = data.ordered; this.GetComponent <MeshFilter>().sharedMesh = buildTo.GetComponent <MeshFilter>().sharedMesh; this.GetComponent <MeshCollider>().sharedMesh = buildTo.GetComponent <MeshFilter>().sharedMesh; fixScale(); }
public void handleDeserialization(SaveLoad.SerializationInfo info) { serializationData data = (serializationData)info; print("deserilazing HP handler..., HP=" + data.HP); this.HP = data.HP; this.initialHP = data.initialHP; this.type = data.type; }
public void handleDeserialization(SaveLoad.SerializationInfo info) { print("got deserialization for: " + info.scriptTarget); serializationData data = (serializationData)info; print("deserilazing..."); this.maxSize = data.maxSize; this.newContent = data.newContent; }
public void handleDeserialization(SaveLoad.SerializationInfo info) { print("got deserialization for: " + info.scriptTarget); serializationData data = (serializationData)info; print("deserilazing..."); var rData = new ReactorLogic.HeatableStructure(); rData.temperature = data.temp; this.setData(rData); }
public void handleDeserialization(SaveLoad.SerializationInfo info) { print("got deserialization for: " + info.scriptTarget); serializationData data = (serializationData)info; print("deserilazing..."); if (data.active) { //start reactor StartCoroutine(startReactor()); } }
public void handleDeserialization(SaveLoad.SerializationInfo info) { print("got deserialization for: " + info.scriptTarget); serializationData data = (serializationData)info; print("deserilazing movement controller..."); this.target = data.target; try { this.targetObject = atPos(data.targetObject).transform; } catch (NullReferenceException ex) { this.targetObject = null; } }
public void handleDeserialization(SaveLoad.SerializationInfo info) { serializationData data = (serializationData)info; print("deserilazing Action controller..."); this.idleTimer = data.idleTimer; this.idleDeliveryTimer = data.idleDeliveryTimer; this.curState = data.curState; this.delivery = data.delivery; this.target = atPos(data.target); this.lastTarget = atPos(data.lastTarget); this.deliverTarget = atPos(data.deliverTarget); this.deliverFrom = atPos(data.deliverFrom); }
public void handleDeserialization(SaveLoad.SerializationInfo info) { serializationData data = (serializationData)info; this.storedEnergy = data.storedEnergy; this.busy = data.busy; this.ownResource = data.ownResource; this.salvaging = data.salvaging; if (salvaging) { Debug.Log("got salvaging info, creating particles...."); //TODO, this gets called before terrain scripts are loaded //GameObject.Instantiate(ParticleHelper.getInstance().salvageParticles, this.gameObject.transform); } //reloadConnections(); }
public new void handleDeserialization(SaveLoad.SerializationInfo info) { serializationData data = (serializationData)info; this.storedEnergy = data.storedEnergy; this.busy = data.busy; this.ownResource = data.ownResource; this.salvaging = data.salvaging; if (this.busy) { DeliveryRoutes.addRoute(this.gameObject, DeliveryRoutes.getClosest("dropBase", this.gameObject).gameObject, ressources.Trees); } if (salvaging) { GameObject.Instantiate(ParticleHelper.getInstance().salvageParticles, this.gameObject.transform); } //reloadConnections(); }
public void handleDeserialization(SaveLoad.SerializationInfo info) { serializationData data = (serializationData)info; //create new data var from = findClosestConnection(data.from).transform.parent.gameObject; var to = findClosestConnection(data.to).transform.parent.gameObject; var connection = data.connection.getOriginal(from, to); print("deserialized data: " + connection); this.setData(connection); this.loaded = data; //create conveyor boxes at end var bBox = GameObject.Instantiate(ConveyorBegin, data.from, ConveyorBegin.transform.rotation); var eBox = GameObject.Instantiate(ConveyorBegin, data.to, ConveyorBegin.transform.rotation); connection.createdObjs.Add(bBox); connection.createdObjs.Add(eBox); connection.createdObjs.Add(this.gameObject); }