internal void Save(string saveName) { AvatarController controller = _explorationController.controllers.FirstOrDefault(a => a.character != null); serializeFrames(); currentGame.currentPosition = SerializableVector3.FromVector3(controller.character.position); currentGame.currentRotation = SerializableVector3.FromVector3(controller.character.eulerAngles); currentGame.currentScene = SceneManager.GetActiveScene().buildIndex; LoadSaveUtils.Save(currentGame, saveName); if (isPaused) { UnPauseGame(); } }
internal SerializedFrame SerializeTo(SerializableGame data) { if (data == null) { return(null); } data[id] = new SerializedFrame() { id = id, prefab = prefab, scene = SceneManager.GetActiveScene().buildIndex, destroyed = destroyed, position = SerializableVector3.FromVector3(transform.position), rotation = SerializableVector3.FromVector3(transform.eulerAngles), componentData = SerializeComponents() }; return(data[id]); }