public VMGameObjectMarshal Save() { var gameObj = new VMGameObjectMarshal { Direction = Direction, Disabled = Disabled }; SaveEnt(gameObj); return(gameObj); }
public void Load(VMGameObjectMarshal input) { base.Load(input); Position = Position; Direction = input.Direction; if (UseWorld) { ((ObjectComponent)this.WorldUI).DynamicSpriteFlags = this.DynamicSpriteFlags; WorldUI.ObjectID = ObjectID; if (Slots != null && Slots.Slots.ContainsKey(0)) { ((ObjectComponent)WorldUI).ContainerSlots = Slots.Slots[0]; } RefreshGraphic(); } }
public void Load(VMGameObjectMarshal input) { base.Load(input); ObjectState = (VMIObjectState)PlatformState; Position = Position; Direction = input.Direction; Disabled = input.Disabled; if (UseWorld) { ((ObjectComponent)this.WorldUI).DynamicSpriteFlags = this.DynamicSpriteFlags; WorldUI.ObjectID = ObjectID; if (Slots != null && Slots.Slots.ContainsKey(0)) { ((ObjectComponent)WorldUI).ContainerSlots = Slots.Slots[0]; } SetValue(VMStackObjectVariable.Flags, GetValue(VMStackObjectVariable.Flags)); RefreshGraphic(); } }