/** * <summary>Serialises appropriate GameObject values into a string.</summary> * <returns>The data, serialised as a string</returns> */ public override string SaveData() { ConversationData conversationData = new ConversationData(); conversationData.objectID = constantID; if (GetComponent <Conversation>()) { Conversation conversation = GetComponent <Conversation>(); bool[] optionStates = conversation.GetOptionStates(); conversationData._optionStates = ArrayToString <bool> (optionStates); bool[] optionLocks = conversation.GetOptionLocks(); conversationData._optionLocks = ArrayToString <bool> (optionLocks); bool[] optionChosens = conversation.GetOptionChosens(); conversationData._optionChosens = ArrayToString <bool> (optionChosens); conversationData.lastOption = conversation.lastOption; } return(Serializer.SaveScriptData <ConversationData> (conversationData)); }