/** * <summary>Deserialises a string of data, and restores the GameObject to its previous state.</summary> * <param name = "stringData">The data, serialised as a string</param> */ public override void LoadData(string stringData) { FootstepSoundData data = Serializer.LoadScriptData <FootstepSoundData> (stringData); if (data == null) { return; } SavePrevented = data.savePrevented; if (savePrevented) { return; } if (GetComponent <FootstepSounds>()) { FootstepSounds footstepSounds = GetComponent <FootstepSounds>(); AudioClip[] walkSounds = StringToSounds(data.walkSounds); if (walkSounds != null && walkSounds.Length > 0) { footstepSounds.footstepSounds = walkSounds; } AudioClip[] runSounds = StringToSounds(data.runSounds); if (runSounds != null && runSounds.Length > 0) { footstepSounds.runSounds = runSounds; } } }
/** * <summary>Serialises appropriate GameObject values into a string.</summary> * <returns>The data, serialised as a string</returns> */ public override string SaveData() { FootstepSoundData footstepSoundData = new FootstepSoundData(); footstepSoundData.objectID = constantID; footstepSoundData.savePrevented = savePrevented; if (GetComponent <FootstepSounds>()) { FootstepSounds footstepSounds = GetComponent <FootstepSounds>(); footstepSoundData.walkSounds = SoundsToString(footstepSounds.footstepSounds); footstepSoundData.runSounds = SoundsToString(footstepSounds.runSounds); } return(Serializer.SaveScriptData <FootstepSoundData> (footstepSoundData)); }