private void saveBuildingConfig() { sceneSave.buildingSaveList = new List <BuildingSave>(); for (int i = 0; i < scene.buildingList.Count; i++) { BuildingSave buildingSave = new BuildingSave(); Building b = scene.buildingList[i]; buildingSave.buildingID = b.id; buildingSave.height = b.buildingHeight; buildingSave.has3Dmodel = (b.type == buildingType.custom); //if (buildingSave.has3Dmodel) //{ // buildingSave.modelPath = b.modelPath; // buildingSave.GOrotate = b.GOrotate; // buildingSave.GOtranslate = b.GOtransform; // buildingSave.GOscale = b.GOscale; //} buildingSave.materialID = b.defaultMaterialID; buildingSave.skins = new List <FacadeSkin>(b.facadeSkins); sceneSave.buildingSaveList.Add(buildingSave); } }
private void saveBuildingConfig() { sceneSave.buildingSaveList = new List<BuildingSave>(); for (int i = 0; i < scene.buildingList.Count; i++) { BuildingSave buildingSave = new BuildingSave(); Building b = scene.buildingList[i]; buildingSave.buildingID = b.id; buildingSave.height = b.buildingHeight; buildingSave.has3Dmodel = (b.type == buildingType.custom); //if (buildingSave.has3Dmodel) //{ // buildingSave.modelPath = b.modelPath; // buildingSave.GOrotate = b.GOrotate; // buildingSave.GOtranslate = b.GOtransform; // buildingSave.GOscale = b.GOscale; //} buildingSave.materialID = b.defaultMaterialID; buildingSave.skins = new List<FacadeSkin>(b.facadeSkins); sceneSave.buildingSaveList.Add(buildingSave); } }