public ProcessingComponent_s MakeSerializable() { List <Grid_s> serializableGrids = new List <Grid_s>(); foreach (ComponentSubGrid grid in grid.grids) { GridIDs gridIDs = GetGridIDs(grid.subGridIndex); Grid_s newGrid_s = new Grid_s(grid.transform.position, grid, gridIDs.gridTileIDs, gridIDs.intWallTileIDs, gridIDs.extWallTileIDs, gridIDs.roofTileIDs); serializableGrids.Add(newGrid_s); } List <WindowSection_s> serializableWindows = new List <WindowSection_s>(); foreach (WindowSection windowSection in windows) { List <Window_s> windows_s = new List <Window_s>(); foreach (Window window in windowSection.windows) { windows_s.Add(new Window_s(window.gridIndex, window.transform.eulerAngles.y)); } WindowSection_s newWindowSection_s = new WindowSection_s(windowSection.grid.subGridIndex, windowSection.windowID, windowSection.subID, windows_s); } List <StoreObject_s> serializableStoreObjects = new List <StoreObject_s>(); foreach (StoreObject storeObject in storeObjects) { serializableStoreObjects.Add(storeObject.MakeSerializable()); } ProcessingComponent_s toReturn = new ProcessingComponent_s(index, gameObject.transform.position, gameObject.transform.eulerAngles.y, serializableGrids, serializableWindows, serializableStoreObjects); return(toReturn); }
public MainStoreComponent_s MakeSerializable() { List <Grid_s> serializableGrids = new List <Grid_s>(); foreach (ComponentSubGrid grid in grid.grids) { GridIDs gridIDs = GetGridIDs(grid.subGridIndex); Grid_s newGrid_s = new Grid_s(grid.transform.position, grid, gridIDs.gridTileIDs, gridIDs.intWallTileIDs, gridIDs.extWallTileIDs, gridIDs.roofTileIDs); serializableGrids.Add(newGrid_s); } List <WindowSection_s> serializableWindows = new List <WindowSection_s>(); foreach (WindowSection windowSection in windows) { List <Window_s> windows_s = new List <Window_s>(); foreach (Window window in windowSection.windows) { windows_s.Add(new Window_s(window.gridIndex, window.transform.eulerAngles.y)); } WindowSection_s newWindowSection_s = new WindowSection_s(windowSection.grid.subGridIndex, windowSection.windowID, windowSection.subID, windows_s); serializableWindows.Add(newWindowSection_s); } List <StoreObject_s> storeObjects_s = new List <StoreObject_s> (); foreach (StoreObject storeObject in storeObjects) { storeObjects_s.Add(storeObject.MakeSerializable()); } /*foreach (DisplayShelf shelf in GetDisplayShelves()) * { * storeObjects_s.Add(shelf.MakeSerializable()); * } * foreach (CheckoutCounter checkoutCounter in GetCheckoutCounters()) * { * storeObjects_s.Add(checkoutCounter.MakeSerializable()); * } * foreach (BudtenderCounter budtenderCounter in GetBudtenderCounters()) * { * storeObjects_s.Add(budtenderCounter.MakeSerializable()); * }*/ MainStoreComponent_s toReturn = new MainStoreComponent_s(gameObject.transform.position, gameObject.transform.eulerAngles.y, serializableGrids, serializableWindows, storeObjects_s); return(toReturn); }