Exemplo n.º 1
0
        public IEnumerator LightsDeserializ(LightsSerializationData lightsSerializationData)
        {
            yield return(new WaitForSeconds(1f));

            var scene = Singleton <Studio.Scene> .Instance;

            while (scene.isNowLoading || IsLoading)
            {
                yield return(new WaitForEndOfFrame());
            }

            Light[] allLights = UnityEngine.Object.FindObjectsOfType <Light>();
            Dictionary <TreeNodeObject, ObjectCtrlInfo> dicInfo = Singleton <Studio.Studio> .Instance.dicInfo;

            List <Light> deserialized = new List <Light>();

            for (int i = 0; i < lightsSerializationData.name.Count(); i++)
            {
                if (int.Parse(lightsSerializationData.hasStudio[i]) == 1)
                {
                    foreach (KeyValuePair <TreeNodeObject, ObjectCtrlInfo> kvp in dicInfo)
                    {
                        if (kvp.Value != null && kvp.Key != null)
                        {
                            if (kvp.Value is OCILight)
                            {
                                OCILight value = kvp.Value as OCILight;
                                if (deserialized.Contains(value.light) == false &&
                                    lightsSerializationData.name[i] == value.light.name &&
                                    (LightType)(int.Parse(lightsSerializationData.type[i])) == value.light.type &&
                                    lightsSerializationData.hierarchyPath[i] == LightsSerializationData.GetHierarchyPath(value.light) &&
                                    LightsSerializationData.ToVector3(lightsSerializationData.transform_position[i]) == value.light.transform.position &&
                                    LightsSerializationData.ToVector3(lightsSerializationData.transform_localPosition[i]) == value.light.transform.localPosition
                                    )
                                {
                                    lightsSerializationData.Deserializ(value.light, i, value);
                                    deserialized.Add(value.light);
                                }
                            }
                        }
                    }
                }
                else
                {
                    for (int j = 0; j < allLights.Length; j++)
                    {
                        if (deserialized.Contains(allLights[j]) == false &&
                            lightsSerializationData.name[i] == allLights[j].name &&
                            (LightType)(int.Parse(lightsSerializationData.type[i])) == allLights[j].type &&
                            lightsSerializationData.hierarchyPath[i] == LightsSerializationData.GetHierarchyPath(allLights[j]) &&
                            LightsSerializationData.ToVector3(lightsSerializationData.transform_position[i]) == allLights[j].transform.position &&
                            LightsSerializationData.ToVector3(lightsSerializationData.transform_localPosition[i]) == allLights[j].transform.localPosition
                            )
                        {
                            lightsSerializationData.Deserializ(allLights[j], i);
                            deserialized.Add(allLights[j]);
                        }
                    }
                }
            }
            LightsInit();
        }