public SerializedPersistentObject GetPersistentObject(string id) { SerializedPersistentObject o = null; persistentObjects.TryGetValue(id, out o); return(o); }
override public void Start() { persistentProperties = new Hashtable(); SerializedPersistentObject o = LoadObjectState(); ConstructFromSerialized(o); }
public static void SavePersistentObject(SerializedPersistentObject o) { if (save == null) { return; } save.SavePersistentObject(o); }
virtual public void ConstructFromSerialized(SerializedPersistentObject s) { if (s == null) { return; } this.persistentProperties = s.persistentProperties; }
override public void ConstructFromSerialized(SerializedPersistentObject s) { if (s == null) { return; } this.persistentProperties = s.persistentProperties; acceptedItemBefore = (bool)this.persistentProperties["Accepted"]; }
public static void SavePersistentObject(SerializedPersistentObject o) { if (save == null) { Debug.LogWarning("Save file is null!"); return; } save.SavePersistentObject(o); }
public override void ConstructFromSerialized(SerializedPersistentObject s) { if (s == null) { return; } persistentProperties = s.persistentProperties; time = 0; if (persistentProperties.ContainsKey(nameof(time))) { time = (float)persistentProperties[nameof(time)]; } }
void OnEnable() { SerializedPersistentObject o = LoadObjectState(); if (o != null) { if (!((bool)o.persistentProperties["enabled"])) { Disable(); return; } } UpdateState(true); }
void Load() { SerializedPersistentObject savedState = LoadObjectState(); if (savedState != null) { DecodeAndUpdateMap((bool[])savedState.persistentProperties[MAP_PROPERTY]); } else { WipeMap(); } StartUpdatingMap(); }
public override void Start() { //load, check the dialogue hash, if it's the same then go to the last line persistentProperties = new Hashtable(); npc = GetComponent <NPC>(); SerializedPersistentObject o = LoadObjectState(); // this isn't a race condition with changing NPC dialogue on game flags, because that happens before Start() if (o != null && npc.GetConversationsHash() == (int)o.persistentProperties["dialogueHash"]) { ConstructFromSerialized(o); npc.currentConversation = (int)persistentProperties["currentConversation"]; npc.currentDialogueLine = (int)persistentProperties["currentDialogueLine"]; } }
override public void ConstructFromSerialized(SerializedPersistentObject s) { if (s == null) { this.baseInventory.AddAll(startingInventory); return; } this.persistentProperties = s.persistentProperties; this.gameFlagsHit = ((List <int>)s.persistentProperties["GameFlags"]).Select( x => (GameFlag)x ).ToList(); this.baseInventory = s.persistentProperties["Inventory"] as InventoryList; }
void OnEnable() { if (firstEnable) { firstEnable = false; SerializedPersistentObject o = LoadObjectState(); if (o != null) { bool wasEnabled = (bool)o.persistentProperties["enabled"]; if (!wasEnabled) { Disable(); } } } else { UpdateState(true); } }
override public void ConstructFromSerialized(SerializedPersistentObject s) { this.baseInventory = new InventoryList(); if (s == null) { this.baseInventory.AddAll(startingInventory.Select( x => x.GetItem() ).ToList()); return; } this.persistentProperties = s.persistentProperties; this.gameFlagsHit = ((List <int>)s.persistentProperties["GameFlags"]).Select( x => (GameFlag)x ).ToList(); this.baseInventory.LoadFromSerializableInventoryList( (SerializableInventoryList)s.persistentProperties["Inventory"] ); }
void OnSceneLoad(Scene scene, LoadSceneMode mode) { if (!string.IsNullOrEmpty(currentScene)) { SaveCurrentMap(); } currentScene = scene.name; SerializedPersistentObject savedState = LoadObjectState(); if (savedState != null) { DecodeAndUpdateMap((bool[])savedState.persistentProperties[mapProp]); } else { WipeMap(); } StartUpdatingMap(); }
public void SavePersistentObject(SerializedPersistentObject o) { persistentObjects[o.id] = o; }
// this is called after the global Awake so the initial save data will always be present virtual public void Start() { SerializedPersistentObject o = LoadObjectState(); ConstructFromSerialized(o); }