private void SaveCameraTransitions() { // start fresh cameraTransitionSettingsList.Clear(); // save all camera transition settings CameraTransition[] cameraTransitions = GameObject.FindObjectsOfType <CameraTransition>(); foreach (CameraTransition cameraTransition in cameraTransitions) { CameraTransitionSettings cameraTransitionSettings = new CameraTransitionSettings(); cameraTransition.GetSettings(ref cameraTransitionSettings); cameraTransitionSettingsList.Add(cameraTransitionSettings); } }
private void RestoreCameraTransitions() { // restore camera transitions CameraTransition[] cameraTransitions = GameObject.FindObjectsOfType <CameraTransition>(); foreach (CameraTransition cameraTransition in cameraTransitions) { CameraTransitionSettings savedCameraTransitionSettings = cameraTransitionSettingsList.Find(item => item.name == cameraTransition.name); if (savedCameraTransitionSettings != null) { cameraTransition.PutSettings(savedCameraTransitionSettings); } } }
public void PutSettings(CameraTransitionSettings settings) { // restore/put settings into this camera transition this.getCamPrevious = settings.getCamPrevious; this.onlyMoveCamera = settings.onlyMoveCamera; this.entry = (TransitionEntry)settings.entry; this.state = (TransitionState)settings.state; this.direction = (TransitionDirection)settings.direction; this.eventCallPreDelay = (TransitionEventCall)settings.eventCallPreDelay; this.eventCallPostDelay = (TransitionEventCall)settings.eventCallPostDelay; this.transitionDelay = settings.transitionDelay; this.preTransitionDelay = settings.preTransitionDelay; this.postTransitionDelay = settings.postTransitionDelay; this.cameraMinPosition = settings.cameraMinPosition; this.cameraMaxPosition = settings.cameraMaxPosition; this.playerChange = settings.playerChange; }
public void GetSettings(ref CameraTransitionSettings settings) { // copy the camera transition settings to the referenced parameter settings.name = this.name; settings.getCamPrevious = this.getCamPrevious; settings.onlyMoveCamera = this.onlyMoveCamera; settings.entry = (int)this.entry; settings.state = (int)this.state; settings.direction = (int)this.direction; settings.eventCallPreDelay = (int)this.eventCallPreDelay; settings.eventCallPostDelay = (int)this.eventCallPostDelay; settings.transitionDelay = this.transitionDelay; settings.preTransitionDelay = this.preTransitionDelay; settings.postTransitionDelay = this.postTransitionDelay; settings.cameraMinPosition = this.cameraMinPosition; settings.cameraMaxPosition = this.cameraMaxPosition; settings.playerChange = this.playerChange; }