public GameObject Load(LevelResAsset lightmapAsset) { GameObject result = null; if (lightmapAsset != null) { if (!(lightmapAsset.levelDom != null)) { return(null); } TextAsset levelDom = lightmapAsset.levelDom; BinaryDomDocument document = new BinaryDomDocument(levelDom.bytes); result = GameSerializer.Load(document); int num = lightmapAsset.lightmapFar.Length; LightmapData[] array = new LightmapData[num]; for (int i = 0; i < num; i++) { array[i] = new LightmapData { lightmapFar = lightmapAsset.lightmapFar[i], lightmapNear = lightmapAsset.lightmapNear[i] }; } LightmapSettings.lightmaps = array; } return(result); }
public bool Load(string name) { Debug.Log("Loading to {name}"); Clear(); bool res = GameSerializer.Load(name, (Vector3 pos) => CreateNode(pos), (GameObject f, GameObject t) => CreateEdge(f, t)); current = graph.GetRoot(); Start(); return(res); }
public GameObject Load(byte[] data) { BinaryDomDocument document = new BinaryDomDocument(data); return(GameSerializer.Load(document)); }
public void Import() { s_serializer.Load(this.level); }