public override object Load(object[] data, object instance) { if ((bool)data[0]) { var newInstance = ScriptableObject.CreateInstance(Type.GetType((string)data[1])); UnitySerializer.DeserializeInto((byte[])data[2], newInstance); return(newInstance); } else { return(SaveGameManager.GetAsset((SaveGameManager.AssetReference)data [1])); } }
public override object Load(object[] data, object instance) { if ((bool)data [0]) { return(SaveGameManager.GetAsset((SaveGameManager.AssetReference)data [1])); } Material m; var shdr = Shader.Find((string)data [1]); m = new Material(shdr); m.name = (string)data [2]; m.renderQueue = (int)data [3]; SerializeRenderer.Store.SetValues(m, (List <StoreMaterials.StoredValue>)data [4]); return(m); }
public override object Load(object[] data, object instance) { if ((bool)data [0]) { return(SaveGameManager.GetAsset((SaveGameManager.AssetReference)data [1])); } Texture2D t; t = new Texture2D((int)data [9], (int)data [4], (TextureFormat)data [3], (int)data [6] > 0 ? true : false); t.anisoLevel = (int)data [1]; t.filterMode = (FilterMode)data [2]; t.mipMapBias = (float)data [5]; t.name = (string)data [7]; t.wrapMode = (TextureWrapMode)data [10]; t.SetPixels32((Color32[])data [11]); t.Apply(); return(t); }
public override object Load(object[] data, object instance) { return(SaveGameManager.GetAsset((SaveGameManager.AssetReference)data [0])); }