private void ApplyGame(Game game) { GameObject stalker_prefab = (GameObject)Resources.Load("Prefabs/Stalker"); StalkerBehaviour[] stalkers = StalkerBehaviour.FindObjectsOfType <StalkerBehaviour> (); for (int i = 0; i < stalkers.Length; i++) { Destroy(stalkers[i].gameObject); } for (int g = 0; g < game.groups.Length; g++) { for (int s = 0; s < game.groups[g].stalkers.Length; s++) { Instantiate(stalker_prefab).GetComponent <StalkerBehaviour>().to_save_data = game.groups[g].stalkers[s]; } } for (int i = 0; i < game.items.Length; i++) { GameObject pref = (GameObject)Resources.Load("ItemsObjects/Item_" + game.items[i].id); Instantiate(pref, game.items[i].position, Quaternion.identity); } }
private Game CreateFromGame() { Game g = new Game(); g.groups = new GroupClass[2]; for (int i = 0; i < g.groups.Length; i++) { g.groups[i] = new GroupClass(); g.groups[i].group = (ToSaveData.Group)i; List <ToSaveData> tsd = new List <ToSaveData>(); StalkerBehaviour[] stalkers = StalkerBehaviour.FindObjectsOfType <StalkerBehaviour> (); for (int s = 0; s < stalkers.Length; s++) { if (stalkers[s].to_save_data.group == g.groups[i].group) { tsd.Add(stalkers[s].to_save_data); } } g.groups[i].stalkers = tsd.ToArray(); } ItemObject[] items = FindObjectsOfType <ItemObject> (); List <ItemSavable> savs = new List <ItemSavable> (); for (int i = 0; i < items.Length; i++) { savs.Add(items[i].sav); } g.items = savs.ToArray(); return(g); }