/** * <summary>Serialises appropriate GameObject values into a string.</summary> * <returns>The data, serialised as a string</returns> */ public override string SaveData() { VisibilityData visibilityData = new VisibilityData(); visibilityData.objectID = constantID; visibilityData.savePrevented = savePrevented; if (GetComponent <SpriteFader>()) { SpriteFader spriteFader = GetComponent <SpriteFader>(); visibilityData.isFading = spriteFader.isFading; if (spriteFader.isFading) { if (spriteFader.fadeType == FadeType.fadeIn) { visibilityData.isFadingIn = true; } else { visibilityData.isFadingIn = false; } visibilityData.fadeTime = spriteFader.fadeTime; visibilityData.fadeStartTime = spriteFader.fadeStartTime; } visibilityData.fadeAlpha = GetComponent <SpriteRenderer>().color.a; } else if (GetComponent <SpriteRenderer>() && saveColour) { Color _color = GetComponent <SpriteRenderer>().color; visibilityData.colourR = _color.r; visibilityData.colourG = _color.g; visibilityData.colourB = _color.b; visibilityData.colourA = _color.a; } if (GetComponent <FollowTintMap>()) { visibilityData = GetComponent <FollowTintMap>().SaveData(visibilityData); } if (limitVisibility) { visibilityData.isOn = !limitVisibility.isLockedOff; } else if (GetComponent <Renderer>()) { visibilityData.isOn = GetComponent <Renderer>().enabled; } else if (affectChildren) { foreach (Renderer _renderer in GetComponentsInChildren <Renderer>()) { visibilityData.isOn = _renderer.enabled; break; } } return(Serializer.SaveScriptData <VisibilityData> (visibilityData)); }
/** * <summary>Deserialises a string of data, and restores the GameObject to its previous state.</summary> * <param name = "stringData">The data, serialised as a string</param> */ public override void LoadData(string stringData) { VisibilityData data = Serializer.LoadScriptData <VisibilityData> (stringData); if (data == null) { loadedData = false; return; } if (GetComponent <SpriteFader>()) { SpriteFader spriteFader = GetComponent <SpriteFader>(); if (data.isFading) { if (data.isFadingIn) { spriteFader.Fade(FadeType.fadeIn, data.fadeTime, data.fadeAlpha); } else { spriteFader.Fade(FadeType.fadeOut, data.fadeTime, data.fadeAlpha); } } else { spriteFader.EndFade(); spriteFader.SetAlpha(data.fadeAlpha); } } else if (GetComponent <SpriteRenderer>() && saveColour) { Color _color = new Color(data.colourR, data.colourG, data.colourB, data.colourA); GetComponent <SpriteRenderer>().color = _color; } if (GetComponent <FollowTintMap>()) { GetComponent <FollowTintMap>().LoadData(data); } if (limitVisibility) { limitVisibility.isLockedOff = !data.isOn; } else if (GetComponent <Renderer>()) { GetComponent <Renderer>().enabled = data.isOn; } if (affectChildren) { foreach (Renderer _renderer in GetComponentsInChildren <Renderer>()) { _renderer.enabled = data.isOn; } } loadedData = true; }
/** * <summary>Updates its own variables from a VisibilityData class.</summary> * <param name = "data">The VisibilityData class to load from</param> */ public void LoadData(VisibilityData data) { useDefaultTintMap = data.useDefaultTintMap; SetIntensity(data.tintIntensity, 0f); if (!useDefaultTintMap && data.tintMapID != 0) { tintMap = Serializer.returnComponent <TintMap> (data.tintMapID); } ResetTintMap(); }
/** * <summary>Updates it's own variables from a VisibilityData class.</summary> * <param name = "data">The VisibilityData class to load from</param> */ public void LoadData(VisibilityData data) { useDefaultTintMap = data.useDefaultTintMap; SetIntensity (data.tintIntensity, 0f); if (!useDefaultTintMap && data.tintMapID != 0) { tintMap = Serializer.returnComponent <TintMap> (data.tintMapID); } ResetTintMap (); }
/** * <summary>Updates its own variables from a VisibilityData class.</summary> * <param name = "data">The VisibilityData class to load from</param> */ public void LoadData(VisibilityData data) { useDefaultTintMap = data.useDefaultTintMap; SetIntensity(data.tintIntensity, 0f); if (!useDefaultTintMap && data.tintMapID != 0) { tintMap = ConstantID.GetComponent <TintMap> (data.tintMapID); } ResetTintMap(); }
/** * <summary>Updates a VisibilityData class with its own variables that need saving.</summary> * <param name = "visibilityData">The original VisibilityData class</param> * <returns>The updated VisibilityData class</returns> */ public VisibilityData SaveData(VisibilityData visibilityData) { visibilityData.useDefaultTintMap = useDefaultTintMap; visibilityData.tintIntensity = targetIntensity; visibilityData.tintMapID = 0; if (!useDefaultTintMap && tintMap != null && tintMap.gameObject != null) { visibilityData.tintMapID = Serializer.GetConstantID(tintMap.gameObject); } return(visibilityData); }
public void LoadData (VisibilityData data) { if (GetComponent<Renderer>()) { GetComponent<Renderer>().enabled = data.isOn; } if (affectChildren) { foreach (Transform child in transform) { if (child.gameObject.GetComponent<Renderer>()) { child.gameObject.GetComponent<Renderer>().enabled = data.isOn; } } } }
public override void LoadData(string stringData) { VisibilityData data = Serializer.LoadScriptData <VisibilityData> (stringData); if (data == null) { return; } if (GetComponent <SpriteFader>()) { SpriteFader spriteFader = GetComponent <SpriteFader>(); if (data.isFading) { if (data.isFadingIn) { spriteFader.Fade(FadeType.fadeIn, data.fadeTime, data.fadeAlpha); } else { spriteFader.Fade(FadeType.fadeOut, data.fadeTime, data.fadeAlpha); } } else { spriteFader.EndFade(); spriteFader.SetAlpha(data.fadeAlpha); } } if (GetComponent <Renderer>()) { GetComponent <Renderer>().enabled = data.isOn; } if (affectChildren) { foreach (Renderer _renderer in GetComponentsInChildren <Renderer>()) { _renderer.enabled = data.isOn; } } }
public override string SaveData() { VisibilityData visibilityData = new VisibilityData(); visibilityData.objectID = constantID; if (GetComponent <SpriteFader>()) { SpriteFader spriteFader = GetComponent <SpriteFader>(); visibilityData.isFading = spriteFader.isFading; if (spriteFader.isFading) { if (spriteFader.fadeType == FadeType.fadeIn) { visibilityData.isFadingIn = true; } else { visibilityData.isFadingIn = false; } visibilityData.fadeTime = spriteFader.fadeTime; visibilityData.fadeStartTime = spriteFader.fadeStartTime; } visibilityData.fadeAlpha = GetComponent <SpriteRenderer>().color.a; } if (GetComponent <Renderer>()) { visibilityData.isOn = GetComponent <Renderer>().enabled; } else if (affectChildren) { foreach (Renderer _renderer in GetComponentsInChildren <Renderer>()) { visibilityData.isOn = _renderer.enabled; break; } } return(Serializer.SaveScriptData <VisibilityData> (visibilityData)); }
public VisibilityData SaveData () { VisibilityData visibilityData = new VisibilityData (); visibilityData.objectID = constantID; if (GetComponent<Renderer>()) { visibilityData.isOn = GetComponent<Renderer>().enabled; } else if (affectChildren) { foreach (Transform child in transform) { if (child.gameObject.GetComponent<Renderer>()) { visibilityData.isOn = child.gameObject.GetComponent<Renderer>().enabled; break; } } } return (visibilityData); }
public override string SaveData() { VisibilityData visibilityData = new VisibilityData (); visibilityData.objectID = constantID; if (GetComponent <SpriteFader>()) { SpriteFader spriteFader = GetComponent <SpriteFader>(); visibilityData.isFading = spriteFader.isFading; if (spriteFader.isFading) { if (spriteFader.fadeType == FadeType.fadeIn) { visibilityData.isFadingIn = true; } else { visibilityData.isFadingIn = false; } visibilityData.fadeTime = spriteFader.fadeTime; visibilityData.fadeStartTime = spriteFader.fadeStartTime; } visibilityData.fadeAlpha = GetComponent <SpriteRenderer>().color.a; } if (GetComponent <Renderer>()) { visibilityData.isOn = GetComponent <Renderer>().enabled; } else if (affectChildren) { foreach (Renderer _renderer in GetComponentsInChildren <Renderer>()) { visibilityData.isOn = _renderer.enabled; break; } } return Serializer.SaveScriptData <VisibilityData> (visibilityData); }
/** * <summary>Updates a VisibilityData class with it's own variables that need saving.</summary> * <param name = "visibilityData">The original VisibilityData class</param> * <returns>The updated VisibilityData class</returns> */ public VisibilityData SaveData(VisibilityData visibilityData) { visibilityData.useDefaultTintMap = useDefaultTintMap; visibilityData.tintIntensity = targetIntensity; visibilityData.tintMapID = 0; if (!useDefaultTintMap && tintMap != null && tintMap.gameObject != null) { visibilityData.tintMapID = Serializer.GetConstantID (tintMap.gameObject); } return visibilityData; }
/** * <summary>Deserialises a string of data, and restores the GameObject to its previous state.</summary> * <param name = "stringData">The data, serialised as a string</param> */ public override void LoadData(string stringData) { VisibilityData data = Serializer.LoadScriptData <VisibilityData> (stringData); if (data == null) { loadedData = false; return; } SavePrevented = data.savePrevented; if (savePrevented) { return; } SpriteFader spriteFader = GetComponent <SpriteFader>(); if (spriteFader) { if (data.isFading) { if (data.isFadingIn) { spriteFader.Fade(FadeType.fadeIn, data.fadeTime, data.fadeAlpha); } else { spriteFader.Fade(FadeType.fadeOut, data.fadeTime, data.fadeAlpha); } } else { spriteFader.EndFade(); spriteFader.SetAlpha(data.fadeAlpha); } } else { if (saveColour) { SpriteRenderer spriteRenderer = GetComponent <SpriteRenderer>(); if (spriteRenderer) { Color _color = new Color(data.colourR, data.colourG, data.colourB, data.colourA); spriteRenderer.color = _color; } } } FollowTintMap followTintMap = GetComponent <FollowTintMap>(); if (followTintMap) { followTintMap.LoadData(data); } if (limitVisibility) { limitVisibility.isLockedOff = !data.isOn; } else { Renderer renderer = GetComponent <Renderer>(); if (renderer) { renderer.enabled = data.isOn; } else { Canvas canvas = GetComponent <Canvas>(); if (canvas) { canvas.enabled = data.isOn; } } } if (affectChildren) { Renderer[] renderers = GetComponentsInChildren <Renderer>(); foreach (Renderer _renderer in renderers) { _renderer.enabled = data.isOn; } } loadedData = true; }