/// <summary> /// セーブデータ用のバイナリ読みこみ /// </summary> /// <param name="reader">バイナリリーダー</param> public void ReadSaveData(BinaryReader reader) { UtageToolKit.ReadLocalTransform(this.transform, reader); this.LocalColor = UtageToolKit.ReadColor(reader); //Tweenがある場合は、Tween情報を読み込む int tweenCount = reader.ReadInt32(); for (int i = 0; i < tweenCount; ++i) { iTweenPlayer tween = this.gameObject.AddComponent <iTweenPlayer>() as iTweenPlayer; tween.Read(reader, pixelsToUnits); } //各スプライトの読み込み int count = reader.ReadInt32(); for (int i = 0; i < count; ++i) { string name = reader.ReadString(); AdvFadeSprites sprite = GetSpriteCreateIfMissing(name); sprite.Read(reader); } string defaultSpriteName = reader.ReadString(); if (!string.IsNullOrEmpty(defaultSpriteName)) { DefaultSprite = FindSprite(defaultSpriteName); } }
/// <summary> /// セーブデータ用のバイナリ読みこみ /// </summary> /// <param name="reader">バイナリリーダー</param> public void Read(BinaryReader reader) { UtageToolKit.ReadLocalTransform(this.transform, reader); this.LocalColor = UtageToolKit.ReadColor(reader); //Tweenがある場合は、Tween情報を読み込む int tweenCount = reader.ReadInt32(); for (int i = 0; i < tweenCount; ++i) { iTweenPlayer tween = this.gameObject.AddComponent <iTweenPlayer>() as iTweenPlayer; tween.Read(reader, pixelsToUnits); } string nameCurrenTexture = reader.ReadString(); AssetFile texture = AssetFileManager.Load(nameCurrenTexture, this); currentSprite = CreateSprite(texture); texture.Unuse(this); }