public override void OnSave(BlockXDataHolder stream) { if (toRemove) { return; } if (AddPiece.isSimulating) return; stream.Write("modLoader-machineData", MachineData.GetSaveData()); }
public override void OnSave(BlockXDataHolder stream) { if (toRemove) { return; } if (AddPiece.isSimulating) { return; } stream.Write("modLoader-machineData", MachineData.GetSaveData()); }
public override void OnLoad(BlockXDataHolder stream) { if (toRemove) { return; } if (AddPiece.isSimulating) return; if (stream.HasKey("modLoader-machineData")) { MachineData.LoadData(stream.ReadString("modLoader-machineData")); } else { MachineData.LoadData("NOTFOUND"); } }
public override void OnLoad(BlockXDataHolder stream) { if (toRemove) { return; } if (AddPiece.isSimulating) { return; } if (stream.HasKey("modLoader-machineData")) { MachineData.LoadData(stream.ReadString("modLoader-machineData")); } else { MachineData.LoadData("NOTFOUND"); } }
public override void OnSave(BlockXDataHolder data) { SaveMapperValues(data); }
public override void OnLoad(BlockXDataHolder data) { LoadMapperValues(data); if (data.WasSimulationStarted) return; }
//The following functions are for saving, loading, copying and pasting the values //Besiege Specific method public override void OnSave(BlockXDataHolder data) { SaveMapperValues(data); data.Write("flipped", flipped); }
//Besiege Specific method public override void OnLoad(BlockXDataHolder data) { LoadMapperValues(data); // If the simulation just started we do not want to load // our flip state from the data holder. // The flip variable is automatically copied // over by Unity when the simulation starts. if (data.WasSimulationStarted) return; if (data.HasKey("flipped")) { SetFlipNoSound(data.ReadBool("flipped")); } }