public static SLineRenderer Serialize(this LineRenderer _lineRenderer) { SLineRenderer returnVal = new SLineRenderer { ExistsOnObject = (_lineRenderer == null) ? false : true, Enabled = _lineRenderer.enabled, castShadows = _lineRenderer.shadowCastingMode, recieveShadows = _lineRenderer.receiveShadows, dynamicOccludee = _lineRenderer.allowOcclusionWhenDynamic, motionVectors = _lineRenderer.motionVectorGenerationMode, lightProbeUsage = _lineRenderer.lightProbeUsage, reflectionProbeUsage = _lineRenderer.reflectionProbeUsage, renderLayerMask = _lineRenderer.renderingLayerMask, renderPriority = _lineRenderer.rendererPriority, //probeAnchor = _lineRenderer.probeAnchor.Serialize(), useWorldSpace = _lineRenderer.useWorldSpace, loop = _lineRenderer.loop }; return(returnVal); }
public static LineRenderer Deserialize(this SLineRenderer _lineRenderer, ref GameObject _gameObject) { if (_lineRenderer.ExistsOnObject == false) { return(null); } LineRenderer returnVal = _gameObject.GetComponent <LineRenderer>(); returnVal.enabled = _lineRenderer.Enabled; returnVal.shadowCastingMode = _lineRenderer.castShadows; returnVal.receiveShadows = _lineRenderer.recieveShadows; returnVal.allowOcclusionWhenDynamic = _lineRenderer.dynamicOccludee; returnVal.motionVectorGenerationMode = _lineRenderer.motionVectors; returnVal.lightProbeUsage = _lineRenderer.lightProbeUsage; returnVal.reflectionProbeUsage = _lineRenderer.reflectionProbeUsage; returnVal.renderingLayerMask = _lineRenderer.renderLayerMask; returnVal.rendererPriority = _lineRenderer.renderPriority; //returnVal.probeAnchor = _lineRenderer.probeAnchor.Deserialize(ref _gameObject); returnVal.useWorldSpace = _lineRenderer.useWorldSpace; returnVal.loop = _lineRenderer.loop; return(returnVal); }