/** * <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) { TriggerData data = Serializer.LoadScriptData <TriggerData> (stringData); if (data == null) { loadedData = false; return; } SavePrevented = data.savePrevented; if (savePrevented) { return; } if (GetComponent <Collider>()) { GetComponent <Collider>().enabled = data.isOn; } else if (GetComponent <Collider2D>()) { GetComponent <Collider2D>().enabled = data.isOn; } loadedData = true; }
/** * <summary>Serialises appropriate GameObject values into a string.</summary> * <returns>The data, serialised as a string</returns> */ public override string SaveData() { TriggerData triggerData = new TriggerData(); triggerData.objectID = constantID; triggerData.savePrevented = savePrevented; Collider _collider = GetComponent <Collider>(); if (_collider) { triggerData.isOn = _collider.enabled; } else { Collider2D _collider2D = GetComponent <Collider2D>(); if (_collider2D) { triggerData.isOn = _collider2D.enabled; } else { triggerData.isOn = false; } } return(Serializer.SaveScriptData <TriggerData> (triggerData)); }
public void LoadData (TriggerData data) { if (GetComponent <Collider>()) { GetComponent <Collider>().enabled = data.isOn; } else if (GetComponent <Collider2D>()) { GetComponent <Collider2D>().enabled = data.isOn; } }
/** * <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) { TriggerData data = Serializer.LoadScriptData <TriggerData> (stringData); if (data == null) { return; } if (GetComponent <Collider>()) { GetComponent <Collider>().enabled = data.isOn; } else if (GetComponent <Collider2D>()) { GetComponent <Collider2D>().enabled = data.isOn; } }
/** * <summary>Serialises appropriate GameObject values into a string.</summary> * <returns>The data, serialised as a string</returns> */ public override string SaveData() { TriggerData triggerData = new TriggerData (); triggerData.objectID = constantID; if (GetComponent <Collider>()) { triggerData.isOn = GetComponent <Collider>().enabled; } else if (GetComponent <Collider2D>()) { triggerData.isOn = GetComponent <Collider2D>().enabled; } else { triggerData.isOn = false; } return Serializer.SaveScriptData <TriggerData> (triggerData); }
public TriggerData SaveData () { TriggerData triggerData = new TriggerData (); triggerData.objectID = constantID; if (GetComponent <Collider>()) { triggerData.isOn = GetComponent <Collider>().enabled; } else if (GetComponent <Collider2D>()) { triggerData.isOn = GetComponent <Collider2D>().enabled; } else { triggerData.isOn = false; } return (triggerData); }
/** * <summary>Serialises appropriate GameObject values into a string.</summary> * <returns>The data, serialised as a string</returns> */ public override string SaveData() { TriggerData triggerData = new TriggerData(); triggerData.objectID = constantID; if (GetComponent <Collider>()) { triggerData.isOn = GetComponent <Collider>().enabled; } else if (GetComponent <Collider2D>()) { triggerData.isOn = GetComponent <Collider2D>().enabled; } else { triggerData.isOn = false; } return(Serializer.SaveScriptData <TriggerData> (triggerData)); }