using System; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.Serialization; namespace MoreMountains.Tools { /// /// A persistent class that can save the essential parts of an object : /// its transform data (position, rotation, scale) and its active state /// This inherits from MMPersistentBase and implements the IMMPersistent interface /// It's a good example of how to implement the interface's OnSave and OnLoad methods /// public class MMPersistent : MMPersistentBase { [Header("Properties")] /// whether or not to save this object's position [Tooltip("whether or not to save this object's position")] public bool SavePosition = true; /// whether or not to save this object's rotation [Tooltip("whether or not to save this object's rotation")] public bool SaveLocalRotation = true; /// whether or not to save this object's scale [Tooltip("whether or not to save this object's scale")] public bool SaveLocalScale = true; /// whether or not to save this object's active state [Tooltip("whether or not to save this object's active state")] public bool SaveActiveState = true; /// /// A struct used to store and serialize the data we want to save /// [Serializable] public struct Data { public Vector3 Position; public Quaternion LocalRotation; public Vector3 LocalScale; public bool ActiveState; } /// /// On Save, we turn the object's transform data and active state to a Json string and return it to the MMPersistencyManager /// /// public override string OnSave() { return JsonUtility.ToJson(new Data { Position = this.transform.position, LocalRotation = this.transform.localRotation, LocalScale = this.transform.localScale, ActiveState = this.gameObject.activeSelf }); } /// /// On load, we read the saved json data and apply it to our object's properties /// /// public override void OnLoad(string data) { if (SavePosition) { this.transform.position = JsonUtility.FromJson(data).Position; } if (SaveLocalRotation) { this.transform.localRotation = JsonUtility.FromJson(data).LocalRotation; } if (SaveLocalScale) { this.transform.localScale = JsonUtility.FromJson(data).LocalScale; } if (SaveActiveState) { this.gameObject.SetActive(JsonUtility.FromJson(data).ActiveState); } } } }