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CrowdControl/Assets/Feel/MMTools/Tools/MMSaveLoad/MMPersistent.cs

84 lines
2.5 KiB
C#

using System;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
namespace MoreMountains.Tools
{
/// <summary>
/// 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
/// </summary>
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;
/// <summary>
/// A struct used to store and serialize the data we want to save
/// </summary>
[Serializable]
public struct Data
{
public Vector3 Position;
public Quaternion LocalRotation;
public Vector3 LocalScale;
public bool ActiveState;
}
/// <summary>
/// On Save, we turn the object's transform data and active state to a Json string and return it to the MMPersistencyManager
/// </summary>
/// <returns></returns>
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 });
}
/// <summary>
/// On load, we read the saved json data and apply it to our object's properties
/// </summary>
/// <param name="data"></param>
public override void OnLoad(string data)
{
if (SavePosition)
{
this.transform.position = JsonUtility.FromJson<Data>(data).Position;
}
if (SaveLocalRotation)
{
this.transform.localRotation = JsonUtility.FromJson<Data>(data).LocalRotation;
}
if (SaveLocalScale)
{
this.transform.localScale = JsonUtility.FromJson<Data>(data).LocalScale;
}
if (SaveActiveState)
{
this.gameObject.SetActive(JsonUtility.FromJson<Data>(data).ActiveState);
}
}
}
}