IndieGame/client/Assets/Plugins/Easy Save 3/Scripts/Auto Save/ES3AutoSave.cs

55 lines
1.6 KiB
C#
Raw Normal View History

2024-10-11 10:12:15 +08:00
using UnityEngine;
using System.Collections.Generic;
public class ES3AutoSave : MonoBehaviour, ISerializationCallbackReceiver
{
public bool saveLayer = true;
public bool saveTag = true;
public bool saveName = true;
public bool saveHideFlags = true;
public bool saveActive = true;
public bool saveChildren = false;
private bool isQuitting = false;
//[HideInInspector]
public List<Component> componentsToSave = new List<Component>();
public void Reset()
{
// Initialise saveLayer (etc) to false for all new Components.
saveLayer = false;
saveTag = false;
saveName = false;
saveHideFlags = false;
saveActive = false;
saveChildren = false;
}
public void Awake()
{
if (ES3AutoSaveMgr.Current == null)
ES3Internal.ES3Debug.LogWarning("<b>No GameObjects in this scene will be autosaved</b> because there is no Easy Save 3 Manager. To add a manager to this scene, exit playmode and go to Assets > Easy Save 3 > Add Manager to Scene.", this);
else
ES3AutoSaveMgr.AddAutoSave(this);
}
public void OnApplicationQuit()
{
isQuitting = true;
}
public void OnDestroy()
{
// If this is being destroyed, but not because the application is quitting,
// remove the AutoSave from the manager.
if (!isQuitting)
ES3AutoSaveMgr.RemoveAutoSave(this);
}
public void OnBeforeSerialize() { }
public void OnAfterDeserialize()
{
// Remove any null Components
componentsToSave.RemoveAll(c => c == null || c.GetType() == typeof(Component));
}
}