55 lines
1.6 KiB
C#
55 lines
1.6 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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public class ES3AutoSave : MonoBehaviour, ISerializationCallbackReceiver
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{
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public bool saveLayer = true;
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public bool saveTag = true;
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public bool saveName = true;
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public bool saveHideFlags = true;
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public bool saveActive = true;
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public bool saveChildren = false;
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private bool isQuitting = false;
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//[HideInInspector]
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public List<Component> componentsToSave = new List<Component>();
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public void Reset()
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{
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// Initialise saveLayer (etc) to false for all new Components.
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saveLayer = false;
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saveTag = false;
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saveName = false;
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saveHideFlags = false;
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saveActive = false;
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saveChildren = false;
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}
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public void Awake()
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{
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if (ES3AutoSaveMgr.Current == null)
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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);
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else
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ES3AutoSaveMgr.AddAutoSave(this);
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}
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public void OnApplicationQuit()
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{
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isQuitting = true;
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}
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public void OnDestroy()
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{
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// If this is being destroyed, but not because the application is quitting,
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// remove the AutoSave from the manager.
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if (!isQuitting)
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ES3AutoSaveMgr.RemoveAutoSave(this);
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}
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public void OnBeforeSerialize() { }
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public void OnAfterDeserialize()
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{
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// Remove any null Components
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componentsToSave.RemoveAll(c => c == null || c.GetType() == typeof(Component));
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}
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} |