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- // IN GAME MANAGER ....
- public void SaveObjects ()
- {
- var saveables = FindObjectsOfType<AbstractSaveableMb> ();
- for (int i = 0; i < saveables.Length; ++i) {
- var id = saveables [i].gameObject.name;
- var data = saveables [i].GetSaveData ();
- SavedData [id] = data;
- }
- }
- public void LoadObjects ()
- {
- var enumerator = SavedData.GetEnumerator();
- while( enumerator.MoveNext() )
- {
- print (enumerator.Current.Key + enumerator.Current.Value);
- var restoreObj = GameObject.Find (enumerator.Current.Key).GetComponent<AbstractSaveableMb> ();
- restoreObj.RestoreData (enumerator.Current.Value);
- }
- }
- // IN ELEVATOR SCRIPT ....
- public override void RestoreData (object data) // tell RestoreDate that ElevInfo is the object data
- {
- ElevInfo = (ElevatorInfo) data;
- print ("restore data has been called.. on .. " + ElevInfo.Floor);
- if (floor != ElevInfo.Floor) {
- floor = ElevInfo.Floor;
- }
- if (floor == 0) { // Then, play the correct animation depending on the newly updated elevator state.
- animator.Play (idleBottomAnimation.name);
- }
- if (floor == 1) {
- animator.Play (idleTopAnimation.name);
- }
- }
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