using System; using System.Collections; using UnityEngine; [Serializable] public class WhirldObject : MonoBehaviour { public WhirldData[] data; public Hashtable parameters; public void Awake() { Activate(); } public void OnSceneGenerated() { Activate(); } //Futile, as HashTables aren't serialized inside AssetBUndles anyway ;( /*public void OnSaveScene() { Activate(); data = null; }*/ public void Activate() { if (parameters != null || data.Length <= 0) { return; } parameters = new Hashtable(); foreach (WhirldData dat in data) { if (dat.o) parameters.Add(dat.n, dat.o); else parameters.Add(dat.n, dat.v); } } }