43 lines
727 B
C#

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);
}
}
}