The persistent active data component works with the PersistentDataManager to set a target game object active or inactive when loading a game (or when applying persistent data between level changes). More...
Public Member Functions | |
void | OnApplyPersistentData () |
Listens for an OnApplyPersistentData message from the PersistentDataManager, and sets a target game object accordingly. More... | |
virtual void | Check () |
Public Attributes | |
GameObject | target |
The target game object. More... | |
Condition | condition |
If this condition is true , the target game object is activated; otherwise it's deactivated. More... | |
bool | checkOnStart |
When the script starts, check the condition and set the target GameObject active/inactive. More... | |
Protected Member Functions | |
virtual void | Start () |
virtual void | OnEnable () |
virtual void | OnDisable () |
The persistent active data component works with the PersistentDataManager to set a target game object active or inactive when loading a game (or when applying persistent data between level changes).
Inactive game objects don't receive messages. Don't add this component to an inactive game object. Instead, add it to a "manager" object and set the target to the object that you want to activate or deactivate.
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virtual |
void PixelCrushers.DialogueSystem.PersistentActiveData.OnApplyPersistentData | ( | ) |
Listens for an OnApplyPersistentData message from the PersistentDataManager, and sets a target game object accordingly.
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protectedvirtual |
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protectedvirtual |
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protectedvirtual |
bool PixelCrushers.DialogueSystem.PersistentActiveData.checkOnStart |
When the script starts, check the condition and set the target GameObject active/inactive.
Condition PixelCrushers.DialogueSystem.PersistentActiveData.condition |
If this condition is true
, the target game object is activated; otherwise it's deactivated.
GameObject PixelCrushers.DialogueSystem.PersistentActiveData.target |
The target game object.