Tanoda
pb_MeshFilter.cs
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1using UnityEngine;
2using System.Collections;
3using System.Collections.Generic;
4using System.Runtime.Serialization;
5
7{
11 public class pb_MeshFilter : pb_SerializableObject<UnityEngine.MeshFilter>
12 {
13 public pb_MeshFilter(UnityEngine.MeshFilter obj) : base(obj) {}
14 public pb_MeshFilter(SerializationInfo info, StreamingContext context) : base(info, context) {}
15
16 public override Dictionary<string, object> PopulateSerializableDictionary()
17 {
18 Dictionary<string, object> props = new Dictionary<string, object>(); // pb_Reflection.ReflectProperties(target);
19
20 props.Add("sharedMesh", target.sharedMesh);
21 //props.Add("tag", target.tag);
22 props.Add("name", target.name);
23 props.Add("hideFlags", target.hideFlags);
24
25 return props;
26 }
27 }
28}
pb_MeshFilter(UnityEngine.MeshFilter obj)
pb_MeshFilter(SerializationInfo info, StreamingContext context)
override Dictionary< string, object > PopulateSerializableDictionary()
T target
A reference to the component being serialized. Will be null on deserialization.