@@ -95,7 +95,7 @@ namespace gdjs {
95
95
* @see gdjs.Model3DRuntimeObject3DRenderer.getCenterPoint
96
96
*/
97
97
_centerPoint : FloatPoint3D | null ;
98
-
98
+ _allSyncData : string ;
99
99
_animations : Model3DAnimation [ ] ;
100
100
_currentAnimationIndex : integer = 0 ;
101
101
_animationSpeedScale : float = 1 ;
@@ -126,6 +126,7 @@ namespace gdjs {
126
126
this . onModelChanged ( objectData ) ;
127
127
128
128
this . _crossfadeDuration = objectData . content . crossfadeDuration || 0 ;
129
+ this . _allSyncData = "" ;
129
130
130
131
// *ALWAYS* call `this.onCreated()` at the very end of your object constructor.
131
132
this . onCreated ( ) ;
@@ -251,34 +252,43 @@ namespace gdjs {
251
252
this . onModelChanged ( objectData ) ;
252
253
}
253
254
255
+ a ( currentScene : RuntimeScene ) : void
256
+ {
257
+ console . log ( "pomme" ) ;
258
+ }
259
+
254
260
saveWholeGame ( currentScene : RuntimeScene ) : void {
255
- const sceneStack = currentScene . getGame ( ) . _sceneStack . _stack ;
261
+ console . log ( "là on est bons" ) ;
256
262
257
- const allSyncData : any [ ] = [ ] ;
258
- allSyncData . push ( currentScene . getGame ( ) . getNetworkSyncData ( { syncEverythingForWholeGameSaveState : true } ) ) ;
259
-
260
- sceneStack . forEach ( scene => {
261
- allSyncData . push ( scene . getNetworkSyncData ( { syncEverythingForWholeGameSaveState :true } ) )
262
- }
263
- ) ;
264
- sceneStack . forEach ( scene => {
265
- const sceneObjects = scene . getAdhocListOfAllInstances ( ) ;
266
- for ( const key in sceneObjects ) {
267
- if ( sceneObjects . hasOwnProperty ( key ) ) {
268
- const object = sceneObjects [ key ] ;
269
- if ( object . getNetworkSyncData ) {
270
- const syncData = object . getNetworkSyncData ( true ) ;
271
- allSyncData . push ( syncData ) ;
272
- }
273
- }
274
- }
275
- } ) ;
276
- const syncDataJson = JSON . stringify ( allSyncData ) ;
277
- this . LoadWholeGame ( syncDataJson ) ;
278
- }
279
- LoadWholeGame ( syncDataJson : string ) : void {
263
+ // let allSyncData: { gameNetworkSyncData: GameNetworkSyncData } = { gameNetworkSyncData: {} as GameNetworkSyncData };
264
+ // const gameData = currentScene.getGame().getNetworkSyncData({syncEverythingForWholeGameSaveState: true});
265
+ // if(gameData)
266
+ // {
267
+ // allSyncData.gameNetworkSyncData = gameData;
268
+ // }
269
+ // this._allSyncData = JSON.stringify(allSyncData);
270
+ // sceneStack.forEach(scene => {
271
+ // allSyncData.push(scene.getNetworkSyncData({syncEverythingForWholeGameSaveState:true}))
272
+ // }
273
+ // );
274
+ // sceneStack.forEach(scene => {
275
+ // const sceneObjects = scene.getAdhocListOfAllInstances();
276
+ // for (const key in sceneObjects) {
277
+ // if (sceneObjects.hasOwnProperty(key)) {
278
+ // const object = sceneObjects[key];
279
+ // if (object.getNetworkSyncData) {
280
+ // const syncData = object.getNetworkSyncData(true);
281
+ // allSyncData.push(syncData);
282
+ // }
283
+ // }
284
+ // }
285
+ // });
286
+ // const syncDataJson = JSON.stringify(allSyncData);
287
+ // this.LoadWholeGame(syncDataJson);
288
+ }
289
+ loadWholeGame ( ) : void {
280
290
this . _runtimeScene . _destroy ( ) ;
281
- const allSyncData = JSON . parse ( syncDataJson ) ;
291
+ const allSyncData = JSON . parse ( this . _allSyncData ) ;
282
292
const sceneStack = allSyncData [ 0 ] . ss ;
283
293
console . log ( sceneStack ) ;
284
294
let sceneIndex = 1 ;
0 commit comments