using UnityEngine; public class DanMachiSceneContainer : SceneContainer { public override KeyframeData SerializeFrame() { return new KeyframeData(); } public override ObjectContainerSerializable Serialize() { return new SceneSerializable(this); } public override void Lerp(KeyframeData frame1, KeyframeData frame2, float amount) { var frame = (frame1 as KeyframeData).Lerp(frame2, amount) as KeyframeData; } protected override void OnDestroy() { if (_applicationQuitting) return; for (int i = AllObjects.Count - 1; i >= 0; i--) { var obj = AllObjects[i]; if (obj.GetDataType() == DataType.Camera) { Debug.Log("Destroying cam"); obj.Frames.Clear(); obj.SetDefaultFrame(); continue; } Destroy(obj.gameObject); } base.OnDestroy(); } public override void Select() { //Settings.gameObject.SetActive(true); } public override void Deselect() { //Settings.gameObject.SetActive(false); } }