using UnityEngine; using System.Collections.Generic; namespace BehaviorDesigner.Runtime { [System.Serializable] public class FieldSerializationData { [SerializeField] public List typeName = new List(); [SerializeField] public List fieldNameHash = new List(); [SerializeField] public List startIndex = new List(); [SerializeField] public List dataPosition = new List(); [SerializeField] public List unityObjects = new List(); [SerializeField] public List byteData = new List(); public byte[] byteDataArray; } [System.Serializable] public class TaskSerializationData { [SerializeField] public List types = new List(); [SerializeField] public List parentIndex = new List(); [SerializeField] public List startIndex = new List(); [SerializeField] public List variableStartIndex = new List(); [SerializeField] public string JSONSerialization; [SerializeField] public FieldSerializationData fieldSerializationData = new FieldSerializationData(); [SerializeField] public string Version; } [System.Serializable] public class VariableSerializationData { [SerializeField] public List variableStartIndex = new List(); [SerializeField] public string JSONSerialization = ""; [SerializeField] public FieldSerializationData fieldSerializationData = new FieldSerializationData(); } }