/// <summary>
        /// Goes through the list of directories and determines if the save directory already exists
        /// If the directory does not exist, it creates it
        /// Goes through each room game object and writes it to the directory
        /// </summary>
        /// <param name="roomList"></param>
        /// <param name="Dir"></param>
        public void SaveRooms(List <GameObject> roomList, List <DirectoryInfo> Dir)
        {
            //bool directoryExists = false;

            //if(RoomName == "")
            //{
            //    RoomName = "Room";
            //}

            //foreach(DirectoryInfo d in Dir)
            //{
            //    if (d.Name == RoomName)
            //    {
            //        directoryExists = true;
            //    }
            //}

            //if(directoryExists == false)
            //{
            //    Directory.CreateDirectory(root.FullName + '\\' + RoomName);
            //}

            foreach (GameObject room in roomList)
            {
                byte[] b          = TangoDatabase.GetMeshAsBytes(TangoDatabase.GetRoomByName(room.name));
                string roomFolder = Path.Combine(root.FullName, RoomName);
                SetRoomFolder(roomFolder);

                string filename = room.name + Config.Current.Room.TangoFileExtension;
                string filepath = Path.Combine(RoomFolder, filename);

                //UnityEngine.Debug.Log(root.FullName + '\\' + RoomName + '\\' + room.name);
                //File.WriteAllBytes(root.FullName + '\\' + RoomName + '\\' + room.name, b);
                File.WriteAllBytes(filepath, b);

#if UNITY_EDITOR
                UnityEditor.AssetDatabase.Refresh();
#endif
            }
        }
 /// <summary>
 /// Reads the room game object from the file path and sends it to the TangoDatabase with it's name
 /// </summary>
 /// <param name="filePath"></param>
 /// <param name="name"></param>
 private void ReadRoom(string filePath, string name)
 {
     byte[] b = File.ReadAllBytes(filePath);
     TangoDatabase.UpdateMesh(b, name);
 }
Beispiel #3
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 /// <summary>
 /// Reads the room game object from the file path and sends it to the TangoDatabase with it's name
 /// </summary>
 /// <param name="filePath"></param>
 /// <param name="name"></param>
 private void ReadRoom(string filePath, string name)
 {
     byte[] b = File.ReadAllBytes(filePath);
     TangoDatabase.UpdateMesh(b, name, parent.GetComponent <PhotonView>().viewID);
 }