Ejemplo n.º 1
0
        public void SaveRules()
        {
            if (jsonFile == null)
            {
                return;
            }

            // create a serializable object with list of rules
            List <SerializedRule> serializedRules = new List <SerializedRule>();

            foreach (Rule rule in rules)
            {
                serializedRules.Add(new SerializedRule(rule));
            }

            RuleSetJsonObject rsjo = new RuleSetJsonObject();

            rsjo.serializedRules = serializedRules.ToArray();

            string json = JsonUtility.ToJson(rsjo, true);
            string path = UnityEditor.AssetDatabase.GetAssetPath(jsonFile);

            // write to file
            using (FileStream fs = new FileStream(path, FileMode.Create))
            {
                using (StreamWriter writer = new StreamWriter(fs))
                {
                    writer.Write(json);
                }
            }

            UnityEditor.AssetDatabase.Refresh();
        }
Ejemplo n.º 2
0
        public void LoadRules()
        {
            RuleSetJsonObject rsjo = JsonUtility.FromJson <RuleSetJsonObject>(jsonFile.text);

            rules = new List <Rule>();
            foreach (SerializedRule sr in rsjo.serializedRules)
            {
                rules.Add(sr.Rule);
            }
        }