Ejemplo n.º 1
0
        /// <summary>Stores a mod binary's ZipFile data in the cache.</summary>
        public static bool SaveModBinaryZip(int modId, int modfileId,
                                            byte[] modBinary)
        {
            Debug.Assert(modBinary != null);
            Debug.Assert(modBinary.Length > 0);

            string filePath = GenerateModBinaryZipFilePath(modId, modfileId);

            return(IOUtilities.WriteBinaryFile(filePath, modBinary));
        }
Ejemplo n.º 2
0
        /// <summary>Writes a texture to a PNG file.</summary>
        public static bool WritePNGFile(string filePath,
                                        Texture2D texture)
        {
            Debug.Assert(!String.IsNullOrEmpty(filePath));

            Debug.Assert(Path.GetExtension(filePath).Equals(".png"),
                         "[mod.io] Images can only be saved in PNG format."
                         + "\n" + filePath
                         + " is an invalid file path.");

            return(IOUtilities.WriteBinaryFile(filePath, texture.EncodeToPNG()));
        }
Ejemplo n.º 3
0
        /// <summary>Writes a user data file. (Standalone Application)</summary>
        public static void WriteFile_Standalone(string filePath, byte[] data, WriteFileCallback callback)
        {
            Debug.Assert(!string.IsNullOrEmpty(filePath));
            Debug.Assert(data != null);

            bool success = false;

            success = IOUtilities.WriteBinaryFile(filePath, data);

            if (callback != null)
            {
                callback.Invoke(success);
            }
        }
Ejemplo n.º 4
0
        /// <summary>Write a user file. (Unity Editor)</summary>
        public static void WriteFile_Editor(string filePath, byte[] data, WriteFileCallback callback)
        {
            Debug.Assert(!string.IsNullOrEmpty(filePath));
            Debug.Assert(data != null);

            bool fileExisted = System.IO.File.Exists(filePath);
            bool success     = false;

            success = IOUtilities.WriteBinaryFile(filePath, data);

            if (success && !fileExisted)
            {
                UnityEditor.AssetDatabase.Refresh();
            }

            if (callback != null)
            {
                callback.Invoke(success);
            }
        }