public void Save() { if (!string.IsNullOrEmpty(_currentFileName)) { //If we're in state view first need to apply state changes to state machine view if (_currentMode == eMode.ViewingState) { _editedState.GetEditableObject()._timeline = _stateEditor.ConvertToTimeline(); } //Update state machine name to reflect filename TimelineStateMachine stateMachine = ConvertToTimelineStateMachine(); stateMachine._name = System.IO.Path.GetFileNameWithoutExtension(_currentFileName); //Save to file SerializeConverter.ToFile(stateMachine, _currentFileName); ClearDirtyFlag(); _stateEditor.ClearDirtyFlag(); GetEditorWindow().DoRepaint(); //Hack, save string on save scene Localisation.SaveStrings(); } else { SaveAs(); } }
public static void SaveStrings() { if (_localisationMap != null) { string path; TextAsset asset = Resources.Load(kDefaultLocalisationFilePath) as TextAsset; if (asset != null) { path = AssetDatabase.GetAssetPath(asset); } else { path = Application.dataPath + "/Resources/" + kDefaultLocalisationFilePath + ".xml"; } SerializeConverter.ToFile(_localisationMap, path); } }
public void Save() { if (!string.IsNullOrEmpty(_currentFileName)) { //Save to file NodeGraph nodeGraph = ConvertToNodeGraph(); SerializeConverter.ToFile(nodeGraph, _currentFileName); ClearDirtyFlag(); foreach (NodeEditorGUI node in _editableObjects) { node.MarkAsDirty(false); } GetEditorWindow().DoRepaint(); } else { SaveAs(); } }