void Awake() { AccountID = GameObject.Find("AccountID_DontDestroy").GetComponent <AccountID>().theID; passedID = GameObject.Find("charID_DontDestroy").GetComponent <fromCharToCode>().name; ForOrder = new GameObject[5]; ForOrder[0] = ForBoss; ForOrder[1] = ForMiniBoss; ForOrder[2] = ForMelee; ForOrder[3] = ForRange; ForOrder[4] = ForTank; TextAsset JData; //만약 codeeditor_IDpasser에서 온 경우일 경우 이걸 해야된당... tempID theTempID = GameObject.Find("charID_DontDestroy").GetComponent <tempID>(); if (theTempID != null) {//만약 이게 있으면? JData = Resources.Load(theTempID.theID + passedID + "/TargetOrder") as TextAsset; } else { //만약 이게 없으면? JData = Resources.Load("Json_AccountInfo/" + AccountID.ToString() + "/" + passedID + "/TargetOrder") as TextAsset; //끝 } string jdata = JData.text; theTargetOrderInformation = JsonConvert.DeserializeObject <TargetOrderInformation>(jdata); loadOnScene(); }
void Awake() { AccountID = GameObject.Find("AccountID_DontDestroy").GetComponent <AccountID>().theID; passedID = GameObject.Find("charID_DontDestroy").GetComponent <fromCharToCode>().name; TextAsset JData; //만약 codeeditor_IDpasser에서 온 경우일 경우 이걸 해야된당... tempID theTempID = GameObject.Find("charID_DontDestroy").GetComponent <tempID>(); if (theTempID != null) {//만약 이게 있으면? JData = Resources.Load(theTempID.theID + passedID + "/ActionData") as TextAsset; } else { //만약 이게 없으면? JData = Resources.Load("Json_AccountInfo/" + AccountID.ToString() + "/" + passedID + "/ActionData") as TextAsset; //끝 } string jdata = JData.text; //string jdata = File.ReadAllText(Application.dataPath + "/Resources/CodeEditor/ActionData.json"); //byte[] bytes = System.Convert.FromBase64String(jdata); //string reformat = System.Text.Encoding.UTF8.GetString(bytes); // this is the actual string //actionList = JsonConvert.DeserializeObject<List<Action_CodeModifier>>(reformat); actionList = JsonConvert.DeserializeObject <List <Action_CodeModifier> >(jdata); loadOnScene(); }
public void saveTargetOrder() { theTargetOrderInformation.closeFar = closeFar; int[] tempArray; int temp1, temp2, temp3, temp4, temp5; //순서 숫자 temp1 = int.Parse(ForOrder[0].transform.GetChild(0).GetComponent <TextMeshProUGUI>().text); temp2 = int.Parse(ForOrder[1].transform.GetChild(0).GetComponent <TextMeshProUGUI>().text); temp3 = int.Parse(ForOrder[2].transform.GetChild(0).GetComponent <TextMeshProUGUI>().text); temp4 = int.Parse(ForOrder[3].transform.GetChild(0).GetComponent <TextMeshProUGUI>().text); temp5 = int.Parse(ForOrder[4].transform.GetChild(0).GetComponent <TextMeshProUGUI>().text); tempArray = new int[] { temp1, temp2, temp3, temp4, temp5 }; theTargetOrderInformation.aimOrderArray = tempArray; string jdata = JsonConvert.SerializeObject(theTargetOrderInformation); jdata = JValue.Parse(jdata).ToString(Formatting.Indented); //byte[] bytes = System.Text.Encoding.UTF8.GetBytes(jdata); //string format = System.Convert.ToBase64String(bytes); //File.WriteAllText(Application.dataPath + "/Scripts/CodeEditor/ConditionData.json",format); tempID theTempID = GameObject.Find("charID_DontDestroy").GetComponent <tempID>(); if (theTempID != null) {//만약 이게 있으면? temp에서 넘어온 아이다. File.WriteAllText(Application.dataPath + "/Resources/" + theTempID.theID + passedID + "/TargetOrder.json", jdata); } else { //만약 이게 없으면? File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + AccountID.ToString() + "/" + passedID + "/TargetOrder.json", jdata); //ID 추가해주기 } Debug.Log("TargetOrder is saved"); AssetDatabase.Refresh(); }
public void WriteJson() { string tempID = this.transform.GetComponent <Actions>().passedID; string jdata = JsonConvert.SerializeObject(finalizeString); jdata = JValue.Parse(jdata).ToString(Formatting.Indented); tempID theTempID = GameObject.Find("charID_DontDestroy").GetComponent <tempID>(); if (theTempID != null) {//만약 이게 있으면? temp에서 넘어온 아이다. File.WriteAllText(Application.dataPath + "/Resources/" + theTempID.theID + tempID + "/AlgorithmForGame.json", jdata); } else {//만약 이게 없으면? File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + AccountID.ToString() + "/" + tempID + "/AlgorithmForGame.json", jdata); } print("Converted Json Created!!"); }
public void _save() { string jdata = JsonConvert.SerializeObject(actionList); jdata = JValue.Parse(jdata).ToString(Formatting.Indented); //byte[] bytes = System.Text.Encoding.UTF8.GetBytes(jdata); //string format = System.Convert.ToBase64String(bytes); //File.WriteAllText(Application.dataPath + "/Scripts/CodeEditor/ActionData.json",format); tempID theTempID = GameObject.Find("charID_DontDestroy").GetComponent <tempID>(); if (theTempID != null) {//만약 이게 있으면? temp에서 넘어온 아이다. File.WriteAllText(Application.dataPath + "/Resources/" + theTempID.theID + passedID + "/ActionData.json", jdata); } else {//만약 이게 없으면? File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + AccountID.ToString() + "/" + passedID + "/ActionData.json", jdata); } Debug.Log("Action is saved"); AssetDatabase.Refresh(); }