Example #1
0
        public void ModifyOrCreateAsset(GameObject AssetToSave, string DesiredPathHint, string AssetName)
        {
            if (AssetExists(AssetToSave.GetType(), AssetName))
            {
                // re-save it
                String PathToAsset = m_DataAssetTree.GetPathToAsset(AssetToSave.GetType().Name, AssetName);
                AssetToSave.SaveXML(PathToAsset);
            }
            else
            {
                // create the file and save the asset
                String DesiredAssetPath = m_DataAssetTree.Root + Path.DirectorySeparatorChar + DesiredPathHint;
                if (!Directory.Exists(DesiredAssetPath))
                {
                    Directory.CreateDirectory(DesiredAssetPath);
                }
                String PathName = DesiredAssetPath + Path.DirectorySeparatorChar + AssetName + "." + AssetToSave.GetType().Name;
                AssetToSave.SaveXML(PathName);

                AddAssetToCache(AssetToSave.GetType(), AssetName, AssetToSave);
                m_DataAssetTree.AddItemToTree(PathName);
            }
        }
Example #2
0
        public void ModifyOrCreateAsset(GameObject assetToSave, string desiredPathHint, string assetName)
        {
            if (AssetExists(assetToSave.GetType(), assetName))
            {
                // re-save it
                string pathToAsset = m_DataAssetTree.GetPathToAsset(assetToSave.GetType().Name, assetName);
                assetToSave.SaveXML(pathToAsset);
            }
            else
            {
                // create the file and save the asset
                string desiredAssetPath = m_DataAssetTree.Root + Path.DirectorySeparatorChar + desiredPathHint;
                if (!Directory.Exists(desiredAssetPath))
                {
                    Directory.CreateDirectory(desiredAssetPath);
                }

                string pathName = desiredAssetPath + Path.DirectorySeparatorChar + assetName + "." + assetToSave.GetType().Name;
                assetToSave.SaveXML(pathName);

                AddAssetToCache(assetToSave.GetType(), assetName, assetToSave);
                m_DataAssetTree.AddItemToTree(pathName);
            }
        }
Example #3
0
		public void ModifyOrCreateAsset(GameObject AssetToSave, string DesiredPathHint, string AssetName)
		{
			if (AssetExists(AssetToSave.GetType(), AssetName))
			{
				// re-save it
				String PathToAsset = m_DataAssetTree.GetPathToAsset(AssetToSave.GetType().Name, AssetName);
				AssetToSave.SaveXML(PathToAsset);
			}
			else
			{
				// create the file and save the asset
				String DesiredAssetPath = m_DataAssetTree.Root + Path.DirectorySeparatorChar + DesiredPathHint;
				if (!Directory.Exists(DesiredAssetPath))
				{
					Directory.CreateDirectory(DesiredAssetPath);
				}
				String PathName = DesiredAssetPath + Path.DirectorySeparatorChar + AssetName + "." + AssetToSave.GetType().Name;
				AssetToSave.SaveXML(PathName);

				AddAssetToCache(AssetToSave.GetType(), AssetName, AssetToSave);
				m_DataAssetTree.AddItemToTree(PathName);
			}
		}