/// <summary>
        /// Saves the combined results.
        /// </summary>
        public static void SaveCombinedResults(CombinedResult combinedResult, string folderDestination, string sessionName)
        {
            CombinedResult savedCombinedResult = AssetDatabase.LoadAssetAtPath <CombinedResult> (folderDestination + "/CombinedResults_" + sessionName + ".asset");

            if (savedCombinedResult != null)
            {
                AssetDatabase.DeleteAsset(folderDestination + "/CombinedResults_" + sessionName + ".asset");
            }

            CombinedResult toSaveCombinedResult = GameObject.Instantiate(combinedResult) as CombinedResult;

            for (int i = 0; i < combinedResult._combinedMaterials.Count; i++)
            {
                if (combinedResult._combinedMaterials [i].material != null)
                {
                    toSaveCombinedResult._combinedMaterials[i].material = (Material)(AssetDatabase.LoadAssetAtPath(folderDestination + "/Materials/" + combinedResult._combinedMaterials [i].material.name + ".mat", typeof(Material)));
                }
            }
            string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(folderDestination + "/CombinedResults_" + sessionName + ".asset");

            AssetDatabase.CreateAsset(toSaveCombinedResult, assetPathAndName);
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }
Example #2
0
 /// <summary>
 /// Raises the enable event.
 /// </summary>
 private void OnEnable()
 {
     _combinedResult = (CombinedResult)target;
 }
Example #3
0
 // Use this for initialization
 void Awake()
 {
     // Instanciate a copy of the _combinedResult
     _currentCombinedResult = GameObject.Instantiate(_combinedResult) as CombinedResult;
 }