// 拷贝一个PlayModeInfo private static void copyInfo(PlayModeInfo info) { if (info == null) { return; } copyData = new PlayModeInfo(); copyData.CloneTarget(info); }
// 将当前拷贝的PlayModeInfo 赋值给传入的info private static void pasteInfo(PlayModeInfo info) { if (copyData == null) { Debug.LogError("当前拷贝的PlayModeInfo为Null,无法完成复制!"); return; } if (!Directory.Exists(Application.dataPath + "/Scripts/Editor/PlayMode/backUp")) { Directory.CreateDirectory(Application.dataPath + "/Scripts/Editor/PlayMode/backUp"); } File.Copy(dataPath, backupPath); UnityEditor.AssetDatabase.SaveAssets(); UnityEditor.AssetDatabase.Refresh(); info.CloneTarget(copyData); copyData = null; }
private PublicConfig() { config.key = 1; config.isOpen = false; config.value = "大众玩法"; config.showIndex = 1; List <PlayModeInfo> copyList = new List <PlayModeInfo>(); if (PlayModeTools.data.configs.Count > 0 && PlayModeTools.data.configs[0].configs[0].playModeList.Count > 0) { List <PlayModeInfo> playModeList = PlayModeTools.data.configs[0].configs[0].playModeList; for (int i = 0; i < playModeList.Count; i++) { PlayModeInfo info = new PlayModeInfo(); info.gameId = playModeList[i].gameId; info.location = playModeList[i].location; info.showIndex = playModeList[i].showIndex; info.CloneTarget(playModeList[i]); info.isOpen = false; copyList.Add(info); } } copyList.Sort((a, b) => { if (a.gameId > b.gameId) { return(1); } else if (a.gameId == b.gameId) { return(-1); } else { return(-1); } }); config.playModeList = copyList; }