void CreateNewItemList() { viewIndex = 1; inventoryItemList = CreateInventoryItemList.Create(); if (inventoryItemList) { inventoryItemList.itemList = new List <InventoryItem>(); string relPath = AssetDatabase.GetAssetPath(inventoryItemList); EditorPrefs.SetString("ObjectPath", relPath); } }
void CreateNewItemList() { // There is no overwrite protection here! // There is No "Are you sure you want to overwrite your existing object?" if it exists. // This should probably get a string from the user to create a new name and pass it ... viewIndex = 1; inventoryItemList = CreateInventoryItemList.Create(); if (inventoryItemList) { inventoryItemList.itemList = new List <InventoryItem>(); string relPath = AssetDatabase.GetAssetPath(inventoryItemList); EditorPrefs.SetString("ObjectPath", relPath); } }
void CreateNewItemList() { // There is no overwrite protection here! // There is No "Are you sure you want to overwrite your existing object?" if it exists. // This should probably get a string from the user to create a new name and pass it ... //Chooses the inventory and sets the viewIndex value viewIndex = 1; //Creates a new inventoryItemList Scriptable Object inventoryItemList = CreateInventoryItemList.Create(); //if there is an inventoryItemList if (inventoryItemList) { //set the inventoryItemList as a new List of InventoryItem Scriptable Objects inventoryItemList.itemList = new List <InventoryItem>(); //sets a string called relPath using GetAssetPath string relPath = AssetDatabase.GetAssetPath(inventoryItemList); //Sets the string ObjectPath to be the same as the string relPath //This sets the path to the Inventory so that it can be found again EditorPrefs.SetString("ObjectPath", relPath); } }