void Load_Json() { string filePath = "Assets/Resources/GameJSONData/" + fileName; if (File.Exists(filePath)) { string dataasJson = File.ReadAllText(filePath); Diag_Editor_JSON js = JsonUtility.FromJson <Diag_Editor_JSON> (dataasJson); _diagList.Clear(); foreach (Diag_Editor d in js._dialogList) { _diagList.Add(d); } } }
void Create_SaveJSON() { Diag_Editor_JSON json = new Diag_Editor_JSON(); json.scene_id = 1; Debug.Log(" LIST LENGTH " + _diagList.Count); foreach (Diag_Editor d in _diagList) { json._dialogList.Add(d); } string jsonstring = EditorJsonUtility.ToJson(json); Debug.Log("JSON CREATED : " + jsonstring); SaveItemInfo(jsonstring); }
// Loading conversation for each NPC character at start of scene void LoadConversation() { jsonData = _myConversation.text; Diag_Editor_JSON js = JsonUtility.FromJson <Diag_Editor_JSON> (jsonData); _diagList.Clear(); foreach (Diag_Editor d in js._dialogList) { _diagList.Add(d); } // foreach(Diag_Editor d in js._dialogList) // { // Debug.Log (d.speaker + "\t" + d.dialogue); // } myName = _diagList [1].speaker; }