Exemple #1
0
        public void SaveLevel()
        {
            LevelData saveData = map.GetSaveData();

            saveData.minX = levelBounds[0].transform.position.x;
            saveData.maxX = levelBounds[1].transform.position.x;
            saveData.minY = levelBounds[2].transform.position.y;
            saveData.maxY = levelBounds[3].transform.position.y;

            saveData.spawnPositions = new FixedVector2[numPlayers];

            for (int i = 0; i < numPlayers; i++)
            {
                saveData.spawnPositions[i] = new FixedVector2(spawnPoints[i].transform.position);
            }

            SaveLoad.Save(saveData, Assets.LEVEL_DIRECTORY);
            Debug.Log("Saved Successfully");


//			//check if the outer file exists
//			//if not create it
//			if ( !Directory.Exists("Assets/CustomLevels") ) {
//				AssetDatabase.CreateFolder("Assets", "CustomLevels");
//			}
//
//			//the number of levels the player has created up till now
//			int levelNumber = 1;
//
//			//while the directory exists, increment the level number
//			//to ensure levels are not overwritten
//			while (Directory.Exists("Assets/CustomLevels/Level_" + levelNumber)) levelNumber++;
//
//			//create a folder for the new level
//			AssetDatabase.CreateFolder("Assets/CustomLevels", "Level_" + levelNumber);
//
//			//create a folder for the new Mesh
//			AssetDatabase.CreateFolder("Assets/CustomLevels/Level_" + levelNumber, "Mesh");
//
//			//save the mesh
//			AssetDatabase.CreateAsset(mesh, "Assets/CustomLevels/Level_" + levelNumber + "/Mesh/Mesh.asset");
//			AssetDatabase.SaveAssets();
//
//			//create and save the prefab
//			var emptyPrefab = PrefabUtility.CreateEmptyPrefab("Assets/CustomLevels/Level_" + levelNumber + "/Level_" + levelNumber + "_Prefab.prefab");
//			PrefabUtility.ReplacePrefab(transform.GetChild (0).gameObject, emptyPrefab);
        }