/// <summary> /// Load from snapshot /// </summary> /// <param name="snapshot">snapshot</param> public override void Load(SplineSnapshot snapshot) { LoadSpline(snapshot); #if UNITY_EDITOR TrackVersion(); #endif }
protected void LoadSpline(SplineSnapshot settings) { m_points = settings.Points; m_settings = settings.ControlPointSettings; m_modes = settings.Modes; m_loop = settings.Loop; SyncCtrlPoints(); }
public override void Load(SplineSnapshot snapshot) { LoadSpline(snapshot); #if UNITY_EDITOR PersistentVersions[0]++; OnVersionChanged(); #endif }
/// <summary> /// NOTE: THIS FUNCTION IS PROVIDED AS AN EXAMPLE AND DOES NOT SAVE ANY UNITY GAMEOBJECTS (ONLY SPLINE DATA). /// </summary> public virtual void Save() { SplineBase[] splines = FindObjectsOfType <SplineBase>(); SplineSnapshot[] snapshots = new SplineSnapshot[splines.Length]; for (int i = 0; i < snapshots.Length; ++i) { snapshots[i] = splines[i].Save(); } string dataAsString = SerializeToString(snapshots); PlayerPrefs.SetString("SplineEditorSave", dataAsString); }
public override void Load(SplineSnapshot snapshot) { LoadSpline(snapshot); TrackVersion(); }
public virtual void Load(SplineSnapshot snapshot) { LoadSpline(snapshot); }