public static void Save(string path) { List <CTYPES.NOISE_LAYER> savedObject = new List <CTYPES.NOISE_LAYER>(); foreach (NoiseLayer layer in noiseLayers) { savedObject.Add(new CTYPES.NOISE_LAYER(layer.noiseData, new CTYPES.FLOAT2(layer.seed.x, layer.seed.y), layer.seedIgnore, layer.islandMode)); } SaveHandler.saveObject = savedObject; SaveHandler.Save(path, true); }
private void PresetHandler() { EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("<<<")) { PrevPreset(); GUI.FocusControl(""); } GUI.skin.textField.fontStyle = FontStyle.Bold; presetName = EditorGUILayout.TextField("", presetName); GUI.skin.textField.fontStyle = FontStyle.Normal; if (GUILayout.Button(">>>")) { NextPreset(); GUI.FocusControl(""); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Save")) { presetData[0] = (float)(noiseLayer.noiseData.type); presetData[1] = (float)(noiseLayer.noiseData.octaves); presetData[2] = noiseLayer.noiseData.persistence; presetData[3] = noiseLayer.noiseData.lacunarity; presetData[4] = noiseLayer.noiseData.frequency; presetData[5] = noiseLayer.noiseData.size; SaveHandler.saveObject = presetData; SaveHandler.Save(Paths.NoisePresets + presetName, true); NextPreset(); GUI.FocusControl(""); UpdatePresets(); } if (GUILayout.Button("Delete")) { FileUtil.DeleteFileOrDirectory(Paths.NoisePresets + presetName); NextPreset(); GUI.FocusControl(""); } EditorGUILayout.EndHorizontal(); }
// ################################################################################################################## // ###################################### Save/Load Methods ######################################################### // ################################################################################################################## public override void Save(string _path) { List <CTYPES.CHUNK_DATA> arrChunks = new List <CTYPES.CHUNK_DATA>(); foreach (Chunk chunk in _chunks) { CTYPES.CHUNK_DATA chunkData = chunk.chunkTerrain.GetComponent <TerrainManager>().Serialize(); arrChunks.Add(chunkData); } CTYPES.TERRAIN_DATA terrainData = new CTYPES.TERRAIN_DATA(terrainResolution, chunksX, chunksY); CTYPES.WORLD_STATE state = new CTYPES.WORLD_STATE(builded, texturized, noised, stitched, transitioned); CTYPES.WORLD_DATA worldData = new CTYPES.WORLD_DATA(terrainData, arrChunks, state); SaveHandler.saveObject = worldData; SaveHandler.Save(_path, true); }
public static void Save(string path) { foreach (GrassGenerator generator in grassGenerators) { foreach (GrassDataLayer layer in generator.grassLayers) { layer.detailTexturePath = UnityEditor.AssetDatabase.GetAssetPath(layer.detailTexture); layer.detailMeshPath = UnityEditor.AssetDatabase.GetAssetPath(layer.detailMesh); layer.details.cdryColor = new CTYPES.COLOR(layer.details.dryColor.r, layer.details.dryColor.g, layer.details.dryColor.b, layer.details.dryColor.a); layer.details.chealthyColor = new CTYPES.COLOR(layer.details.healthyColor.r, layer.details.healthyColor.g, layer.details.healthyColor.b, layer.details.healthyColor.a); } } SaveHandler.saveObject = grassGenerators; SaveHandler.Save(path, true); }