public static void AutoSave(SpringManager springManager) { var autoSavePath = GetAutoSavePath(springManager.name); var sourceText = SpringBoneSerialization.BuildDynamicsSetupString(springManager.gameObject); FileUtil.WriteAllText(autoSavePath, sourceText); }
private void BrowseAndSaveSpringSetup() { if (springBoneRoot == null) { return; } var initialFileName = springBoneRoot.name + "_Dynamics.csv"; var path = EditorUtility.SaveFilePanel( "スプリングボーンセットアップを保存", "", initialFileName, "csv"); if (path.Length == 0) { return; } if (System.IO.File.Exists(path)) { var overwriteMessage = "ファイルは既に存在します。上書きしますか?\n\n" + path; if (!EditorUtility.DisplayDialog("スプリングボーン保存", overwriteMessage, "上書き", "キャンセル")) { return; } } var sourceText = SpringBoneSerialization.BuildDynamicsSetupString(springBoneRoot, exportSettings); if (FileUtil.WriteAllText(path, sourceText)) { AssetDatabase.Refresh(); Debug.Log("保存しました: " + path); } }
private void BrowseAndSaveSpringSetup() { if (springBoneRoot == null) { return; } var initialFileName = springBoneRoot.name + "_Dynamics.csv"; var path = EditorUtility.SaveFilePanel( "导出SpringBone数据", "", initialFileName, "csv"); if (path.Length == 0) { return; } if (System.IO.File.Exists(path)) { var overwriteMessage = "文件已存在,是否覆盖?\n\n" + path; if (!EditorUtility.DisplayDialog("Save SpringBone", overwriteMessage, "覆盖", "取消")) { return; } } var sourceText = SpringBoneSerialization.BuildDynamicsSetupString(springBoneRoot, exportSettings); if (FileUtil.WriteAllText(path, sourceText)) { AssetDatabase.Refresh(); Debug.Log("数据已保存: " + path); } }