/// <summary> /// Closes the project with an option to save before closing. /// </summary> /// <param name="saveBeforeClosing"> /// Saves before closing if <see langword="true"/>. /// </param> public async Task Close(bool saveBeforeClosing) { if (saveBeforeClosing) { await this.SaveAllAsync(); } SaveableObjects.Clear(); App.Metadata.CurrentProject = null; }
/// <summary> /// Closes the project with an option to save before closing. /// </summary> /// <param name="saveBeforeClosing"> /// Saves before closing if <see langword="true"/>. /// </param> public async Task Close(bool saveBeforeClosing) { if (saveBeforeClosing) { await SaveAllAsync(); } SaveableObjects.Clear(); await App.Metadata.ClearCurrentProject(); }
public void Load() { foreach (SaveableObject obj in SaveableObjects) { if (obj != null) { Destroy(obj.gameObject); } } SaveableObjects.Clear(); int objectCount = PlayerPrefs.GetInt("ObjectCount"); for (int i = 0; i < objectCount; i++) { string[] value = PlayerPrefs.GetString(i.ToString()).Split('_'); GameObject tmp = null; switch (value[0]) { case "Cube": tmp = Instantiate(Resources.Load("Cube") as GameObject); break; case "Cylinder": tmp = Instantiate(Resources.Load("Cylinder") as GameObject); break; case "Sphere": tmp = Instantiate(Resources.Load("Sphere") as GameObject); break; } if (tmp != null) { tmp.GetComponent <SaveableObject>().Load(value); } } }