public override void BeginSetup() { GameObject go = new GameObject("InputManager(group) - groupName"); group = go.AddComponent <InputManager>(); group.groupMode = true; group.hostIfGroup = this; serializer.PrepareForSerialization(); }
public void Save() { Debug.Log("save"); InputManagerSerializer dick = new InputManagerSerializer(); for (int i = 0; i < allNodes.Count; i++) { dick.Add(allNodes[i].GetComponent <NodeVisual>().node, new Position2(allNodes[i].position)); } dick.PrepareForSerialization(); if (forceOverrideSave) { DoSave(null, dick); } else { if (File.Exists(Application.dataPath + "/Spells/" + saveName + ".SpellDic")) { //ask player if he wants to override //if not return; MsgBox.Make("A spell with this name: \"" + saveName + "\" already exists !\nDo you want to overwrite it ?\n(the old one will be lost)", new string[] { "JUST DO IT!", "Don't do it bro" }, new MsgBox.OnButtonClick[] { DoSave, DontDoSave }, new object[] { dick }); } else { DoSave(null, dick); } } }