public void SaveLevel() { LevelData saveData = map.GetSaveData(); saveData.minX = levelBounds[0].transform.position.x; saveData.maxX = levelBounds[1].transform.position.x; saveData.minY = levelBounds[2].transform.position.y; saveData.maxY = levelBounds[3].transform.position.y; saveData.spawnPositions = new FixedVector2[numPlayers]; for (int i = 0; i < numPlayers; i++) { saveData.spawnPositions[i] = new FixedVector2(spawnPoints[i].transform.position); } SaveLoad.Save(saveData, Assets.LEVEL_DIRECTORY); Debug.Log("Saved Successfully"); // //check if the outer file exists // //if not create it // if ( !Directory.Exists("Assets/CustomLevels") ) { // AssetDatabase.CreateFolder("Assets", "CustomLevels"); // } // // //the number of levels the player has created up till now // int levelNumber = 1; // // //while the directory exists, increment the level number // //to ensure levels are not overwritten // while (Directory.Exists("Assets/CustomLevels/Level_" + levelNumber)) levelNumber++; // // //create a folder for the new level // AssetDatabase.CreateFolder("Assets/CustomLevels", "Level_" + levelNumber); // // //create a folder for the new Mesh // AssetDatabase.CreateFolder("Assets/CustomLevels/Level_" + levelNumber, "Mesh"); // // //save the mesh // AssetDatabase.CreateAsset(mesh, "Assets/CustomLevels/Level_" + levelNumber + "/Mesh/Mesh.asset"); // AssetDatabase.SaveAssets(); // // //create and save the prefab // var emptyPrefab = PrefabUtility.CreateEmptyPrefab("Assets/CustomLevels/Level_" + levelNumber + "/Level_" + levelNumber + "_Prefab.prefab"); // PrefabUtility.ReplacePrefab(transform.GetChild (0).gameObject, emptyPrefab); }