void SaveToJson() { string savePath = PrefabsPath + SceneName + "/" + SceneName + ".asset"; string bundlePath = exportPath + SceneName + "/" + SceneName + ".ab"; mSceneClient = new Scene(); mSceneClient.name = SceneName; mSceneClient.terrainFile = SceneName + "/" + SceneName + ".unity3d"; mSceneClient.objects = new List <SceneNode>(); foreach (SceneNodeE node in PrefabsList) { writeObjectToScene(mSceneClient, node); } EditorSerializer.SerializeObjectAndSave(mSceneClient, exportPath + SceneName + "/" + SceneName + ".json"); //save to asset StringHolder jsonAsset = ScriptableObject.CreateInstance <StringHolder>(); string[] stringholder = { EditorSerializer.ObjectToJson(mSceneClient) }; jsonAsset.content = stringholder; AssetDatabase.CreateAsset(jsonAsset, savePath); Object o = AssetDatabase.LoadAssetAtPath(savePath, typeof(StringHolder)); BuildPipeline.BuildAssetBundle(o, null, bundlePath); AssetDatabase.DeleteAsset(savePath); }
void OnWizardCreate() { ResourceManager.VersionInfo version = new ResourceManager.VersionInfo(); version.nVersionDBC = nVersionDBC; version.nVersionUI = nVersionUI; version.nVersionScene = nVersionScene; EditorSerializer.SerializeObjectAndSave(version, "version.txt"); }
void SaveAssetXML() { //XmlDocument doc = new XmlDocument(); //XmlElement root = doc.CreateElement("AssetBundle"); //doc.AppendChild(root); //foreach (Assets asset in mAssets) //{ // XmlElement assets = doc.CreateElement("Assets"); // XmlAttribute name = doc.CreateAttribute("name"); // assets.SetAttributeNode(name); // assets.SetAttribute("name", asset.Name); // root.AppendChild(assets); // foreach (string file in asset.Objects) // { // XmlElement child = doc.CreateElement("Object"); // XmlAttribute fileName = doc.CreateAttribute("File"); // child.SetAttributeNode(fileName); // child.SetAttribute("File", file); // assets.AppendChild(child); // } //} EditorSerializer.SerializeObjectAndSave(mAssets, exportPath + "Assets.json"); //foreach (Assets asset in mAssetsTexture) //{ // XmlElement assets = doc.CreateElement("Textures"); // XmlAttribute name = doc.CreateAttribute("name"); // assets.SetAttributeNode(name); // assets.SetAttribute("name", asset.Name); // root.AppendChild(assets); // foreach (string file in asset.Objects) // { // XmlElement child = doc.CreateElement("Texture"); // XmlAttribute fileName = doc.CreateAttribute("File"); // child.SetAttributeNode(fileName); // child.SetAttribute("File", file); // assets.AppendChild(child); // } //} EditorSerializer.SerializeObjectAndSave(mAssetsTexture, exportPath + "Textures.json"); //doc.Save(exportPath + "Assets.xml"); }