private void SaveEmptyTree() { LoadJsonFiles.SaveSerializableToJson( new QuestSet() { quests = new QuestInfo[1] { new QuestInfo() { description = "tet", title = "tett", reward = new QuestReward() { money = 100, mode = 0 }, waves = new [] { new WaveItem() { itemId = WaveSpawnItems.FIGHTER, times = 5 } } } } }, QUESTS_LOAD_PATH, true); LoadJsonFiles.SaveSerializableToJson( new QuestTreeDirections() { nodes = new IntSerializableArr[1] { new IntSerializableArr() { directions = new int[1] { 0 } } } }, QUESTTREE_LOAD_PATH, true); }
public static void SaveEmptyTree(OneWayTreeNode node, int pathId) { LoadJsonFiles.SaveSerializableToJson( ExtractQuestSet(node) , QUESTS_LOAD_PATH + pathId, false); LoadJsonFiles.SaveSerializableToJson( ExtractQuestDirections(node) , QUESTTREE_LOAD_PATH + pathId, false); }
private void SavePrefabs() { // assume prefabs are fighters - save their data as a template FighterData[] t = new FighterData[lib.prefabs.Length]; for (int i = 0; i < lib.prefabs.Length; i++) { Fighter f = lib.prefabs[i].GetComponent <Fighter>(); if (f) { t[i] = f.data; } else { Debug.Log("[Prefab JSON save] no fighter script " + f.name); } } JSONFighterData data = new JSONFighterData(t); LoadJsonFiles.SaveSerializableToJson(data, LoadJsonFiles.JSONPATH + "prefabData.json", false); }