public bool Load() { bool res = false; string filePath = EditorUtility.OpenFilePanel("Choose Character Def", "Assets/Resources/Chars", "def.txt"); if (string.IsNullOrEmpty(filePath) == false) { TextReader reader = File.OpenText(filePath); var deserializer = new Deserializer(); this.m_characterConfig = deserializer.Deserialize <CharacterConfig>(reader.ReadToEnd()); if (this.m_characterConfig != null) { UnityEngine.Object prefab = null;//todo bluebean.Mugen3D.ClientGame.ResourceLoader.Load(m_characterConfig.prefab); GameObject go = GameObject.Instantiate(prefab, this.transform.Find("Scene/Player")) as GameObject; go.AddComponent <AnimController>(); go.transform.position = Vector3.zero; ActionsConfig actionsConfig = null;//todo ConfigReader.Parse<ActionsConfig>(bluebean.Mugen3D.ClientGame.ResourceLoader.LoadText(m_characterConfig.action)); if (actionsConfig == null) { actionsConfig = new ActionsConfig(); } this.module.Init(actionsConfig.actions); res = true; } } return(res); }
public void Save() { YamlDotNet.Serialization.Serializer serializer = new Serializer(); StringWriter strWriter = new StringWriter(); ActionsConfig actionConfig = new ActionsConfig(); actionConfig.actions = module.actions; foreach (var action in actionConfig.actions) { action.CalculateAnimLength(); } serializer.Serialize(strWriter, actionConfig); using (TextWriter writer = File.CreateText("Assets/Resources/" + m_characterConfig.action + ".txt")) { writer.Write(strWriter.ToString()); } print("save success"); }