/// <summary> /// 载入地图数据 /// </summary> /// <param name="path"></param> private static void LoadData(string path) { TileMapSerialize targetData = UnityEditor.AssetDatabase.LoadAssetAtPath <TileMapSerialize>(path); if (targetData == null) { string newPath = UnityEditor.EditorUtility.SaveFilePanelInProject("Save TileMapSerialize", "New TileMapSerialize", "asset", "Save TileMapSerialize", "Assets"); if (newPath == "") { return; } UnityEditor.AssetDatabase.CreateAsset(ScriptableObject.CreateInstance <TileMapSerialize>(), newPath); targetData = UnityEditor.AssetDatabase.LoadAssetAtPath <TileMapSerialize>(path); } }
/// <summary> /// 保存json /// </summary> /// <param name="path"></param> /// <param name="data"></param> public static void SaveToJSON(string path, TileMapSerialize data) { Debug.LogFormat("Saving config to {0}", path); System.IO.File.WriteAllText(path, JsonUtility.ToJson(data, true)); }