public void Save() { /* * //debug * for (int i = 0; i < GameDataEditor.Instance.data.levels.Count; i++) * { * Debug.Log(GameDataEditor.Instance.data.levels[i].sceneID + "," + GameDataEditor.Instance.data.levels[i].completed); * } * * * //save state with GameDataEditor * GameDataEditor.Instance.SaveData(); */ //debug: saveing state LevelSelectorIO io = new LevelSelectorIO(GameDataEditor.Instance.data); io.SaveData(); }
private void LoadTestLevelStateFromFile() { Debug.Log("そして、LoadFromFile()"); //debug: loading state with original io class LevelSelectorIO io = new LevelSelectorIO(); io.LoadData(); GameDataEditor.Instance.data = io.data; Debug.Log(GameDataEditor.Instance.data.levels.Count); for (int i = 0; i < GameDataEditor.Instance.data.levels.Count; i++) { //Debug.Log(GameDataEditor.Instance.data.levels[i].sceneID + "," + GameDataEditor.Instance.data.levels[i].completed); GameObject level = Instantiate(levelPrefab); level.transform.parent = content.transform; level.transform.GetChild(0).GetComponent <Text>().text = GameDataEditor.Instance.data.levels[i].sceneID; level.GetComponent <Button>().name = GameDataEditor.Instance.data.levels[i].sceneID; level.GetComponent <Button>().interactable = GameDataEditor.Instance.data.levels[i].completed; } }