public Texture2D Deserialize(SerializeTexture texture) { Texture2D newTexture = new Texture2D(texture.x, texture.y); ImageConversion.LoadImage(newTexture, texture.bytes); return(newTexture); }
public SerializeTexture Serialize(Texture2D texture) { SerializeTexture serial = new SerializeTexture(); serial.x = texture.width; serial.y = texture.height; serial.bytes = ImageConversion.EncodeToPNG(texture); return(serial); }
public void DeSerializeTest() { string text = File.ReadAllText(@"d:\test.json"); importObj = JsonConvert.DeserializeObject <SerializeTexture>(text); Texture2D tex = new Texture2D(importObj.x, importObj.y); ImageConversion.LoadImage(tex, importObj.bytes); Sprite mySprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), Vector2.one); GetComponent <Image>().sprite = mySprite; }
public void Load() { using (Stream stream = File.Open("savedMapData.dat", FileMode.Open)) { var bformatter = new BinaryFormatter(); SerializeTexture spriteTexture = (SerializeTexture)bformatter.Deserialize(stream); Texture2D tex = new Texture2D(spriteTexture.x, spriteTexture.y); ImageConversion.LoadImage(tex, spriteTexture.bytes); texture = tex; mapImage.GetComponent <RawImage>().texture = texture; } }
public void Save() { SerializeTexture spriteTexture = new SerializeTexture(); spriteTexture.x = mapImage.GetComponent <RawImage>().texture.width; spriteTexture.y = mapImage.GetComponent <RawImage>().texture.height; spriteTexture.bytes = texture.EncodeToPNG(); FileStream fs = new FileStream("savedMapData.dat", FileMode.Create); BinaryFormatter bf = new BinaryFormatter(); bf.Serialize(fs, spriteTexture); fs.Close(); }
public void Load() { SavedData data = SaveManager.LoadData(); Vector3 position; position.x = data.position[0]; position.y = data.position[1]; position.z = data.position[2]; player.transform.position = position; Quaternion rotation; rotation.x = data.rotation[0]; rotation.y = data.rotation[1]; rotation.z = data.rotation[2]; rotation.w = data.rotation[3]; player.transform.rotation = rotation; characterStats.Balance = data.balance; characterStats.Health = data.health; characterStats.Protection = data.protection; characterStats.Speed = data.speed; characterStats.Damage = data.damage; Inventory.InventoryInstance.InventoryItems = new List <InventoryItems>(); for (int i = 0; i < 15; i++) { Debug.Log("loading item " + i + "..."); ItemBlueprint itemBP = ScriptableObject.CreateInstance <ItemBlueprint>(); itemBP.ItemName = data.inventoryItems[i].ItemName; SerializeTexture importObj = new SerializeTexture(); string iconText = data.inventoryItems[i].ItemIcon; importObj = JsonUtility.FromJson <SerializeTexture>(iconText); Texture2D tex = new Texture2D(importObj.x, importObj.y); ImageConversion.LoadImage(tex, importObj.bytes); Sprite iconSprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), Vector2.one); itemBP.ItemIcon = iconSprite; itemBP.isDefault = data.inventoryItems[i].isDefault; itemBP.StackUntil = data.inventoryItems[i].StackUntil; itemBP.Bundle = data.inventoryItems[i].Bundle; itemBP.AssetName = data.inventoryItems[i].AssetName; itemBP.ItemDescription = data.inventoryItems[i].ItemDescription; InventoryItems inventoryItems = new InventoryItems(itemBP, 1); Inventory.InventoryInstance.InventoryItems.Add(inventoryItems); //update the inventory UI if (CallItemUpdated != null) // B9 fix { CallItemUpdated.Invoke(); } } }