// int m_vSlots = 2; // int m_hSlots = 2; public override void OnInspectorGUI() { // Update the serializedProperty - always do this in the beginning of OnInspectorGUI. serializedObject.Update(); #if UNITY_EDITOR EditorGUILayout.Space(); if (GUILayout.Button("Export")) { string filePath = EditorUtility.SaveFilePanel("Save tileset", "", "tileset" + ".json", "json"); if (filePath.Length > 0) { // string json = JsonUtility.ToJson(MyAutoTileset, true); string json = UtilsAON.SerializeObject(this); File.WriteAllText(filePath, json); } } if (GUILayout.Button("Import")) { string filePath = EditorUtility.OpenFilePanel("Load tileset", "", "json"); if (filePath.Length > 0) { var s = File.ReadAllText(filePath); JsonUtility.FromJsonOverwrite(s, target); // AutoTileset obj = JsonUtility.FromJson<AutoTileset>(s); // target = obj; // UtilsAutoTileMap.ImportTexture(MyAutoTileset.AtlasTexture); } } #endif serializedObject.ApplyModifiedProperties(); DrawDefaultInspector(); }
/// <summary> /// Get this object serialized as an xml string /// </summary> /// <returns></returns> // public string GetXmlString() // { // return UtilsSerialize.Serialize<AutoTileMapSerializeData>(this); // } /// <summary> /// Save this object serialized in an xml file /// </summary> /// <param name="_filePath"></param> public void SaveToFile(string _filePath) { #if false //XML var serializer = new XmlSerializer(typeof(AutoTileMapSerializeData)); var stream = new FileStream(_filePath, FileMode.Create); serializer.Serialize(stream, this); stream.Close(); #else //JSON // string json = JsonUtility.ToJson(this, true); string json = UtilsAON.SerializeObject(this); File.WriteAllText(_filePath, json); #endif }
public string GetDataWorld(bool isIncludeMap) { //Update RawFlag UpdateRaw(); if (isIncludeMap) { dataGame.Map = Maps; } else { dataGame.Map = null; } // string json = JsonUtility.ToJson(dataGame, true); // return json; string json = UtilsAON.SerializeObject(dataGame); return(json); }