Пример #1
0
        /// <summary>
        /// Load from snapshot
        /// </summary>
        /// <param name="snapshot">snapshot</param>
        public override void Load(SplineSnapshot snapshot)
        {
            LoadSpline(snapshot);

            #if UNITY_EDITOR
            TrackVersion();
            #endif
        }
Пример #2
0
 protected void LoadSpline(SplineSnapshot settings)
 {
     m_points   = settings.Points;
     m_settings = settings.ControlPointSettings;
     m_modes    = settings.Modes;
     m_loop     = settings.Loop;
     SyncCtrlPoints();
 }
Пример #3
0
        public override void Load(SplineSnapshot snapshot)
        {
            LoadSpline(snapshot);
#if UNITY_EDITOR
            PersistentVersions[0]++;
            OnVersionChanged();
#endif
        }
        /// <summary>
        /// NOTE: THIS FUNCTION IS PROVIDED AS AN EXAMPLE AND DOES NOT SAVE ANY UNITY GAMEOBJECTS (ONLY SPLINE DATA).
        /// </summary>
        public virtual void Save()
        {
            SplineBase[]     splines   = FindObjectsOfType <SplineBase>();
            SplineSnapshot[] snapshots = new SplineSnapshot[splines.Length];
            for (int i = 0; i < snapshots.Length; ++i)
            {
                snapshots[i] = splines[i].Save();
            }
            string dataAsString = SerializeToString(snapshots);

            PlayerPrefs.SetString("SplineEditorSave", dataAsString);
        }
Пример #5
0
 public override void Load(SplineSnapshot snapshot)
 {
     LoadSpline(snapshot);
     TrackVersion();
 }
Пример #6
0
 public virtual void Load(SplineSnapshot snapshot)
 {
     LoadSpline(snapshot);
 }