Пример #1
0
        public static void Save(SaveData saveData)
        {
#if UNITY_EDITOR
            PresetData presetData = ScriptableObject.CreateInstance <PresetData>();
            presetData.LoadFromSaveData(saveData);

            string filePath = string.Format("{0}/Preset/PresetData_{1}_{2}.asset",
                                            PathEF.assetPath, saveData.GetHashCode(), UnityEngine.Random.Range(int.MinValue, int.MaxValue));
            UnityEditor.AssetDatabase.CreateAsset(presetData, filePath);
            UnityEditor.AssetDatabase.SaveAssets();
            UnityEditor.AssetDatabase.Refresh();
#endif
        }