public void SaveOnce() { string path = "Assets/Levels/LevelPoolTest.json"; Debug.Log(path); LevelPool objectToSave = availableLevels; string json = JsonUtility.ToJson(objectToSave); File.WriteAllText(path, json); }
private void SetElementsAliveUpTo(int count) { var elementsToWakeUp = UpcomingElements.GetRange(0, count); UpcomingElements.RemoveRange(0, count); for (int i = 0; i < elementsToWakeUp.Count; i++) { var levelElementDescription = elementsToWakeUp[i]; ILevelElement gameElement = LevelPool.GetElement(levelElementDescription); gameElement.WakeUp(); } LiveElements.AddRange(elementsToWakeUp); }
/* Loads the avaiable level information from a JSON File * into the serializable object*/ public void LoadLevelsFromFile() { string path = "Assets/Levels/LevelPoolTest.json"; string[] json = null; if (File.Exists(path)) { json = File.ReadAllLines(path); } else { Debug.Log("No hay un archivo disponible, creando..."); File.Create(path); } if (json.Length > 0) { availableLevels = JsonUtility.FromJson <LevelPool>(json[0]); Debug.Log("There's " + GetAvailableLevels().Length + " Available Levels from a Total of " + availableLevels.levels.Count + " Levels"); } }