public void LoadFiles() // Loads all scouting data files { foreach (Transform child in scrollViewContent.transform) // Removes all scouting data from the scrollview { Destroy(child.gameObject); } scoutingDataFiles.Clear(); foreach (string filePath in Directory.GetFiles(Application.persistentDataPath)) // This function adds all scouting data to a list { if (Path.GetFileName(filePath).Contains("ScoutingData")) { jsonFile = new TextAsset(File.ReadAllText(filePath)); scoutingDataFiles.Add(Path.GetFileName(filePath), filePath); } } foreach (KeyValuePair <string, string> scoutingData in scoutingDataFiles) // Once the scouting data is loaded, a prefab will be generated for each scouting data that is loaded { // Debug.Log("Key: " + scoutingData.Key); // Debug.Log("Value: " + scoutingData.Value); GameObject scoutingDataGameObject = Instantiate(scoutingDataPrefab, scrollViewContent.transform, false) as GameObject; PrefabScript prefabScript = scoutingDataGameObject.GetComponent <PrefabScript>(); prefabScript.transform.name = scoutingData.Key; prefabScript.fileName.GetComponentInChildren <TMP_Text>().text = scoutingData.Key; prefabScript.timeCreated.GetComponentInChildren <TMP_Text>().text = File.GetCreationTime(scoutingData.Value).ToString(); prefabScript.fileName.onClick.AddListener(OpenShareMenu); prefabScript.timeCreated.onClick.AddListener(OpenShareMenu); prefabScript.deleteButton.onClick.AddListener(DeleteFile); } }
// sets the prefab singleton public static void SetPrefabScript(PrefabScript script) { // only one instance possible if (prefabs == null) { prefabs = script; } else { Debug.Log ("PrefabScript already set!"); Debug.Log ("Multiple components in scene?"); } }