void SaveTCGData() { Current.core.enemy_zones.Clear (); foreach (DBZone foundzone in Current.core.zones) { if (!foundzone.Shared) { DBZone newzone = new DBZone(foundzone); newzone.Name = "Enemy " + newzone.Name.ToLower(); Current.core.enemy_zones.Add (newzone); } } //CombatCodeGenerator.combat_rules = Current.combat; //CombatCodeGenerator.WriteCodeFile(); Current.cards = cards_db.cards; unchangedSettings = currentSettings; AssetDatabase.CreateAsset(currentSettings, SettingsAssetFile); //trying to rewrite file currentSettings = (TCGData)Instantiate(unchangedSettings); //we need this // AddCustomStatsToCombat(); Debug.Log("unchanged test"+unchangedSettings.test); }
public static void ReLoadCurrentSettings() { Debug.Log ("starting to reload"); // warns developers if there are more than one settings files in resources folders. first will be used. UnityEngine.Object[] settingFiles = Resources.LoadAll("TCGData", typeof(TCGData)); //finding all files with that name if (settingFiles != null && settingFiles.Length > 0) { Debug.Log ("found some settings"); unchangedSettings = (TCGData)settingFiles[0]; currentSettings = (TCGData)Instantiate(unchangedSettings); if (Current.cards != null)cards_db.cards = Current.cards; Debug.Log("current.cards count: "+ Current.cards.Count); if (settingFiles.Length > 1) { Debug.LogWarning("more than one settings file"); } } }
void LoadTCGData() { currentSettings = (TCGData)Instantiate(unchangedSettings); //works // AddCustomStatsToCombat(); if (currentSettings.cards != null) cards_db.cards = currentSettings.cards; else cards_db.cards = new List<DbCard>(); bool found = false; if (viewed_zone != null) { foreach (DBZone dbz in Current.core.zones) { //Debug.Log("dbz name:"+dbz.Name+"viewed name:"+viewed_zone.Name); if (dbz.Name == viewed_zone.Name) { found = true; viewed_zone = dbz; break; } } if (!found) viewed_zone = null; } cards_db.viewed_card = null; }