protected override void Save(string savePath) { base.Save(savePath); // When the game will want to read the dialogue it does not care about visual stuff // so we serialize the gameplay info in another file in StreamingAssets Dialogue.Dialogue dialogue = new Dialogue.Dialogue(); string rootNodeID = ""; foreach (DialogueNode node in m_Graph.m_Nodes) { dialogue.AddNode(node.m_Node); if (node.IsRoot()) { Assert.IsTrue(rootNodeID == "", "several root node found, this dialogue is ill formed"); rootNodeID = node.m_ID; } } dialogue.m_RootNodeID = rootNodeID; string filename = Path.GetFileName(savePath); XMLSerializerHelper.Serialize(dialogue, Application.streamingAssetsPath + "/Dialogues/" + filename); }
public void SaveObject(AnyObject objectToSave, string filename) { string path = Application.streamingAssetsPath + m_SaveDirectory + filename; XMLSerializerHelper.Serialize(objectToSave, path); }
protected virtual void Save(string savePath) { XMLSerializerHelper.Serialize(m_Graph, savePath); }