/// <summary> /// Sets the save to be in a custom folder. /// </summary> public static HUMIO.Data.Custom Custom(this HUMIO.Data.Save saveData, string filePath, string fileName) { if (!Directory.Exists(filePath)) { Directory.CreateDirectory(filePath); } return(new HUMIO.Data.Custom(filePath + fileName, saveData, new HUMIO.Data.Load())); }
/// <summary> /// Sets the save to be in the persistant data path. /// </summary> public static HUMIO.Data.Persistant Persistant(this HUMIO.Data.Save saveData, string fileName) { var path = HUMIO.PersistantPath(); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } return(new HUMIO.Data.Persistant(path, saveData, new HUMIO.Data.Load())); }
/// <summary> /// Saves an asset at path. Optionally you can immediately refresh the database after saving. /// </summary> public static void Asset(this HUMIO.Data.Save saveData, string path, bool refresh = false) { if (saveData.value.GetType() == typeof(GameObject)) { UnityEditor.PrefabUtility.SaveAsPrefabAsset(saveData.value as GameObject, path); } else { UnityEditor.AssetDatabase.CreateAsset(saveData.value as UnityEngine.Object, path); } if (refresh) { saveData.And().Refresh(); } }
/// <summary> /// Sets the save to be in a custom folder. /// </summary> public static HUMIO.Data.Custom Custom(this HUMIO.Data.Save saveData, string fullPath) { return(new HUMIO.Data.Custom(fullPath, saveData, new HUMIO.Data.Load())); }
/// <summary> /// When saving, also do an accompanied action. /// </summary> public static HUMIO.Data.And And(this HUMIO.Data.Save saveData) { return(new HUMIO.Data.And()); }