using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace Enviro { [Serializable] public class EnviroDefault { } [Serializable] public class EnviroDefaultModule : EnviroModule { public Enviro.EnviroDefault settings; public EnviroDefaultModule preset; public bool showDefaultControls; // Update Method public override void UpdateModule () { } //Save and Load public void LoadModuleValues () { if(preset != null) { settings = JsonUtility.FromJson(JsonUtility.ToJson(preset.settings)); } else { Debug.Log("Please assign a saved module to load from!"); } } public void SaveModuleValues () { #if UNITY_EDITOR EnviroDefaultModule t = ScriptableObject.CreateInstance(); t.name = "Default Preset"; t.settings = JsonUtility.FromJson(JsonUtility.ToJson(settings)); string assetPathAndName = UnityEditor.AssetDatabase.GenerateUniqueAssetPath("Assets/Enviro 3" + "/New " + t.name + ".asset"); UnityEditor.AssetDatabase.CreateAsset(t, assetPathAndName); UnityEditor.AssetDatabase.SaveAssets(); UnityEditor.AssetDatabase.Refresh(); #endif } public void SaveModuleValues (EnviroDefaultModule module) { module.settings = JsonUtility.FromJson(JsonUtility.ToJson(settings)); #if UNITY_EDITOR UnityEditor.EditorUtility.SetDirty(module); UnityEditor.AssetDatabase.SaveAssets(); #endif } } }