| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364 | 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<Enviro.EnviroDefault>(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<EnviroDefaultModule>();        t.name = "Default Preset";        t.settings = JsonUtility.FromJson<Enviro.EnviroDefault>(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<Enviro.EnviroDefault>(JsonUtility.ToJson(settings));            #if UNITY_EDITOR            UnityEditor.EditorUtility.SetDirty(module);            UnityEditor.AssetDatabase.SaveAssets();            #endif        }    }}
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