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- 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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