Files
Fishing2/Assets/Enviro 3 - Sky and Weather/Scripts/Runtime/Modules/Default/EnviroDefaultModule.cs
2025-05-10 12:49:47 +08:00

64 lines
1.8 KiB
C#

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(EnviroHelper.assetPath + "/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
}
}
}