mirror of
https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
synced 2025-06-10 22:20:40 +02:00
fix: export (#65)
This commit is contained in:
@ -5418,6 +5418,9 @@ GameObject:
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- component: {fileID: 678214373}
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- component: {fileID: 678214375}
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- component: {fileID: 678214374}
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- component: {fileID: 678214378}
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- component: {fileID: 678214377}
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- component: {fileID: 678214376}
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m_Layer: 5
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m_Name: Save
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m_TagString: Untagged
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@ -5482,6 +5485,89 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 678214372}
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m_CullTransparentMesh: 1
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--- !u!114 &678214376
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 678214372}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 4e29b1a8efbd4b44bb3f3716e73f07ff, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Navigation:
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m_Mode: 3
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m_WrapAround: 0
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m_SelectOnUp: {fileID: 0}
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m_SelectOnDown: {fileID: 0}
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m_SelectOnLeft: {fileID: 0}
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m_SelectOnRight: {fileID: 0}
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m_Transition: 1
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m_Colors:
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m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
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m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
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m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
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m_SelectedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
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m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
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m_ColorMultiplier: 1
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m_FadeDuration: 0.1
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m_SpriteState:
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m_HighlightedSprite: {fileID: 0}
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m_PressedSprite: {fileID: 0}
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m_SelectedSprite: {fileID: 0}
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m_DisabledSprite: {fileID: 0}
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m_AnimationTriggers:
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m_NormalTrigger: Normal
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m_HighlightedTrigger: Highlighted
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m_PressedTrigger: Pressed
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m_SelectedTrigger: Selected
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m_DisabledTrigger: Disabled
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m_Interactable: 1
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m_TargetGraphic: {fileID: 678214374}
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m_OnClick:
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m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 678214377}
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m_TargetAssemblyTypeName: JSONExporter, Assembly-CSharp
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m_MethodName: ExportJSON
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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--- !u!114 &678214377
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 678214372}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d3227fe18f4441647bdd19d3131efa02, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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statusText: {fileID: 0}
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--- !u!114 &678214378
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 678214372}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: f5bf592d3d8430744a08058675701934, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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blockGroupContainer: {fileID: 0}
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buttonPrefabTemplate: {fileID: 0}
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--- !u!1 &739948034
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GameObject:
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m_ObjectHideFlags: 0
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@ -5,12 +5,17 @@ using System.Collections.Generic;
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using SimpleFileBrowser;
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using TMPro;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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[RequireComponent(typeof(LevelEditor))]
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public class JSONExporter : MonoBehaviour
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{
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public TMP_Text statusText;
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private LevelEditor editor;
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private string levelsFolder;
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private string assetFolderPath;
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private void Awake()
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{
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@ -19,6 +24,8 @@ public class JSONExporter : MonoBehaviour
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if (!Directory.Exists(levelsFolder))
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Directory.CreateDirectory(levelsFolder);
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assetFolderPath = "Assets/Resources/Levels";
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if (statusText == null)
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{
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var statusObj = GameObject.Find("StatusText");
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@ -104,36 +111,33 @@ public class JSONExporter : MonoBehaviour
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{
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Debug.LogError("Export error: " + e);
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SetStatus("Export error. See console.", Color.red);
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yield break;
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}
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#if UNITY_EDITOR
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UnityEditor.AssetDatabase.Refresh();
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string assetPath = Path.Combine(assetFolderPath, fileName + ".json");
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AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);
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#endif
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var loader = Object.FindAnyObjectByType<LevelsLoader>();
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if (loader != null)
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loader.RefreshLevels();
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var loader = FindObjectOfType<LevelsLoader>();
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loader?.RefreshLevels();
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}
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private void SetStatus(string message, Color color)
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{
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if (statusText != null)
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{
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if (statusText == null) return;
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statusText.text = message;
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statusText.color = color;
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statusText.gameObject.SetActive(false);
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statusText.gameObject.SetActive(true);
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Canvas.ForceUpdateCanvases();
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}
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}
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[System.Serializable]
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private class SerializableElement
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{
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public string type;
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public float x;
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public float y;
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public float scaleX;
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public float scaleY;
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public float x, y, scaleX, scaleY;
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}
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[System.Serializable]
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