diff Assets/Application/Scripts/Test/SaveDataTest.cs @ 6:9be20fcffaac

SaveDataTest Fix
author Kazuma Takeda <kazuma-arashi@hotmail.co.jp>
date Mon, 05 Dec 2016 05:24:05 +0900
parents 12f4f937da7f
children ad4729c5eec4
line wrap: on
line diff
--- a/Assets/Application/Scripts/Test/SaveDataTest.cs	Thu Nov 10 04:21:19 2016 +0900
+++ b/Assets/Application/Scripts/Test/SaveDataTest.cs	Mon Dec 05 05:24:05 2016 +0900
@@ -4,59 +4,21 @@
 using UnityEngine.SceneManagement;
 
 public class SaveDataTest : MonoBehaviour {
-	
-	DefaultNodePath root = new DefaultNodePath();
-	NodePath path; 
-	System.Collections.Generic.List<ParentObject> ParentList = new System.Collections.Generic.List<ParentObject>();
-	public ConvertObject co;
+
+	private SceneNode root;
 
 	private void Start () {
-		path = root.add(0);
-		Check ();
-	}
-
-	private void Update () {
-		if (Input.GetKeyDown (KeyCode.A)) {
-			SaveData.Instance.CreateTree (SceneManager.GetActiveScene().name);
-		}
-
-		if (Input.GetKeyDown (KeyCode.S)) {
-			int i = 0;
-			foreach (var parent in ParentList) {
-				foreach (var comp in parent.dic) {
-					Mapping (i, root, comp.Key, comp.Value);
-				}
-				i++;
-			}
-		}
-
-		if (Input.GetKeyDown (KeyCode.D)) {
-			SaveData.Instance.Push ();
-		}
-	}
-
-	private void Mapping(int pos, NodePath path, string key, Component value) {
-		byte[] array = ConvertObject.Convert (value.ToString());
-		SaveData.Instance.createTree (pos, path, key , array);
+		root = new SceneNode(this.gameObject, null);
 	}
 
 	private void Check () {
-		// やりたいこと
-		// まず親のみ取得
-		// その後親から辿っていってComponentをすべてとる
-		// http://answers.unity3d.com/questions/275714/how-to-find-all-components-of-a-game-object.html
-		// こことかいいかも
-
-		// TreeMap<Gameobject, ChildObject> Left : Parent, Right : ChildTreeMap
-		// 一番浅い親のTreeMapをListに入れる
 		int i = 0;
 		foreach (GameObject obj in UnityEngine.Resources.FindObjectsOfTypeAll(typeof(GameObject))) {
 			string path = AssetDatabase.GetAssetOrScenePath (obj);
 			bool isScene = path.Contains (".unity");
 			if (isScene) { // このシーンの中のオブジェクトかどうか。
 				if (obj.transform.childCount == 0 && obj.transform.parent == null || obj.transform.childCount > 0 && obj.transform.parent == null) { // 親を取得
-					ParentObject parent = new ParentObject (obj, root.add (i));
-					ParentList.Add (parent);
+
 					i++;
 				}
 			}