using UnityEngine; using System.Collections; public class SaveData : MonoBehaviour { public static SaveData Instance; private Jungle mainScene ; private JungleTree mainTree; private JungleTreeEditor TreeEditor; private TreeNode node; // Use this for initialization void Awake () { if (Instance == null) { Instance = this; } } private void Start () { JungleStart (); } private void JungleStart () { Debug.Log ("[Jungle] Start ..."); mainScene = new DefaultJungle(null, "Main", new DefaultTreeEditor(new DefaultTraverser())); } public void CreateTree (string name) { mainTree = mainScene.createNewTree (name); Debug.Log ("[Jungle] Create " + name + " Tree"); EditorMode (); } public void EditorMode () { TreeEditor = mainTree.getTreeEditor (); Debug.Log ("[Jungle] Editor Mode" + TreeEditor.ToString()); } public void PutAttribute (NodePath path, string key, byte[] value) { Either either = TreeEditor.putAttribute (path, key, value); if (either.isA ()) { Debug.LogError ("[Error]" + either.a()); } else { Debug.Log ("[Success]"); either.b (); } } public void GetAttribute (NodePath path, string key) { node = mainTree.getNodeOfPath (path).b (); byte[] target = node.getAttributes ().get (key); var obj = ConvertObject.UnConvert (target); print (obj); } public void Push() { Either r = TreeEditor.success(); if (!r.isA ()) { Debug.LogError ("[Error]"); } else { Debug.Log ("[Success]"); TreeEditor = r.b (); } } }