using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using System; public class SaveButton : MonoBehaviour, IPointerDownHandler { public Config config; [Serializable] private struct SaveNode { public Vector3 position; public string type; } [Serializable] private struct SaveRoad { public int start, end; } [Serializable] private struct SaveStruct { public List<SaveNode> nodes; public List<SaveRoad> roads; } public void OnPointerDown(PointerEventData eventData) { config.onClick(); List<SaveNode> nodes = new List<SaveNode>(); foreach (Node node in config.roadNetwork.nodes) { SaveNode saveNode = new SaveNode(); saveNode.position = node.position; if (node is SpawnNode) { saveNode.type = "spawn"; } else if (node is ExitNode) { saveNode.type = "exit"; } else { saveNode.type = ""; } nodes.Add(saveNode); } List<SaveRoad> roads = new List<SaveRoad>(); foreach (Road road in config.roadNetwork.roads) { SaveRoad saveRoad = new SaveRoad(); saveRoad.start = config.roadNetwork.nodes.IndexOf(road.nodes[0]); saveRoad.end = config.roadNetwork.nodes.IndexOf(road.nodes[1]); roads.Add(saveRoad); } SaveStruct save = new SaveStruct(); save.nodes = nodes; save.roads = roads; print(JsonUtility.ToJson(save)); } }