I currently have a number of custom actions and conditionals that are bound to our in-game data. Specifically, I allow the designers to pick from specific enums using BBParameter<enumType> enumChoice;
This works fine, except when I need to change the defined enums. For instance, I wanted to delete the first choice which was None as that case cannot exist and confuses our designers.
If I look at the saved .asset file, I see this: “abilityOption”:{“_value”:1} which when I change what 1 means, it causes the wrong choice. Is there any way for these to be saved as a string?
I usually use [JsonConverter(typeof(StringEnumConverter))] which when I Deserialize and Serialize json files, the enum names are preserved.
Is there a mode that will allow the asset files to save enums as their string equivalents?
To answer my own question: Yes, there is a setting within the nodeCanvas package that saves enums out as strings. It’s in fsGlobalConfig.cs:
///<summary> Enums are serialized using their names by default. Setting this to true will serialize them as integers instead.</summary>
public static bool SerializeEnumsAsInteger = true;
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