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553 lines
18 KiB
553 lines
18 KiB
4 years ago
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using AX.MessageSystem;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Xml;
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using UnityEngine;
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using UnityEngine.UI;
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public class SecondNodeManager : MonoBehaviour
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{
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public Button addButton;
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public Button deleteButton;
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public Button editorButton;
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public Button saveButton;
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public Button addTagButton;
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public Toggle recordStop;
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public Transform itemParent;
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public GameObject nodeWindow;
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public GameObject tagWindow;
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public ReplayManager replayManager;
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private GameObject itemPrefab;
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private List<SecondNodeObject> list;
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public static SecondNodeObject selectNode;
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public GameObject tagListPanel;
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private void Awake()
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{
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MessageDispatcher.AddListener("FirstNodeSelected", DrawItem);
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MessageDispatcher.AddListener("DataInitializationComplete", SetItemUI);
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}
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// Use this for initialization
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void Start()
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{
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addButton.onClick.AddListener(AddNodeWindow);
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deleteButton.onClick.AddListener(DeleteNodeWindow);
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editorButton.onClick.AddListener(EditorNodeWindow);
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saveButton.onClick.AddListener(SaveNodeWindow);
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addTagButton.onClick.AddListener(AddTagWindow);
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recordStop.onValueChanged.AddListener(ChangeRecordStatus);
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//list = DisasterManager.secondNodeObjects;
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itemPrefab = Resources.Load("UI/SecondNodeItem") as GameObject;
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MessageDispatcher.AddListener("DeleteFirstNode", DestoryItem);
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MessageDispatcher.AddListener("PlayStatusChanged", SetUIByPlayStatus);
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SetUI();
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}
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// Update is called once per frame
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void Update()
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{
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}
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private void OnDestroy()
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{
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MessageDispatcher.RemoveListener("FirstNodeSelected", DrawItem);
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MessageDispatcher.RemoveListener("DeleteFirstNode", DestoryItem);
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MessageDispatcher.RemoveListener("PlayStatusChanged", SetUIByPlayStatus);
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MessageDispatcher.RemoveListener("DataInitializationComplete", SetItemUI);
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}
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private void SetItemUI(IMessage obj)
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{
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selectNode = null;
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foreach (Transform item in itemParent)
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{
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Destroy(item.gameObject);
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}
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}
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/// <summary>
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/// 一级节点更改后绘制二级节点
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/// </summary>
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/// <param name="data"></param>
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private void DrawItem(IMessage data)
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{
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selectNode = null;
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foreach (Transform item in itemParent)
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{
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Destroy(item.gameObject);
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}
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var firstNode = FirstNodeManager.selectNode;
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if (itemPrefab == null)
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{
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itemPrefab = Resources.Load("UI/SecondNodeItem") as GameObject;
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}
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list = DisasterManager.secondNodeObjects;
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foreach (var obj in list)
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{
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if (obj.ParentID == firstNode.nodeID)
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{
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AddNodeItem(obj);
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}
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}
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}
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/// <summary>
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/// 一级节点删除后删除二级节点
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/// </summary>
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/// <param name="data"></param>
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private void DestoryItem(IMessage data)
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{
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selectNode = null;
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foreach (Transform item in itemParent)
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{
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var obj = item.GetComponent<SecondNodeItem>().obj;
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DeleteXml(obj);//xml文件中删除
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list.Remove(obj);
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Destroy(item.gameObject);
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}
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}
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/// <summary>
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/// 添加节点
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/// </summary>
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private void AddNodeWindow()
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{
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if (FirstNodeManager.selectNode == null)
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{
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ResourceLoadWindow.Instance.LoadTextHintWindow("请先选择一级节点", 0.5f);
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return;
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}
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ReplaySetting.PlayStatus = PlayStatus.isEditor;//编辑状态
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RecordManager.Instance.RecordTimer = 0;
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RecordManager.Instance.jsonData = new JsonData();
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recordStop.isOn = false;
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}
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/// <summary>
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/// 保存节点
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/// </summary>
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private void SaveNodeWindow()
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{
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recordStop.isOn = true;//暂停记录
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nodeWindow.SetActive(true);
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var node = new SecondNodeObject();
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node.nodeID = -1;
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node.ParentID = FirstNodeManager.selectNode.nodeID;
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nodeWindow.GetComponent<SecondNodeWindow>().SetWindow(node);
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}
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/// <summary>
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/// 继续记录
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/// </summary>
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public void ContinueRecord()
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{
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recordStop.isOn = false;
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}
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/// <summary>
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/// 放弃本次记录
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/// </summary>
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public void DeleteRecord()
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{
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ReplaySetting.PlayStatus = PlayStatus.normal;
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}
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/// <summary>
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/// 添加标签
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/// </summary>
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private void AddTagWindow()
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{
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if (ReplaySetting.PlayStatus == PlayStatus.isEditor)
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{
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//在编辑状态下
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recordStop.isOn = true;//暂停记录
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}
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else if (ReplaySetting.PlayStatus == PlayStatus.isReplay)
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{
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//在回放状态下
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replayManager.playOrPause.isOn = false;//暂停回放
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}
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tagWindow.SetActive(true);
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var tag = new TagData();
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tagWindow.GetComponent<TagEditorWindow>().SetWindow(tag);
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}
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/// <summary>
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/// 暂停,继续纪录改变状态
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/// </summary>
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/// <param name="isOn"></param>
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private void ChangeRecordStatus(bool isOn)
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{
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if (isOn)
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{
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RecordManager.Instance.recordStatus = RecordStatus.pause;
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addTagButton.gameObject.SetActive(false);//暂停时,禁止添加标签
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MessageDispatcher.SendMessage("RecordStatusPause");
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}
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else
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{
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RecordManager.Instance.RecordFrame();//记录开始或继续时记录状态数据
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RecordManager.Instance.recordStatus = RecordStatus.normal;
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addTagButton.gameObject.SetActive(true);
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}
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}
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private void DeleteNodeWindow()
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{
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if (selectNode == null)
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{
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return;
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}
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ResourceLoadWindow.Instance.LoadTipWindow("确定删除该二级节点?", DeleteNode, null);
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}
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private void EditorNodeWindow()
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{
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if (selectNode == null)
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{
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return;
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}
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nodeWindow.SetActive(true);
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nodeWindow.GetComponent<SecondNodeWindow>().SetWindow(selectNode);
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}
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/// <summary>
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/// 新增二级节点
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/// </summary>
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/// <param name="name"></param>
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public void AddNode(SecondNodeObject node)
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{
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if (node.nodeName == "")
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{
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ResourceLoadWindow.Instance.LoadTextHintWindow("节点名不能为空", 0.5f);
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return;
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}
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//查看有没有相同名称
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if (CheckSameName(node.nodeName, node.nodeID))
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{
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ResourceLoadWindow.Instance.LoadTextHintWindow("已有相同名称", 0.5f);
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return;
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}
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node.nodeID = GetNextID();
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list.Add(node);
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AddNodeItem(node);//UI中添加
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AddXml(node);//xml文件中添加
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RecordManager.Instance.RecordFrame();//添加节点最后帧数据
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RecordManager.Instance.jsonData.sumTime = RecordManager.Instance.RecordTimer;//总时间
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RecordManager.Instance.SaveRecord(node.nodeName);
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nodeWindow.SetActive(false);
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ReplaySetting.PlayStatus = PlayStatus.normal;
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}
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/// <summary>
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/// 修改二级节点xml顺序
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/// </summary>
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public void UpdateSecondNodeSort(Transform NodeParent)
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{
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SecondNodeItem[] thisNodes = NodeParent.GetComponentsInChildren<SecondNodeItem>();
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if (thisNodes.Length<1)
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{
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return;
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}
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for (int i = 0; i < thisNodes.Length; i++)
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{
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UpdataNodeXml(thisNodes[i].obj);
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}
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for (int i = 0; i < thisNodes.Length; i++)
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{
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for (int j = 0; j < list.Count; j++)
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{
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if (list[j].nodeID == thisNodes[i].obj.nodeID)
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{
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list.Remove(list[j]);
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}
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}
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}
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for (int i = 0; i < thisNodes.Length; i++)
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{
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AddXml(thisNodes[i].obj);
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DisasterManager.secondNodeObjects.Add(thisNodes[i].obj);
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}
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}
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private void AddNodeItem(SecondNodeObject obj)
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{
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GameObject item = Instantiate(itemPrefab, itemParent) as GameObject;
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item.GetComponent<Toggle>().group = itemParent.GetComponent<ToggleGroup>();
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item.GetComponent<SecondNodeItem>().SetItem(obj);
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}
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private void AddXml(SecondNodeObject obj)
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{
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string filepath = DisasterManager.GetNodeListXML();
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if (File.Exists(filepath))
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{
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XmlDocument xmlDoc = new XmlDocument();
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xmlDoc.Load(filepath);
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XmlNode nodes = xmlDoc.SelectSingleNode("NodeList/SecondNode/Nodes");
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XmlElement node = xmlDoc.CreateElement("Node");
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node.SetAttribute("ID", obj.nodeID.ToString());
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node.SetAttribute("ParentID", obj.ParentID.ToString());
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node.SetAttribute("Name", obj.nodeName);
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node.SetAttribute("Detail", obj.nodeDetail);
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nodes.AppendChild(node);
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xmlDoc.Save(filepath);
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}
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}
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/// <summary>
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/// 删除二级节点
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/// </summary>
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private void DeleteNode()
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{
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foreach (Transform item in itemParent)
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{
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var msg = item.GetComponent<SecondNodeItem>();
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if (msg.obj == selectNode)
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{
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Destroy(item.gameObject);
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break;
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}
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}
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DeleteXml(selectNode);//xml文件中删除
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list.Remove(selectNode);
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}
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/// <summary>
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/// 修改二级节点xml文件
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/// </summary>
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private void UpdataNodeXml(SecondNodeObject obj)
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{
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string filepath = DisasterManager.GetNodeListXML();
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if (File.Exists(filepath))
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{
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XmlDocument xmlDoc = new XmlDocument();
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xmlDoc.Load(filepath);
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XmlNode nodes = xmlDoc.SelectSingleNode("NodeList/SecondNode/Nodes");
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XmlNodeList nodeList = nodes.ChildNodes;
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for (int i = 0; i < nodeList.Count; i++)
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{
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var node = nodeList[i] as XmlElement;
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if (node.GetAttribute("ID") == obj.nodeID.ToString())
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{
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nodes.RemoveChild(node);
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break;
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}
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}
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xmlDoc.Save(filepath);
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}
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}
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private void DeleteXml(SecondNodeObject obj)
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{
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//修改节点文件
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string filepath = DisasterManager.GetNodeListXML();
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if (File.Exists(filepath))
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{
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XmlDocument xmlDoc = new XmlDocument();
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xmlDoc.Load(filepath);
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XmlNode nodes = xmlDoc.SelectSingleNode("NodeList/SecondNode/Nodes");
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XmlNodeList nodeList = nodes.ChildNodes;
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for (int i = 0; i < nodeList.Count; i++)
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{
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var node = nodeList[i] as XmlElement;
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if (node.GetAttribute("ID") == obj.nodeID.ToString())
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{
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nodes.RemoveChild(node);
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break;
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}
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}
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xmlDoc.Save(filepath);
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}
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//删除数据文件
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string dataFilePath = Application.dataPath + @"/Data/" + DisasterManager.disaster.Id + "/File/XmlData/" + obj.nodeName + ".xml";
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if (File.Exists(dataFilePath))
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{
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File.Delete(dataFilePath);
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}
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}
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/// <summary>
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/// 编辑二级节点
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/// </summary>
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/// <param name="name"></param>
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public void EditorNode(SecondNodeObject node)
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{
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if (node.nodeName == "")
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{
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ResourceLoadWindow.Instance.LoadTextHintWindow("节点名不能为空", 0.5f);
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return;
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}
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//查看有没有相同名称
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if (CheckSameName(node.nodeName, node.nodeID))
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{
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ResourceLoadWindow.Instance.LoadTextHintWindow("已有相同名称", 0.5f);
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return;
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}
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EditorNodeItem(node);//UI中修改
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EditorXML(node);//xml文件中修改
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nodeWindow.SetActive(false);
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}
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private void EditorNodeItem(SecondNodeObject obj)
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{
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foreach (Transform item in itemParent)
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{
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var msg = item.GetComponent<SecondNodeItem>();
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if (msg.obj.nodeID == obj.nodeID)
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{
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msg.SetUI();
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break;
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}
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}
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}
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private void EditorXML(SecondNodeObject obj)
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{
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string filepath = DisasterManager.GetNodeListXML();
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if (File.Exists(filepath))
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{
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XmlDocument xmlDoc = new XmlDocument();
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xmlDoc.Load(filepath);
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XmlNode nodes = xmlDoc.SelectSingleNode("NodeList/SecondNode/Nodes");
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XmlNodeList nodeList = nodes.ChildNodes;
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for (int i = 0; i < nodeList.Count; i++)
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{
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var node = nodeList[i] as XmlElement;
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if (node.GetAttribute("ID") == obj.nodeID.ToString())
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{
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node.SetAttribute("Name", obj.nodeName.ToString());
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node.SetAttribute("Detail", obj.nodeDetail.ToString());
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break;
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}
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}
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xmlDoc.Save(filepath);
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}
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//修改数据文件名称
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var oldNodeName = nodeWindow.GetComponent<SecondNodeWindow>().oldNodeName;
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if (oldNodeName != obj.nodeName)
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{
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string oldPath = Application.dataPath + @"/Data/" + DisasterManager.disaster.Id + "/File/XmlData/" + oldNodeName + ".xml";
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string dataFilePath = Application.dataPath + @"/Data/" + DisasterManager.disaster.Id + "/File/XmlData/" + obj.nodeName + ".xml";
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if (File.Exists(oldPath))
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{
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File.Move(oldPath,dataFilePath);
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}
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}
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}
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public void ShowTagList(GameObject node)
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{
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var nodeObject = node.GetComponent<SecondNodeItem>().obj;
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string nodeName = nodeObject.nodeName;
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//这里有问题,由于标签存储在每个节点的数据文件里,所以每次获取标签需要解读文件,这是数据存储设计导致的问题
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string filePath = Application.dataPath + @"/Data/" + DisasterManager.disaster.Id + "/File/XmlData/" + nodeName + ".xml";
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if (File.Exists(filePath))
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{
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XmlDocument xmlDoc = new XmlDocument();
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xmlDoc.Load(filePath);
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XmlNode firstNodes = xmlDoc.SelectSingleNode("Record");
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var jsonData = JsonUtility.FromJson<JsonData>(firstNodes.InnerText);
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tagListPanel.SetActive(true);
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tagListPanel.transform.position = node.transform.position + new Vector3(0, -0.2f, 0);
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|
tagListPanel.GetComponent<TagListPanel>().Draw(jsonData.tagDataList);
|
||
|
}
|
||
|
}
|
||
|
public void HideTagList()
|
||
|
{
|
||
|
tagListPanel.SetActive(false);
|
||
|
}
|
||
|
private void SetUI()
|
||
|
{
|
||
|
if (DisasterManager.editorRight)
|
||
|
{
|
||
|
addButton.gameObject.SetActive(true);
|
||
|
deleteButton.gameObject.SetActive(true);
|
||
|
editorButton.gameObject.SetActive(true);
|
||
|
saveButton.gameObject.SetActive(false);
|
||
|
addTagButton.gameObject.SetActive(false);
|
||
|
recordStop.gameObject.SetActive(false);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
addButton.gameObject.SetActive(false);
|
||
|
deleteButton.gameObject.SetActive(false);
|
||
|
editorButton.gameObject.SetActive(false);
|
||
|
saveButton.gameObject.SetActive(false);
|
||
|
addTagButton.gameObject.SetActive(false);
|
||
|
recordStop.gameObject.SetActive(false);
|
||
|
}
|
||
|
}
|
||
|
/// <summary>
|
||
|
/// 根据游戏状态显示UI
|
||
|
/// </summary>
|
||
|
/// <param name="data"></param>
|
||
|
private void SetUIByPlayStatus(IMessage data)
|
||
|
{
|
||
|
if (DisasterManager.editorRight)
|
||
|
{
|
||
|
var playStatus = ReplaySetting.PlayStatus;
|
||
|
if (playStatus == PlayStatus.normal)
|
||
|
{
|
||
|
addButton.gameObject.SetActive(true);
|
||
|
deleteButton.gameObject.SetActive(true);
|
||
|
editorButton.gameObject.SetActive(true);
|
||
|
saveButton.gameObject.SetActive(false);
|
||
|
addTagButton.gameObject.SetActive(false);
|
||
|
recordStop.gameObject.SetActive(false);
|
||
|
}
|
||
|
else if (playStatus == PlayStatus.isEditor)
|
||
|
{
|
||
|
addButton.gameObject.SetActive(false);
|
||
|
deleteButton.gameObject.SetActive(false);
|
||
|
editorButton.gameObject.SetActive(false);
|
||
|
saveButton.gameObject.SetActive(true);
|
||
|
addTagButton.gameObject.SetActive(true);
|
||
|
recordStop.gameObject.SetActive(true);
|
||
|
}
|
||
|
else if (playStatus == PlayStatus.isReplay)
|
||
|
{
|
||
|
addButton.gameObject.SetActive(false);
|
||
|
deleteButton.gameObject.SetActive(false);
|
||
|
editorButton.gameObject.SetActive(false);
|
||
|
saveButton.gameObject.SetActive(false);
|
||
|
addTagButton.gameObject.SetActive(true);
|
||
|
recordStop.gameObject.SetActive(false);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
addButton.gameObject.SetActive(false);
|
||
|
deleteButton.gameObject.SetActive(false);
|
||
|
editorButton.gameObject.SetActive(false);
|
||
|
saveButton.gameObject.SetActive(false);
|
||
|
addTagButton.gameObject.SetActive(false);
|
||
|
recordStop.gameObject.SetActive(false);
|
||
|
}
|
||
|
}
|
||
|
/// <summary>
|
||
|
/// 检查是否重名
|
||
|
/// </summary>
|
||
|
/// <param name="name"></param>
|
||
|
/// <returns></returns>
|
||
|
private bool CheckSameName(string name, int id)
|
||
|
{
|
||
|
foreach (var node in list)
|
||
|
{
|
||
|
if (node.nodeName == name)
|
||
|
{
|
||
|
if (node.nodeID == id)//ID相同代表同一个节点
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
/// <summary>
|
||
|
/// 从xml文件中获取自增主键
|
||
|
/// </summary>
|
||
|
/// <returns></returns>
|
||
|
public int GetNextID()
|
||
|
{
|
||
|
int result = 0;
|
||
|
string filepath = DisasterManager.GetNodeListXML();
|
||
|
XmlDocument xmlDoc = new XmlDocument();
|
||
|
xmlDoc.Load(filepath);
|
||
|
XmlNode nextID = xmlDoc.SelectSingleNode("NodeList/SecondNode/NextID");
|
||
|
result = int.Parse(nextID.InnerText);
|
||
|
nextID.InnerText = (result + 1).ToString();
|
||
|
xmlDoc.Save(filepath);
|
||
|
return result;
|
||
|
}
|
||
|
}
|