private static void AddChar(List <StringGridRow> list)
    {
        string        assetName = s_TotalDataName[1];
        CharDataTotal BData     = ScriptableObject.CreateInstance <CharDataTotal>();

        for (int i = 1; i < list.Count; i++)
        {
            string[] s_array = list[i].Strings;
            CharData Data    = ScriptableObject.CreateInstance <CharData>();

            Data.m_index    = int.Parse(s_array[0]);
            Data.m_CharIcon = s_array[1];
            Data.m_CharName = s_array[2];
            Data.m_Content  = s_array[3];
            Data.m_Skill    = s_array[4];
            Data.m_Force    = int.Parse(s_array[5]);
            Data.m_See      = s_array[6];
            //Data.atk = s_array[7];
            Data.m_HP = int.Parse(s_array[8]);
            //Data.m_NowHP = int.Parse(s_array[9]);
            Data.m_Bow      = s_array[10];
            Data.m_Knight   = s_array[11];
            Data.m_Infantry = s_array[12];
            Data.m_Pos      = s_array[13];

            AssetDatabase.DeleteAsset("Assets/G_ScriptableUnit/" + assetName + i + ".asset");
            AssetDatabase.CreateAsset(Data, AssetDatabase.GenerateUniqueAssetPath("Assets/G_ScriptableUnit/" + assetName + i + ".asset"));

            BData.m_totalCastleData.Add(Data);
        }
        AssetDatabase.DeleteAsset("Assets/G_ScriptableObject/" + assetName + ".asset");
        AssetDatabase.CreateAsset(BData, AssetDatabase.GenerateUniqueAssetPath("Assets/G_ScriptableObject/" + assetName + ".asset"));
        AssetDatabase.SaveAssets();
    }
Beispiel #2
0
    public static void BuildCharObject()
    {
        int           index = 0;
        CharDataTotal BData = ScriptableObject.CreateInstance <CharDataTotal>();
        //ScriptObject
        string pathCreate     = Path.Combine(m_PathC, m_TotalName[index] + ".asset");
        string pathLoad       = Path.Combine(m_Path, m_TotalName[index] + ".txt");
        string pathCreateUnit = Path.Combine(m_PathCU, m_TotalName[index]);

        string[] s = File.ReadAllLines(pathLoad);

        AddData(s, BData, pathCreateUnit);

        AssetDatabase.DeleteAsset(pathCreate);
        AssetDatabase.CreateAsset(BData, pathCreate);
        AssetDatabase.SaveAssets();
    }
Beispiel #3
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    private static void AddData(string[] s, CharDataTotal BData, string pathCreateUnit)
    {
        for (int i = 1; i < s.Length; i++)
        {
            m_Index = 0;
            CharDataObject Data = ScriptableObject.CreateInstance <CharDataObject>();

            string[] split = s[i].Split(',');

            Data.m_index    = ReturnValue(split);
            Data.m_CharName = ReturnValues(split);
            Data.m_Hp       = ReturnValue(split);
            Data.m_Atk      = ReturnValue(split);
            Data.m_Temp1    = ReturnValue(split);
            Data.m_Temp2    = ReturnValue(split);
            Data.m_Temp3    = ReturnValue(split);

            AssetDatabase.DeleteAsset(pathCreateUnit + i + ".asset");
            AssetDatabase.CreateAsset(Data, pathCreateUnit + i + ".asset");

            BData.m_TotalData.Add(Data);
        }
    }
Beispiel #4
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    private void LoadCharData()
    {
        AssetBundle ab = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "char"));

        if (ab == null)
        {
            Debug.LogError("ab==null");
            return;
        }

        string[] totalName = ab.GetAllAssetNames();
        for (int i = 0; i < totalName.Length; i++)
        {
            CharDataTotal   cdt = (CharDataTotal)ab.LoadAsset(totalName[i]);
            List <CharData> l   = cdt.m_totalCastleData;
            for (int j = 0; j < l.Count; j++)
            {
                CharData data = l[j];
                GameGlobalValue.m_DicCharData[data.m_index] = data;
                //Debug.Log(data.name);
            }
        }
    }