void OnGUI() { skillManager = EditorGUILayout.ObjectField("Skill Manager", skillManager, typeof(SkillManager), false) as SkillManager; if (skillManager != null) { currentSkillTypeToCreate = (SkillTypeToCreate)EditorGUILayout.EnumPopup(currentSkillTypeToCreate); newSkillName = EditorGUILayout.TextField("Skill Name: ", newSkillName); newSkillDescription = EditorGUILayout.TextField("Description: ", newSkillDescription); newSkillCost = EditorGUILayout.IntField("Cost: ", newSkillCost); switch(currentSkillTypeToCreate) { case SkillTypeToCreate.DefaultSkill: break; case SkillTypeToCreate.SwordSkill: break; } if (GUILayout.Button("Add New Skill")) { switch(currentSkillTypeToCreate) { case SkillTypeToCreate.DefaultSkill: DefaultSkill newDefaultSkill = new DefaultSkill(); newDefaultSkill.skillName = newSkillName; newDefaultSkill.description = newSkillDescription; newDefaultSkill.cost = newSkillCost; newDefaultSkill.type = (int)currentSkillTypeToCreate; skillManager.skillList.Add(newDefaultSkill); break; case SkillTypeToCreate.SwordSkill: SwordSkill newSwordSkill = new SwordSkill(); newSwordSkill.skillName = newSkillName; newSwordSkill.description = newSkillDescription; newSwordSkill.cost = newSkillCost; newSwordSkill.type = (int)currentSkillTypeToCreate; skillManager.skillList.Add(newSwordSkill); break; } } } }
public void LoadDatas() { // if (skillList.Count > 0) { // foreach (Skill removeSkill in skillList) { // switch ((int)removeSkill.type) // { // case 0: // DefaultSkill.DestroyImmediate(removeSkill); // break; // case 1: // SwordSkill.DestroyImmediate(removeSkill); // break; // default: // Skill.DestroyImmediate(removeSkill); // break; // } // } // } skillList.Clear(); foreach (SaveDataForSkill skill in saveList) { Skill tmpSkill = new Skill(); switch ((int)skill.type) { case 0: tmpSkill = new DefaultSkill(); break; case 1: tmpSkill = new SwordSkill(); break; default: break; } tmpSkill.cost = skill.cost; tmpSkill.skillName = skill.skillName; tmpSkill.description = skill.description; tmpSkill.gi = skill.gi; tmpSkill.sal = skill.sal; tmpSkill.showing = false; tmpSkill.type = skill.type; skillList.Add(tmpSkill); } ReorderSkills(); }