public static EditorCollectibleList LoadCollectible() { GameObject obj=Resources.Load("PrefabList/CollectibleListPrefab", typeof(GameObject)) as GameObject; if(obj==null) obj=CreatePrefab(); CollectibleListPrefab prefab=obj.GetComponent<CollectibleListPrefab>(); if(prefab==null) prefab=obj.AddComponent<CollectibleListPrefab>(); for(int i=0; i<prefab.collectibleList.Count; i++){ if(prefab.collectibleList[i]==null){ prefab.collectibleList.RemoveAt(i); i-=1; } } string[] nameList=new string[prefab.collectibleList.Count]; for(int i=0; i<prefab.collectibleList.Count; i++){ if(prefab.collectibleList[i]!=null){ nameList[i]=prefab.collectibleList[i].collectibleName; } } EditorCollectibleList eCollectibleList=new EditorCollectibleList(); eCollectibleList.prefab=prefab; eCollectibleList.nameList=nameList; return eCollectibleList; }
void LoadCollectible() { EditorCollectibleList eCollectibleList = CollectibleManagerWindow.LoadCollectible(); CollectibleListPrefab prefab = eCollectibleList.prefab; //~ CollectibleListPrefab prefab=CollectibleManagerWindow.LoadCollectible(); collectibleList = new List <CollectibleTB>(); collectibleNameList = new string[prefab.collectibleList.Count]; for (int i = 0; i < prefab.collectibleList.Count; i++) { collectibleList.Add(prefab.collectibleList[i]); collectibleNameList[i] = prefab.collectibleList[i].collectibleName; } }
public static void Init() { // Get existing open window or if none, make a new one: window = (CollectibleEditorWindow)EditorWindow.GetWindow(typeof(CollectibleEditorWindow)); window.minSize = new Vector2(615, 250); window.maxSize = new Vector2(615, 251); EditorCollectibleList eCollectibleList = CollectibleManagerWindow.LoadCollectible(); prefab = eCollectibleList.prefab; collectibleList = prefab.collectibleList; nameList = eCollectibleList.nameList; int enumLength = Enum.GetValues(typeof(_EffectAttrType)).Length; effectTypeLabel = new string[enumLength]; effectTypeTooltip = new string[enumLength]; for (int i = 0; i < enumLength; i++) { effectTypeLabel[i] = ((_EffectAttrType)i).ToString(); } for (int i = 0; i < enumLength; i++) { effectTypeTooltip[i] = ""; } effectTypeTooltip[0] = "Reduce target's HP"; effectTypeTooltip[1] = "Restore target's HP"; effectTypeTooltip[2] = "Reduce target's AP"; effectTypeTooltip[3] = "Restore target's AP"; effectTypeTooltip[4] = "Increase/decrease target's damage"; effectTypeTooltip[5] = "Increase/decrease target's movement range"; effectTypeTooltip[6] = "Increase/decrease target's attack range"; effectTypeTooltip[7] = "Increase/decrease target's speed"; effectTypeTooltip[8] = "Increase/decrease target's attack"; effectTypeTooltip[9] = "Increase/decrease target's defend"; effectTypeTooltip[10] = "Increase/decrease target's critical chance"; effectTypeTooltip[11] = "Increase/decrease target's critical immunity"; effectTypeTooltip[12] = "Increase/decrease target's attack per turn"; effectTypeTooltip[13] = "Increase/decrease target's counter attack limit "; effectTypeTooltip[14] = "Stun target, stop target from doing anything"; effectTypeTooltip[15] = "Prevent target from attack"; effectTypeTooltip[16] = "Prevent target from moving"; effectTypeTooltip[17] = "Prevent target from using ability"; effectTypeTooltip[18] = "Faction gain points"; }
public static void Init() { // Get existing open window or if none, make a new one: window = (CollectibleManagerWindow)EditorWindow.GetWindow(typeof(CollectibleManagerWindow)); window.minSize = new Vector2(375, 449); window.maxSize = new Vector2(375, 800); EditorCollectibleList eCollectibleList = LoadCollectible(); prefab = eCollectibleList.prefab; collectibleList = prefab.collectibleList; foreach (CollectibleTB collectible in collectibleList) { collectibleIDList.Add(collectible.prefabID); } }
public static EditorCollectibleList LoadCollectible() { GameObject obj = Resources.Load("PrefabList/CollectibleListPrefab", typeof(GameObject)) as GameObject; if (obj == null) { obj = CreatePrefab(); } CollectibleListPrefab prefab = obj.GetComponent <CollectibleListPrefab>(); if (prefab == null) { prefab = obj.AddComponent <CollectibleListPrefab>(); } for (int i = 0; i < prefab.collectibleList.Count; i++) { if (prefab.collectibleList[i] == null) { prefab.collectibleList.RemoveAt(i); i -= 1; } } string[] nameList = new string[prefab.collectibleList.Count]; for (int i = 0; i < prefab.collectibleList.Count; i++) { if (prefab.collectibleList[i] != null) { nameList[i] = prefab.collectibleList[i].collectibleName; } } EditorCollectibleList eCollectibleList = new EditorCollectibleList(); eCollectibleList.prefab = prefab; eCollectibleList.nameList = nameList; return(eCollectibleList); }