Example #1
0
    private void ScriptCharcterLookDB(eActorEditorType actorEditorType)
    {
        m_actorInfoList.Clear();

        ResData       resData       = DataManager.Instance.GetScriptData <ResData>();
        CharacterData characterData = DataManager.Instance.GetScriptData <CharacterData>();

        if (actorEditorType == eActorEditorType.Character)
        {
            if (resData != null)
            {
                List <DB_SpriteData> lstDatas = resData.GetCharacterSpriteList();
                foreach (DB_SpriteData spriteData in lstDatas)
                {
                    if (spriteData.objType == E_ObjectType.Pc)
                    {
                        string          Name            = string.Format("{0}_{1}", spriteData.id, spriteData.assetName);
                        EntityAssetInfo entityAssetInfo = new EntityAssetInfo(IDFactory.GenerateActorID(), eLayerMask.Actor, spriteData.spriteName, spriteData.spriteName);

                        PCInfo pcInfo = new PCInfo(eCombatType.PC, entityAssetInfo, Name, entityAssetInfo.ID, null);
                        m_actorInfoList.Add(pcInfo);
                    }
                }
            }
        }
        if (actorEditorType == eActorEditorType.Monster)
        {
            if (resData != null)
            {
                List <DB_SpriteData> lstDatas = resData.GetCharacterSpriteList();
                foreach (DB_SpriteData spriteData in lstDatas)
                {
                    if (spriteData.objType == E_ObjectType.Monster)
                    {
                        string          name            = string.Format("{0}_{1}", spriteData.id, spriteData.assetName);
                        EntityAssetInfo entityAssetInfo = new EntityAssetInfo(IDFactory.GenerateActorID(), eLayerMask.Actor, spriteData.spriteName, spriteData.spriteName);

                        MonsterInfo monsterInfo = new MonsterInfo(eCombatType.Monster, entityAssetInfo, name, entityAssetInfo.ID, null);
                        m_actorInfoList.Add(monsterInfo);
                    }
                }
            }
        }
    }