void OnEnable() { if( qualityDatabase == null) qualityDatabase = ISQualityDatabase.GetDatabase<ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME); }
// This part of the code makes sure a folder is created. If it isnt it makes one. void OnEnable() { if (qualityDatabase == null) { qualityDatabase = ISQualityDatabase.GetDatabase <ISQualityDatabase> (DATABASE_PATH, DATABASE_NAME); } }
void OnEnable() { /** * //Load Data * QualityDatabase = AssetDatabase.LoadAssetAtPath(DATABASE_FULL_PATH, typeof(ISQualityDatabase)) as ISQualityDatabase; * * //Check it's null * if (QualityDatabase == null) * { * if (!AssetDatabase.IsValidFolder("Assets/" + DATABASE_FOLDER_NAME)) * { * AssetDatabase.CreateFolder("Assets", DATABASE_FOLDER_NAME); * } * * QualityDatabase = ScriptableObject.CreateInstance<ISQualityDatabase>(); * Debug.Log(DATABASE_FULL_PATH); * AssetDatabase.CreateAsset(QualityDatabase, DATABASE_FULL_PATH); * AssetDatabase.SaveAssets(); * AssetDatabase.Refresh(); * } * * selectedItem = new ISQuality(); */ //QualityDatabase = ScriptableObject.CreateInstance<ISQualityDatabase>(); if (QualityDatabase == null) { QualityDatabase = ISQualityDatabase.GetDatabase <ISQualityDatabase>(DATABASE_FOLDER_NAME, DATABASE_FILE_NAME); } }
void OnEnable() { // Load the database if (_qualityDatabase == null) { _qualityDatabase = ISQualityDatabase.GetDatabase <ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME); } }
void OnEnable() { // Load the database if (_qualityDatabase == null) { _qualityDatabase = ISQualityDatabase.GetDatabase<ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME); } }
void OnEnable() { if (QualDB == null) { QualDB = ISQualityDatabase.GetDatabase <ISQualityDatabase> (DATABASE_PATH, DATABASE_NAME); } // selectedItem = new ISQuality(); }
public ISObject() { string DATABASE_NAME = @"llgQualityDatabase.asset"; string DATABASE_PATH = @"Database"; qdb = ISQualityDatabase.GetDatabase<ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME); option = new string[qdb.Count]; for(int cnt = 0; cnt < qdb.Count; cnt++) option[cnt] = qdb.Get(cnt).Name; }
public ISObject() { string Database_Name = @"ShrekanQualityDatabase.asset"; string Database_Path = @"Database"; qdb = ISQualityDatabase.GetDatabase<ISQualityDatabase>(Database_Path, Database_Name); option = new string[qdb.Count]; for(int cnt = 0; cnt < qdb.Count; cnt++) option[cnt] = qdb.Get(cnt).Name; }
void OnEnable() { weaponDB.OnEnable("Weapon"); armorDB.OnEnable("Armor"); potionDB.OnEnable("Potion"); spellDB.OnEnable("Spell"); qualityDB = ScriptableObjectDatabase<ISQuality>.GetDatabase<ISQualityDatabase>(@"Database", "ISQualityDB.asset"); if (qualityDB.Count < 1) qualityDB.Add(null); tabState = TabState.WEAPON; }
void DisplayButtons() { if (!showDetails) { if (GUILayout.Button("Add Object")) { if (EditingWeapons) { TempWeapon = new ISWeapon(); } if (About) { Debug.Log("This creates a temporary item press teh save button to permanently add it to you database."); } showDetails = true; } } else { if (GUILayout.Button("Save")) { if (EditingWeapons) { for (int i = 0; i < WeaponDB.Count; i++) { if (TempWeapon.ISName == WeaponDB.Get(i).ISName) { QDB = ISQualityDatabase.GetDatabase <ISQualityDatabase>(QUALITY_DATABASE_PATH, QUALITY_DATABASE_NAME); TempWeapon.ISQuality = QDB.Get(TempWeapon.qualitySelectedID); WeaponDB.Replace(i, TempWeapon); showDetails = false; TempWeapon = null; } } Debug.Log("weapon saved"); QDB = ISQualityDatabase.GetDatabase <ISQualityDatabase>(QUALITY_DATABASE_PATH, QUALITY_DATABASE_NAME); TempWeapon.ISQuality = QDB.Get(TempWeapon.qualitySelectedID); WeaponDB.Add(TempWeapon); showDetails = false; TempWeapon = null; } } if (GUILayout.Button("Cancel")) { Debug.Log("weapon canceled"); showDetails = false; TempWeapon = null; } } }
public ISObject() { string DATABASE_NAME = @"beQualityDatabase.asset"; string DATABASE_PATH = @"Database"; qdb = ISQualityDatabase.GetDatabase <ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME); option = new string[qdb.Count]; for (int cnt = 0; cnt < qdb.Count; cnt++) { option[cnt] = qdb.Get(cnt).Name; } }
void OnEnable() { qualityDatabase = AssetDatabase.LoadAssetAtPath(DATABASE_FULL_PATH, typeof(ISQualityDatabase)) as ISQualityDatabase; if (qualityDatabase == null) { if (!AssetDatabase.IsValidFolder("Assets/" + DATABASE_FOLDER_NAME)) AssetDatabase.CreateFolder("Assets", DATABASE_FOLDER_NAME); qualityDatabase = ScriptableObject.CreateInstance<ISQualityDatabase>(); AssetDatabase.CreateAsset(qualityDatabase, DATABASE_FULL_PATH); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } selectedItem = new ISQuality(); }
public ISObject() { string DATABASE_PATH = @"Systems/Item System/scripts/database/Actual Database"; string DATABASE_NAME = @"ISQUALITYDATABASE.asset"; if (QDB == null) { QDB = ISQualityDatabase.GetDatabase <ISQualityDatabase> (DATABASE_PATH, DATABASE_NAME); } Option = new string[QDB.Count]; for (int cnt = 0; cnt < QDB.Count; cnt++) { Option [cnt] = QDB.Get(cnt).QName; } }
void OnEnable() { qualityDatabase = AssetDatabase.LoadAssetAtPath(DATABASE_FULL_PATH, typeof(ISQualityDatabase)) as ISQualityDatabase; if (qualityDatabase == null) { if (!AssetDatabase.IsValidFolder("Assets/" + DATABASE_FOLDER_NAME)) { AssetDatabase.CreateFolder("Assets", DATABASE_FOLDER_NAME); } qualityDatabase = ScriptableObject.CreateInstance <ISQualityDatabase>(); AssetDatabase.CreateAsset(qualityDatabase, DATABASE_FULL_PATH); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } selectedItem = new ISQuality(); }
void OnEnable() { //Primary Databases if(_commonItemDatabase == null) { _commonItemDatabase = ISObjectDatabase.GetDatabase<ISObjectDatabase>(DATABASE_FOLDER_NAME, COMMON_ITEMS_DATABASE_FILE_NAME); } if(_weaponDatabase == null) { _weaponDatabase = ISWeaponDatabase.GetDatabase<ISWeaponDatabase>(DATABASE_FOLDER_NAME, WEAPON_DATABASE_FILE_NAME); } if(_armorDatabase == null) { _armorDatabase = ISArmorDatabase.GetDatabase<ISArmorDatabase>(DATABASE_FOLDER_NAME, ARMOR_DATABASE_FILE_NAME); } //Prerequisite Databases if(_qualityDatabase == null) { _qualityDatabase = ISQualityDatabase.GetDatabase<ISQualityDatabase>(DATABASE_FOLDER_NAME, QUALITY_DATABASE_FILE_NAME); } if(_weaponTypeDatabase == null) { _weaponTypeDatabase = ISWeaponTypeDatabase.GetDatabase<ISWeaponTypeDatabase>(DATABASE_FOLDER_NAME, WEAPON_TYPE_DATABASE_FILE_NAME); } if(_attackTypeDatabase == null) { _attackTypeDatabase = ISAttackTypeDatabase.GetDatabase<ISAttackTypeDatabase>(DATABASE_FOLDER_NAME, ATTACK_TYPE_DATABASE_FILE_NAME); } if(_armorTypeDatabase == null) { _armorTypeDatabase = ISArmorTypeDatabase.GetDatabase<ISArmorTypeDatabase>(DATABASE_FOLDER_NAME, ARMOR_TYPE_DATABASE_FILE_NAME); } if(_armorLocationDatabase == null) { _armorLocationDatabase = ISArmorLocationDatabase.GetDatabase<ISArmorLocationDatabase>(DATABASE_FOLDER_NAME, ARMOR_LOCATION_DATABASE_FILE_NAME); } LoadPrereqDatabaseOptions (); }
public void LoadQualityDatabase() { string DB_NAME = @"ISQualityDB.asset"; string DB_PATH = @"Database"; qdb = ISQualityDatabase.GetDatabase<ISQualityDatabase>(DB_PATH, DB_NAME); option = new string[qdb.Count]; for (int i = 0; i < qdb.Count; i++) { option[i] = qdb.Get(i).Name; } qualityDatabaseLoaded = true; }
void OnEnable() { qualityDatabase = ScriptableObject.CreateInstance<ISQualityDatabase>(); qualityDatabase = qualityDatabase.GetDataBase<ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME); }
void OnEnable() { if( qualityDatabase == null) qualityDatabase = ISQualityDatabase.GetDatabase<ISQualityDatabase>(Database_Path, Database_Name); }
void OnEnable() { qualityDatabase = ScriptableObject.CreateInstance <ISQualityDatabase>(); qualityDatabase = qualityDatabase.GetDatabase <ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME); }