private void OnValidate()
 {
     if (itemSlotList == null)
     {
         itemSlotList = FindObjectOfType <ItemSlotList>();
     }
     if (forgingUpgradeSlotList == null)
     {
         forgingUpgradeSlotList = FindObjectOfType <ForgingUgradeSlotList>();
     }
 }
    public void Setup()
    {
        //  Set state to none
        DataState.CurrentState = DataState.states.None;

        //  Instantiate data
        itemList           = new ItemList();
        dropList           = new ItemSlotList();
        bossLogsDictionary = new BossLogsDictionary();
        bossInfoDictionary = new BossInfoDictionary();
        setupDictionary    = new SetupDictionary();
        isBossInfoLoaded   = false;

        LoadData();
    }
 private void OnValidate()
 {
     if (itemSlotList == null)
     {
         itemSlotList = FindObjectOfType <ItemSlotList>();
     }
     if (talentPanel == null)
     {
         talentPanel = FindObjectOfType <TalentPanel>();
     }
     if (equipMentSlotList == null)
     {
         equipMentSlotList = FindObjectOfType <EquipmentPanel>();
     }
     if (forgingUpgradePanel == null)
     {
         forgingUpgradePanel = FindObjectOfType <ForgingUpgradePanel>();
     }
 }
 private void OnValidate()
 {
     if (skeletonCharacter == null)
     {
         skeletonCharacter = GetComponentInChildren <SkeletonCharacter>();
     }
     if (CharacterStatManager == null)
     {
         CharacterStatManager = FindObjectOfType <CharacterStatManager>();
     }
     if (itemSlotList == null)
     {
         itemSlotList = GetComponentInChildren <ItemSlotList>();
     }
     if (equipSlotList == null)
     {
         equipSlotList = GetComponentInChildren <EquipmentSlotList>();
     }
     if (characterUI == null)
     {
         characterUI = GetComponentInChildren <CharacterStatUI>();
     }
 }