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>(); } }