public void RegistPool() { LowText monsters = TableMng.Instance.Get(TableType.Monster); //LowText monsters = GameMng.Table.Get(TableType.Monster); monParent = new GameObject("Monsters"); monParent.transform.SetParent(transform); for (int i = 0; i < monsters.GetCount(); i++) { Monster prefab = Resources.Load <Monster>(monsters.ToS(i, "PREFAB")); string name = monsters.ToS(i, "NAME"); _monsterPools.Add(name, new TPool <Monster>(new Factory <Monster>(prefab, name, monParent.transform), 5)); } LowText items = TableMng.Instance.Get(TableType.Item); //LowText items = GameMng.Table.Get(TableType.Item); itemParent = new GameObject("Items"); itemParent.transform.SetParent(transform); for (int i = 0; i < items.GetCount(); i++) { Item prefab = Resources.Load <Item>(items.ToS(i, "PREFAB")); string name = items.ToS(i, "NAME"); _itemPools.Add(name, new TPool <Item>(new Factory <Item>(prefab, name, itemParent.transform), 3)); } LowText tiles = TableMng.Instance.Get(TableType.Tile); //LowText tiles = GameMng.Table.Get(TableType.Tile); tileParent = new GameObject("Tiles"); tileParent.transform.SetParent(transform); for (int i = 0; i < tiles.GetCount(); i++) { Tile prefab = Resources.Load <Tile>(tiles.ToS(i, "PREFAB")); string name = tiles.ToS(i, "NAME"); _tilesPools.Add(name, new TPool <Tile>(new Factory <Tile>(prefab, name, tileParent.transform), 1)); } }
public ItemData(LowText low, int mainKey) { _tableID = low.ToI(mainKey, "TABLEID"); _prefab = low.ToS(mainKey, "PREFAB"); _type = low.ToS(mainKey, "TYPE"); _sprite = Resources.Load <Sprite>(low.ToS(mainKey, "SPRITE")); _icon = Resources.Load <Sprite>(low.ToS(mainKey, "ICON")); _name = low.ToS(mainKey, "NAME"); _uiName = low.ToS(mainKey, "UINAME"); _loar = low.ToS(mainKey, "LOAR"); _part = low.ToS(mainKey, "PART"); _value = low.ToI(mainKey, "VALUE"); _itemSound = low.ToS(mainKey, "ITEMSOUND"); _enchant = low.ToI(mainKey, "ENCHANT"); _tear = low.ToI(mainKey, "TEAR"); }
public void Clear() { LowText items = TableMng.Instance.Get(TableType.Item); //LowText item = GameMng.Table.Get(TableType.Item); for (int i = 0; i < items.GetCount(); i++) { _identifiedItems[items.ToS(i, "NAME")] = false; } }
public override void Init() { _identifiedItems = new Dictionary <string, bool>(); //LowText items = GameMng.Table.Get(TableType.Item); LowText items = TableMng.Instance.Get(TableType.Item); for (int i = 0; i < items.GetCount(); i++) { _identifiedItems.Add(items.ToS(i, "NAME"), false); } }
public HeroData(LowText low, int mainKey) { _name = low.ToS(mainKey, "NAME"); _uiName = low.ToS(mainKey, "UINAME"); _maxHp = low.ToI(mainKey, "HP"); _level = low.ToI(mainKey, "LEVEL"); _ap = low.ToI(mainKey, "AP"); _dp = low.ToI(mainKey, "DP"); _exp = low.ToI(mainKey, "EXP"); _prefab = low.ToS(mainKey, "PREFAB"); _startWeapon = low.ToS(mainKey, "STARTWEAPON"); _startArmor = low.ToS(mainKey, "STARTARMOR"); _startProjectile = low.ToS(mainKey, "STARTPROJECTILE"); _sprite = Resources.Load <Sprite>(low.ToS(mainKey, "SPRITE")); _statusSprite = Resources.Load <Sprite>(low.ToS(mainKey, "STATUSSPRITE")); }
public TileData(LowText low, int mainKey) { _name = low.ToS(mainKey, "NAME"); _uiName = low.ToS(mainKey, "UINAME"); _loar = low.ToS(mainKey, "LOAR"); _sprite = Resources.Load <Sprite>(low.ToS(mainKey, "SPRITE")); _type = low.ToS(mainKey, "TILETYPE"); _prefab = low.ToS(mainKey, "PREFAB"); }
public MonsterData(LowText low, int mainKey) { _name = low.ToS(mainKey, "NAME"); _uiName = low.ToS(mainKey, "UINAME"); _loar = low.ToS(mainKey, "LOAR"); _hitSound = low.ToS(mainKey, "HITSOUND"); _hp = low.ToI(mainKey, "HP"); _exp = low.ToI(mainKey, "EXP"); _ap = low.ToI(mainKey, "AP"); _dp = low.ToI(mainKey, "DP"); _prefab = low.ToS(mainKey, "PREFAB"); _sprite = Resources.Load <Sprite>(low.ToS(mainKey, "SPRITE")); _createItem = low.ToS(mainKey, "CREATEITEM"); _level = low.ToI(mainKey, "LEVEL"); _sightRadius = low.ToI(mainKey, "SIGHTRADIUS"); }
public MapData(LowText low, int mainKey) { _mapName = low.ToS(mainKey, "MAPNAME"); _sqawnedMonsters = low.ToS(mainKey, "MONSTERS"); }