private static void AddPrefabToDictionary(PrefabsList feature) { if (!PrefabsStorage.ContainsKey(feature)) { GetPrefabPath(feature); } }
private void InitializeScripts() { PrefabsList = this.GetComponent <PrefabsList>(); UI = this.GetComponent <UI>(); Movement = this.GetComponent <ShipMovementScript>(); Position = this.GetComponent <ShipPositionManager>(); }
public static GameObject LoadPrefab(PrefabsList feature) { try { AddPrefabToDictionary(feature); string path = PrefabsStorage[feature]; return((GameObject)Resources.Load(path, typeof(GameObject)));; } catch (Exception) { return(null); } }
private static void GetPrefabPath(PrefabsList feature) { string path = string.Empty; switch (feature) { case PrefabsList.DefaultRoom: path = "Prefabs/Environment/DefaultRoom"; break; case PrefabsList.EmptyRoom: path = "Prefabs/Environment/EmptyRoom"; break; case PrefabsList.Player: path = "Prefabs/Player"; break; case PrefabsList.DefaultArmor: path = "Prefabs/Environment/Buffs/Armor"; break; case PrefabsList.DefaultEnemy: path = "Prefabs/Environment/Enemy/DefaultEnemy"; break; case PrefabsList.FollowEnemy: path = "Prefabs/Environment/Enemy/FollowEnemy"; break; case PrefabsList.DefaultHeal: path = "Prefabs/Environment/Buffs/Heal"; break; case PrefabsList.DestroyEnemyAbility: path = "Prefabs/Ability/DestroyEnemyAbilityView"; break; default: Debug.LogError("Prefab " + feature + " not declared"); break; } if (!string.IsNullOrEmpty(path)) { PrefabsStorage.Add(feature, path); } }
public static void SetGameObjectList(PrefabsList objectList) { prefabList = objectList; }
public static void Load() { string json = File.ReadAllText(BaseDefinitions.PathToPrefabsJson); prefabNames = JsonUtility.FromJson <PrefabsList>(json); }