public void AddStatus(TalentSettings settings) { var status = new TalentStatus(); status.SetID(settings.ID); status.SetLevel(0); status.SetExp(0); _collection.Add(status); }
public void LoadXml() { var xmlParser = new OpenXmlParser(); xmlParser.LoadXml(_xml.text); var sheet = xmlParser.SelectSheet("Settings"); _collection.DataCollection = new List <TalentSettings>(); sheet.SelectRow(1); while (sheet.MoveNext()) { var currentRow = sheet.CurrentRow; var id = currentRow[0].StringValue; var iconName = currentRow[1].StringValue; var level = currentRow[2].IntValue; var levelSettings = currentRow[3].IntValue; var displayName = currentRow[4].StringValue; var description = currentRow[5].StringValue; var attack = currentRow[6].IntValue; var defense = currentRow[7].IntValue; var life = currentRow[8].IntValue; var crit = currentRow[9].FloatValue; var critHurt = currentRow[10].IntValue; var ignoreAttack = currentRow[11].IntValue; var ignoreDefense = currentRow[12].IntValue; var settings = new TalentSettings(); settings.ID = id; settings.Icon = UnityEditor.AssetDatabase.LoadAssetAtPath <Sprite>("Assets/EvolveWar/Texture2D/Talent/" + iconName + ".png"); settings.Level = level; settings.LevelSettings = levelSettings; settings.DisplayName = displayName; settings.Description = description; settings.Attack = attack; settings.Defense = defense; settings.Life = life; settings.Crit = crit; settings.CritHurt = critHurt; settings.IgnoreAttack = ignoreAttack; settings.IgnoreDefense = ignoreDefense; _collection.DataCollection.Add(settings); } }