public void SetEnemyDataInfo(ListEnemiesInfo enemyList, bool ForceSave = false) { enemiesDataInfo = enemyList; if (ForceSave) { Utility.WriteDataToJSON <ListEnemiesInfo>(Constants.JSONIndex.DATA_ENEMY, ref enemiesDataInfo); } }
// Use this for initialization void Start() { playerDataInfo = MasterManager.ManagerGlobalData.GetPlayerDataInfo(); currentTier = playerDataInfo.playerTier == 0 ? 1 : playerDataInfo.playerTier; enemyDataInfo = MasterManager.ManagerGlobalData.GetEnemyDataInfo(); enemyData = new List <ListDataInfo>(); //Button btn = test.GetComponent<Button>(); //btn.onClick.AddListener(findRandomEnemyData); findRandomEnemyData(); }
public void LoadallData() { playerDataInfo = Utility.ReadDataFromJSON <ListDataInfo>(Constants.JSONIndex.DATA_PLAYER); enemiesDataInfo = Utility.ReadDataFromJSON <ListEnemiesInfo>(Constants.JSONIndex.DATA_ENEMY); itemDataInfo = Utility.ReadDataFromJSON <ListItemsInfo>(Constants.JSONIndex.DATA_ITEM); envData = Utility.ReadDataFromJSON <EnvironmentData>(Constants.JSONIndex.DATA_ENVIRONMENT); workData = Utility.ReadDataFromJSON <ListWorkInfo>(Constants.JSONIndex.DATA_WORK); config = Utility.ReadDataFromJSON <Configuration>(Constants.JSONIndex.DATA_CONFIG); creditData = Utility.ReadDataFromJSON <ListCreditInfo>(Constants.JSONIndex.DATA_CREDIT); Debug.Log("All Data Loaded"); //Debug.Log(enemiesStatus[0].statsList[0].Agility); }
// Use this for initialization void Start() { tierText.text = tier.ToString(); this.startinAvaliablePoints = (this.BaseStats * skillPointsPerTier) * tier; enemyDropDown.ClearOptions(); enemyList = MasterManager.ManagerGlobalData.GetEnemyDataInfo(); List <string> data = new List <string>(); for (int i = 0; i < enemyList.enemyData.Count; i++) { data.Add(enemyList.enemyData[i].statsList[0].Name); } enemyDropDown.AddOptions(data); Reset(); }