public void LoadUnitAbility() { GameObject obj = Resources.Load("PrefabList/UnitAbilityListPrefab", typeof(GameObject)) as GameObject; if (obj == null) { Debug.Log("load unit ability fail, make sure the resource file exists"); return; } UnitAbilityListPrefab prefab = obj.GetComponent <UnitAbilityListPrefab>(); unitAbilityList = prefab.unitAbilityList; }
private static void LoadDamageArmor() { GameObject obj=Resources.Load("PrefabList/DamageArmorList", typeof(GameObject)) as GameObject; if(obj==null) return; DamageArmorListPrefab prefab=obj.GetComponent<DamageArmorListPrefab>(); if(prefab==null) prefab=obj.AddComponent<DamageArmorListPrefab>(); armorList=new string[prefab.armorList.Count]; armorTooltipList=new string[prefab.armorList.Count]; damageList=new string[prefab.damageList.Count]; damageTooltipList=new string[prefab.damageList.Count]; for(int i=0; i<prefab.armorList.Count; i++){ armorList[i]=(prefab.armorList[i].name); armorTooltipList[i]=prefab.armorList[i].desp; } for(int i=0; i<prefab.damageList.Count; i++){ damageList[i]=prefab.damageList[i].name; damageTooltipList[i]=prefab.damageList[i].desp; } }
public static void Load() { GameObject obj=Resources.Load("PrefabList/UnitAbilityListPrefab", typeof(GameObject)) as GameObject; if(obj==null) obj=CreatePrefab(); prefab=obj.GetComponent<UnitAbilityListPrefab>(); if(prefab==null) prefab=obj.AddComponent<UnitAbilityListPrefab>(); allUAbList=prefab.unitAbilityList; foreach(UnitAbility uAB in allUAbList){ UAbIDList.Add(uAB.ID); } }
public static void LoadAbility() { GameObject obj=Resources.Load("PrefabList/UnitAbilityListPrefab", typeof(GameObject)) as GameObject; if(obj==null) obj=UnitAbilityEditorWindow.CreatePrefab(); uABPrefab=obj.GetComponent<UnitAbilityListPrefab>(); if(uABPrefab==null) uABPrefab=obj.AddComponent<UnitAbilityListPrefab>(); allUAbList=uABPrefab.unitAbilityList; List<int> tempIDList=new List<int>(); foreach(UnitAbility uAB in allUAbList){ tempIDList.Add(uAB.ID); } foreach(UnitTB unit in unitList){ for(int i=0; i<unit.abilityIDList.Count; i++){ if(!tempIDList.Contains(unit.abilityIDList[i])){ unit.abilityIDList.RemoveAt(i); i-=1; } } } }