Esempio n. 1
0
 public override void Read(XmlElement os)
 {
     this.Id        = os.GetInt32("Id");
     this.IndexName = os.GetString("IndexName");
     this.Delay     = os.GetFloat("Delay");
     this.Spawn     = (ELvlMonsterWaveSpawn)os.GetInt32("Spawn");
     this.AddBuffID = os.GetInt32("AddBuffID");
     this.Monsters  = ReadListFromChildAttribute <LvlMonster>(os, "Monsters");
 }
Esempio n. 2
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        public override void DrawGUI()
        {
#if UNITY_EDITOR
            this.Id        = UnityEditor.EditorGUILayout.IntField("Index", Id);
            this.IndexName = UnityEditor.EditorGUILayout.TextField("IndexName", IndexName);
            this.Delay     = UnityEditor.EditorGUILayout.FloatField("Delay", Delay);
            this.Spawn     = (ELvlMonsterWaveSpawn)UnityEditor.EditorGUILayout.EnumPopup("Spawn", Spawn);
            this.AddBuffID = UnityEditor.EditorGUILayout.IntField("AddBuffID", AddBuffID);
            this.SetName();
#endif
        }
Esempio n. 3
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        public override void Import(DCFG cfg)
        {
            LvlWave data = cfg as LvlWave;

            this.Id        = data.Id;
            this.IndexName = data.IndexName;
            this.Spawn     = data.Spawn;
            this.Delay     = data.Delay;
            this.AddBuffID = data.AddBuffID;
            for (int i = 0; i < data.Monsters.Count; i++)
            {
                LvlMonster   d = data.Monsters[i];
                LevelMonster m = this.AddElement();
                m.Import(d);
                m.DrawScene();
                m.SetName();
            }
        }