void Awake() { db = GetComponent <EffectDB>(); foreach (var effect in effectTypeList) { if (effect.type == PlayerManager.Instance.Data.Job) { for (int i = 0; i < createNum; i++) { var obj = Instantiate(effect.strength); obj.transform.SetParent(transform); obj.gameObject.SetActive(false); strengthEffectList.Add(obj.GetComponent <EffectMover>()); } for (int i = 0; i < createNum; i++) { var obj = Instantiate(effect.weak); obj.transform.SetParent(transform); obj.gameObject.SetActive(false); weakEffectList.Add(obj.GetComponent <EffectMover>()); } } } }
void Awake() { db = GetComponent<EffectDB>(); foreach(var effect in effectTypeList) { if(effect.type == PlayerManager.Instance.Data.Job) { for (int i = 0; i < createNum; i++) { var obj = Instantiate(effect.strength); obj.transform.SetParent(transform); obj.gameObject.SetActive(false); strengthEffectList.Add(obj.GetComponent<EffectMover>()); } for (int i = 0; i < createNum; i++) { var obj = Instantiate(effect.weak); obj.transform.SetParent(transform); obj.gameObject.SetActive(false); weakEffectList.Add(obj.GetComponent<EffectMover>()); } } } }
public static void SetEffectDB(EffectDB db, List<int> IDList, string[] label) { effectDB=db; effectIDList=IDList; effectLabel=label; }
public static void LoadEffect() { effectDB=EffectDB.LoadDB(); for(int i=0; i<effectDB.effectList.Count; i++){ if(effectDB.effectList[i]!=null){ //effectDB.effectList[i].ID=i; effectIDList.Add(effectDB.effectList[i].ID); } else{ effectDB.effectList.RemoveAt(i); i-=1; } } UpdateLabel_Effect(); TDSEditorWindow.SetEffectDB(effectDB, effectIDList, effectLabel); TDSEditorInspector.SetEffectDB(effectDB, effectIDList, effectLabel); }