private static void LoadGameStateAsset() { gameStateAsset = AssetDatabase.LoadAssetAtPath <GameStateAsset>("Assets/Resources/GameState/GameStateData.asset"); if (!gameStateAsset) { CreateGameStateAsset(); } }
private static void CreateGameStateAsset() { gameStateAsset = ScriptableObject.CreateInstance <GameStateAsset>(); gameStateAsset.Initialize(); AssetDatabase.CreateAsset(gameStateAsset, "Assets/Resources/GameState/GameStateData.asset"); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
public void OnChangeRequest(GameStateAsset a, GameStateAsset b) { if (a == null) { // only for first state Color imgc = img.color; imgc.a = 1.0f; img.color = imgc; } }
/// <summary> /// Loads and parses the data from the GameStatData Scriptable Object Asset. /// </summary> private void LoadStateData() { GameStateAsset gameStateAsset = Resources.Load <GameStateAsset>(gameStateAssetDirectory); gameStates = new Dictionary <string, bool>(); // Initialize hash table with all game states set to false. foreach (GameStateName state in gameStateAsset.gameStates) { gameStates.Add(state.eventName, false); } }
/// <summary> /// Loads the main game state asset into memory and adds all the Game States to the requiredGameStateNames list. /// </summary> protected void InitGameStateData() { // Modify this file path if needed. gameStateAsset = Resources.Load <GameStateAsset>("GameState/GameStateData"); // Initialize list of game state names. These names will be displayed on the side window. requiredGameStateNames = new List <string>(); // Initialize the list of bools for which game states are selected as prerequisite states for this interaction. _nodeCanvas.requiredGameStateSelections = new List <bool>(); // Iterate over the game states and populate the list of names and bools. foreach (GameStateName state in gameStateAsset.gameStates) { requiredGameStateNames.Add(state.eventName); _nodeCanvas.requiredGameStateSelections.Add(false); } }
private void OnEnable() { checker = (GameStateChecker)target; gameState = Resources.Load <GameStateAsset>("GameState/GameStateData"); requiredStateSelections = new List <bool>(); // Load serialized data from GameStateChecker into our lists. for (int i = 0; i < gameState.gameStates.Count; i++) { if (checker.GetRequiredStates().Contains(gameState.gameStates[i].eventName)) { requiredStateSelections.Add(true); } else { requiredStateSelections.Add(false); } } }
public void OnLoaded(GameStateAsset a) { loading.SetActive(false); }
public void OnChangeRequest(GameStateAsset a, GameStateAsset b) { loading.SetActive(true); }