Esempio n. 1
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    // Use this for initialization
    void Start()
    {
        instance = this;

        LevelConfigurationData configData = JsonUtility.FromJson <LevelConfigurationData>(dataFile.text);

        foreach (var level in configData.leveldefinitions)
        {
            _levels.Add(level.LevelNumber, level);
        }
    }
Esempio n. 2
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        LevelConfigurationData GetConfigurationData(int levelId)
        {
            // Get the configuration data
            string path = LevelConfigurationData.ResourceFolder;

            path += string.Format(LevelConfigurationData.FileNamePattern, levelId);
            Debug.Log("Path:" + path);
            LevelConfigurationData data = Resources.Load <LevelConfigurationData>(path);

            Debug.Log("ConfData:" + data.name);
            return(data);
        }
Esempio n. 3
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        public static void CreateLevelConfigurationData()
        {
            LevelConfigurationData asset = ScriptableObject.CreateInstance <LevelConfigurationData>();

            string name   = LevelConfigurationData.FileNamePattern + ".asset";
            string folder = System.IO.Path.Combine("Assets/Resources/", LevelConfigurationData.ResourceFolder);

            if (!System.IO.Directory.Exists(folder))
            {
                System.IO.Directory.CreateDirectory(folder);
            }

            AssetDatabase.CreateAsset(asset, folder + name);

            AssetDatabase.SaveAssets();

            EditorUtility.FocusProjectWindow();

            Selection.activeObject = asset;
        }
    private void CreateScriptable()
    {
        EditorGUILayout.Space();
        EditorGUILayout.Space();

        scriptable = (LevelConfigurationData)EditorGUILayout.ObjectField("Select Scriptable", scriptable, typeof(LevelConfigurationData), false);

        EditorGUILayout.Space();
        EditorGUILayout.Space();

        selectScriptableName = EditorGUILayout.BeginToggleGroup("Select Scriptable Name", selectScriptableName);

        if (selectScriptableName)
        {
            scriptableName = EditorGUILayout.TextField("Scriptable Name", scriptableName);
        }

        EditorGUILayout.EndToggleGroup();
        EditorGUILayout.Space();

        if (GUILayout.Button("Create Scriptable"))
        {
            LevelConfigurationData data = CreateInstance <LevelConfigurationData>();

            var path = "";
            if (selectScriptableName)
            {
                path = "Assets/Resources/Data/" + scriptableName + ".asset";
            }
            else
            {
                path = "Assets/Resources/Data/LevelConfigurationData.asset";
            }

            path = AssetDatabase.GenerateUniqueAssetPath(path);

            AssetDatabase.CreateAsset(data, path);
        }

        EditorGUILayout.LabelField("Data Path: Assets/Resources/Data");
    }