Esempio n. 1
0
    public void SkillSetUp()
    {
        option.Save();

        save_data_All = PlayerPrefs.GetString("SkillNote0", "Smash") + "/" + PlayerPrefs.GetString("SkillNote1", "Smash") + "/" + PlayerPrefs.GetString("SkillNote2", "Smash") + "/" + PlayerPrefs.GetString("SkillNote3", "Smash");
        splitSkill    = save_data_All.Split(new[] { '/' }, StringSplitOptions.RemoveEmptyEntries);


        if (splitSkill.Length < 16 || splitSkill.Length == 0)
        {
            return;
        }
        if (!PlayerPrefs.HasKey("SkillNote0") ||
            splitSkill[0] == null || splitSkill[1] == null || splitSkill[2] == null || splitSkill[3] == null ||
            splitSkill[4] == null || splitSkill[5] == null || splitSkill[6] == null || splitSkill[7] == null ||
            splitSkill[8] == null || splitSkill[9] == null || splitSkill[10] == null || splitSkill[11] == null ||
            splitSkill[12] == null || splitSkill[13] == null || splitSkill[14] == null || splitSkill[15] == null || option.isFirstSave
            )
        {
            return;
        }

        //既存オブジェクト
        if (skill_slot[0].transform.GetChild(0).gameObject != null)
        {
            for (int i = 0; i < 4; i++)
            {
                _pre_prefab[i * 4 + 0] = skill_slot[i].transform.GetChild(0).gameObject;
                _pre_prefab[i * 4 + 1] = skill_slot[i].transform.GetChild(1).gameObject;
                _pre_prefab[i * 4 + 2] = skill_slot[i].transform.GetChild(2).gameObject;
                _pre_prefab[i * 4 + 3] = skill_slot[i].transform.GetChild(3).gameObject;
            }
        }

        if (_pre_prefab[15])
        {
            //既存オブジェクト削除
            for (int p = 0; p < 16; p++)
            {
                Destroy(_pre_prefab[p]);
            }
        }
        //新規オブジェクト作成
        for (int i = 0; i < 16; i++)
        {
            GameObject prefab = Resources.Load <GameObject>("Prefab/" + splitSkill[i] + "Button");

            if (0 <= i && i <= 3)
            {
                GameObject _prefab_button = Instantiate(prefab, skill_slot[0].transform.position, Quaternion.identity);
                _prefab_button.transform.parent      = skill_slot[0].transform;
                _prefab_button.transform.localScale *= 1;

                _pre_prefab[i] = _prefab_button;
            }
            if (4 <= i && i <= 7)
            {
                GameObject _prefab_button = Instantiate(prefab, skill_slot[1].transform.position, Quaternion.identity);
                _prefab_button.transform.parent      = skill_slot[1].transform;
                _prefab_button.transform.localScale *= 1;

                _pre_prefab[i] = _prefab_button;
            }
            if (8 <= i && i <= 11)
            {
                GameObject _prefab_button = Instantiate(prefab, skill_slot[2].transform.position, Quaternion.identity);
                _prefab_button.transform.parent      = skill_slot[2].transform;
                _prefab_button.transform.localScale *= 1;

                _pre_prefab[i] = _prefab_button;
            }
            if (12 <= i && i <= 16)
            {
                GameObject _prefab_button = Instantiate(prefab, skill_slot[3].transform.position, Quaternion.identity);
                _prefab_button.transform.parent      = skill_slot[3].transform;
                _prefab_button.transform.localScale *= 1;

                _pre_prefab[i] = _prefab_button;
            }
        }
    }