public void LoadSprite(SPUM_SpriteList data) { //스프라이트 데이터 연동 SetSpriteList(_hairList, data._hairList); SetSpriteList(_bodyList, data._bodyList); SetSpriteList(_clothList, data._clothList); SetSpriteList(_armorList, data._armorList); SetSpriteList(_pantList, data._pantList); SetSpriteList(_weaponList, data._weaponList); SetSpriteList(_backList, data._backList); //색 데이터 연동. _eyeList[0].color = data._eyeList[0].color; _eyeList[1].color = data._eyeList[1].color; _hairList[3].color = data._hairList[3].color; _hairList[0].color = data._hairList[0].color; //꺼져있는 오브젝트 데이터 연동. _eyeList[0].gameObject.SetActive(!data._eyeList[0].gameObject.activeInHierarchy); _eyeList[1].gameObject.SetActive(!data._eyeList[1].gameObject.activeInHierarchy); _hairList[0].gameObject.SetActive(!data._hairList[0].gameObject.activeInHierarchy); _hairList[3].gameObject.SetActive(!data._hairList[3].gameObject.activeInHierarchy); _hairListString = data._hairListString; _clothListString = data._clothListString; _pantListString = data._pantListString; _armorListString = data._armorListString; _weaponListString = data._weaponListString; _backListString = data._backListString; }
//프리팹 저장 부분 public void SavePrefabs() { if (_prefabUnitList.Count < _maxNumber) { string prefabName = _unitCode.text; SPUM_Prefabs ttObjST = _unitObjSet.GetComponent <SPUM_Prefabs>(); ttObjST._code = prefabName; ttObjST.EditChk = false; SPUM_SpriteList tSpST = ttObjST._spriteOBj; SyncPath(tSpST._hairList, tSpST._hairListString); SyncPath(tSpST._clothList, tSpST._clothListString); SyncPath(tSpST._armorList, tSpST._armorListString); SyncPath(tSpST._pantList, tSpST._pantListString); SyncPath(tSpST._weaponList, tSpST._weaponListString); SyncPath(tSpST._backList, tSpST._backListString); GameObject tObj = PrefabUtility.SaveAsPrefabAsset(_unitObjSet.gameObject, unitPath + prefabName + ".prefab"); _prefabUnitList.Add(tObj); ttObjST._code = ""; ttObjST.EditChk = true; ToastOn("Saved Unit Object " + prefabName); _unitCode.text = GetFileName(); editObjNum = -1; } }
public void LoadUnitDataName(int index) { SPUM_SpriteList tObjST = _prefabUnitList[index].GetComponent <SPUM_Prefabs>()._spriteOBj; _spriteObj.LoadSprite(tObjST); //UI연동. _colorButton[0].color = tObjST._eyeList[0].color; _colorButton[1].color = tObjST._hairList[3].color; _colorButton[2].color = tObjST._hairList[0].color; _unitCode.text = (_prefabUnitList[index].name).Split('.')[0]; }
public void LoadSprite(SPUM_SpriteList data) { //스프라이트 데이터 연동 SetSpriteList(_hairList, data._hairList); SetSpriteList(_bodyList, data._bodyList); SetSpriteList(_clothList, data._clothList); SetSpriteList(_armorList, data._armorList); SetSpriteList(_pantList, data._pantList); SetSpriteList(_weaponList, data._weaponList); SetSpriteList(_backList, data._backList); SetSpriteList(_eyeList, data._eyeList); if (data._spHorseSPList != null) { SetSpriteList(_spHorseSPList._spList, data._spHorseSPList._spList); _spHorseSPList = data._spHorseSPList; } else { _spHorseSPList = null; } //색 데이터 연동. if (_eyeList.Count > 2 && data._eyeList.Count > 2) { _eyeList[2].color = data._eyeList[2].color; _eyeList[3].color = data._eyeList[3].color; } _hairList[3].color = data._hairList[3].color; _hairList[0].color = data._hairList[0].color; //꺼져있는 오브젝트 데이터 연동.x _hairList[0].gameObject.SetActive(!data._hairList[0].gameObject.activeInHierarchy); _hairList[3].gameObject.SetActive(!data._hairList[3].gameObject.activeInHierarchy); _hairListString = data._hairListString; _clothListString = data._clothListString; _pantListString = data._pantListString; _armorListString = data._armorListString; _weaponListString = data._weaponListString; _backListString = data._backListString; }
public void OpenLoadData() { if (_prefabUnitList.Count == 0) { ToastOn("There is no any saved Unit"); return; } if (_loadPool.childCount > 0) { for (var i = 0; i < _loadPool.childCount; i++) { Destroy(_loadPool.GetChild(i).gameObject); } } for (var j = 0; j < _prefabUnitList.Count; j++) { GameObject tObj = _prefabUnitList[j]; SPUM_SpriteList tObjST = tObj.GetComponent <SPUM_Prefabs>()._spriteOBj; GameObject ttObj = Instantiate(_childItem) as GameObject; ttObj.transform.SetParent(_loadPool); ttObj.transform.localScale = new Vector3(1, 1, 1); SPUM_PreviewItem ttObjST = ttObj.GetComponent <SPUM_PreviewItem>(); ttObjST.ShowObj(5); //아이템 연동 부분 ttObjST._fullSetList[0].sprite = tObjST._bodyList[0].sprite; ttObjST._fullSetList[1].sprite = tObjST._bodyList[1].sprite; ttObjST._fullSetList[2].sprite = tObjST._bodyList[2].sprite; ttObjST._fullSetList[3].sprite = tObjST._bodyList[3].sprite; ttObjST._fullSetList[4].sprite = tObjST._bodyList[4].sprite; ttObjST._fullSetList[5].sprite = tObjST._bodyList[5].sprite; ttObjST._fullSetList[6].sprite = tObjST._eyeList[0].sprite; ttObjST._fullSetList[7].sprite = tObjST._eyeList[0].sprite; ttObjST._fullSetList[8].sprite = tObjST._hairList[3].sprite; ttObjST._fullSetList[9].sprite = tObjST._hairList[0].sprite; ttObjST._fullSetList[10].sprite = tObjST._hairList[1].sprite; ttObjST._fullSetList[11].sprite = tObjST._clothList[0].sprite; ttObjST._fullSetList[12].sprite = tObjST._clothList[1].sprite; ttObjST._fullSetList[13].sprite = tObjST._clothList[2].sprite; ttObjST._fullSetList[14].sprite = tObjST._armorList[0].sprite; ttObjST._fullSetList[15].sprite = tObjST._armorList[1].sprite; ttObjST._fullSetList[16].sprite = tObjST._armorList[2].sprite; ttObjST._fullSetList[17].sprite = tObjST._pantList[0].sprite; ttObjST._fullSetList[18].sprite = tObjST._pantList[1].sprite; ttObjST._fullSetList[19].sprite = tObjST._weaponList[0].sprite; ttObjST._fullSetList[20].sprite = tObjST._weaponList[1].sprite; ttObjST._fullSetList[21].sprite = tObjST._weaponList[2].sprite; ttObjST._fullSetList[22].sprite = tObjST._weaponList[3].sprite; ttObjST._fullSetList[23].sprite = tObjST._backList[0].sprite; //string 연동 //색연동 if (!tObjST._eyeList[0].gameObject.activeInHierarchy) { ttObjST._fullSetList[6].gameObject.SetActive(true); ttObjST._fullSetList[7].gameObject.SetActive(true); ttObjST._fullSetList[6].color = tObjST._eyeList[0].color; ttObjST._fullSetList[7].color = tObjST._eyeList[0].color; } else { ttObjST._fullSetList[6].gameObject.SetActive(false); ttObjST._fullSetList[7].gameObject.SetActive(false); } if (!tObjST._hairList[3].gameObject.activeInHierarchy) { ttObjST._fullSetList[8].gameObject.SetActive(true); ttObjST._fullSetList[8].color = tObjST._hairList[3].color; } else { ttObjST._fullSetList[8].gameObject.SetActive(false); } if (!tObjST._hairList[0].gameObject.activeInHierarchy) { ttObjST._fullSetList[9].gameObject.SetActive(true); ttObjST._fullSetList[9].color = tObjST._hairList[0].color; } else { ttObjST._fullSetList[9].gameObject.SetActive(true); } for (var i = 0; i < ttObjST._fullSetList.Count; i++) { ttObjST._fullSetList[i].SetNativeSize(); if (ttObjST._fullSetList[i].sprite != null) { ttObjST._fullSetList[i].gameObject.SetActive(true); ttObjST._fullSetList[i].rectTransform.pivot = new Vector2(ttObjST._fullSetList[i].sprite.pivot.x / ttObjST._fullSetList[i].sprite.rect.width, ttObjST._fullSetList[i].sprite.pivot.y / ttObjST._fullSetList[i].sprite.rect.height); } else { ttObjST._fullSetList[i].gameObject.SetActive(false); } } ttObjST._name = _prefabUnitList[j].name; ttObjST._managerST = this; ttObjST._itemType = 11; ttObjST._index = j; ttObjST.DeleteButton.SetActive(true); } _loadObjCanvas.SetActive(true); }