Esempio n. 1
0
    public void LoadUnitAbility()
    {
        GameObject obj = Resources.Load("PrefabList/UnitAbilityListPrefab", typeof(GameObject)) as GameObject;

        if (obj == null)
        {
            Debug.Log("load unit ability fail, make sure the resource file exists");
            return;
        }
        UnitAbilityListPrefab prefab = obj.GetComponent <UnitAbilityListPrefab>();

        unitAbilityList = prefab.unitAbilityList;
    }
    private static void LoadDamageArmor()
    {
        GameObject obj=Resources.Load("PrefabList/DamageArmorList", typeof(GameObject)) as GameObject;

        if(obj==null) return;

        DamageArmorListPrefab prefab=obj.GetComponent<DamageArmorListPrefab>();
        if(prefab==null) prefab=obj.AddComponent<DamageArmorListPrefab>();

        armorList=new string[prefab.armorList.Count];
        armorTooltipList=new string[prefab.armorList.Count];
        damageList=new string[prefab.damageList.Count];
        damageTooltipList=new string[prefab.damageList.Count];

        for(int i=0; i<prefab.armorList.Count; i++){
            armorList[i]=(prefab.armorList[i].name);
            armorTooltipList[i]=prefab.armorList[i].desp;
        }
        for(int i=0; i<prefab.damageList.Count; i++){
            damageList[i]=prefab.damageList[i].name;
            damageTooltipList[i]=prefab.damageList[i].desp;
        }
    }
    public static void Load()
    {
        GameObject obj=Resources.Load("PrefabList/UnitAbilityListPrefab", typeof(GameObject)) as GameObject;
        if(obj==null) obj=CreatePrefab();

        prefab=obj.GetComponent<UnitAbilityListPrefab>();
        if(prefab==null) prefab=obj.AddComponent<UnitAbilityListPrefab>();

        allUAbList=prefab.unitAbilityList;
        foreach(UnitAbility uAB in allUAbList){
            UAbIDList.Add(uAB.ID);
        }
    }
Esempio n. 4
0
    public static void LoadAbility()
    {
        GameObject obj=Resources.Load("PrefabList/UnitAbilityListPrefab", typeof(GameObject)) as GameObject;
        if(obj==null) obj=UnitAbilityEditorWindow.CreatePrefab();

        uABPrefab=obj.GetComponent<UnitAbilityListPrefab>();
        if(uABPrefab==null) uABPrefab=obj.AddComponent<UnitAbilityListPrefab>();

        allUAbList=uABPrefab.unitAbilityList;

        List<int> tempIDList=new List<int>();
        foreach(UnitAbility uAB in allUAbList){
            tempIDList.Add(uAB.ID);
        }

        foreach(UnitTB unit in unitList){
            for(int i=0; i<unit.abilityIDList.Count; i++){
                if(!tempIDList.Contains(unit.abilityIDList[i])){
                    unit.abilityIDList.RemoveAt(i);
                    i-=1;
                }
            }
        }
    }