Esempio n. 1
0
    public static EditorUnitList LoadUnit()
    {
        GameObject obj=Resources.Load("PrefabList/UnitListPrefab", typeof(GameObject)) as GameObject;
        if(obj==null) obj=CreatePrefab();

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

        for(int i=0; i<prefab.unitList.Count; i++){
            if(prefab.unitList[i]==null){
                prefab.unitList.RemoveAt(i);
                i-=1;
            }
        }

        string[] nameList=new string[prefab.unitList.Count];
        for(int i=0; i<prefab.unitList.Count; i++){
            if(prefab.unitList[i]!=null){
                nameList[i]=prefab.unitList[i].unitName;
                //prefab.unitList[i].prefabID=i;
                unitIDList.Add(prefab.unitList[i].prefabID);
            }
        }

        EditorUnitList eUnitList=new EditorUnitList();
        eUnitList.prefab=prefab;
        eUnitList.nameList=nameList;

        return eUnitList;
    }
Esempio n. 2
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    public static void Init()
    {
        // Get existing open window or if none, make a new one:
        window = (UnitTBManagerWindow)EditorWindow.GetWindow(typeof (UnitTBManagerWindow));
        window.minSize=new Vector2(375, 449);
        window.maxSize=new Vector2(375, 800);

        EditorUnitList eUnitList=LoadUnit();
        prefab=eUnitList.prefab;
        unitList=prefab.unitList;

        foreach(UnitTB unit in unitList){
            unitIDList.Add(unit.prefabID);
        }
    }
Esempio n. 3
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    public static void Init()
    {
        // Get existing open window or if none, make a new one:
        window         = (UnitTBManagerWindow)EditorWindow.GetWindow(typeof(UnitTBManagerWindow));
        window.minSize = new Vector2(375, 449);
        window.maxSize = new Vector2(375, 800);


        EditorUnitList eUnitList = LoadUnit();

        prefab   = eUnitList.prefab;
        unitList = prefab.unitList;

        foreach (UnitTB unit in unitList)
        {
            unitIDList.Add(unit.prefabID);
        }
    }
Esempio n. 4
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    public static EditorUnitList LoadUnit()
    {
        GameObject obj = Resources.Load("PrefabList/UnitListPrefab", typeof(GameObject)) as GameObject;

        if (obj == null)
        {
            obj = CreatePrefab();
        }

        UnitListPrefab prefab = obj.GetComponent <UnitListPrefab>();

        if (prefab == null)
        {
            prefab = obj.AddComponent <UnitListPrefab>();
        }

        for (int i = 0; i < prefab.unitList.Count; i++)
        {
            if (prefab.unitList[i] == null)
            {
                prefab.unitList.RemoveAt(i);
                i -= 1;
            }
        }

        string[] nameList = new string[prefab.unitList.Count];
        for (int i = 0; i < prefab.unitList.Count; i++)
        {
            if (prefab.unitList[i] != null)
            {
                nameList[i] = prefab.unitList[i].unitName;
                //prefab.unitList[i].prefabID=i;
                unitIDList.Add(prefab.unitList[i].prefabID);
            }
        }

        EditorUnitList eUnitList = new EditorUnitList();

        eUnitList.prefab   = prefab;
        eUnitList.nameList = nameList;

        return(eUnitList);
    }
Esempio n. 5
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    public static void LoadUnit()
    {
        GameObject obj = Resources.Load("PrefabList/UnitListPrefab", typeof(GameObject)) as GameObject;

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

        UnitListPrefab prefab = obj.GetComponent <UnitListPrefab>();

        unitList = prefab.unitList;

        for (int i = 0; i < unitList.Count; i++)
        {
            unitStats.Add(new UnitStatModifier(unitList[i]));
        }

        globalUnitStats = new UnitStatModifier(null);
    }
Esempio n. 6
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    public static void LoadUnit()
    {
        GameObject obj = Resources.Load("UnitPrefabList", typeof(GameObject)) as GameObject;

        if (obj != null)
        {
            UnitListPrefab prefab = obj.GetComponent <UnitListPrefab>();
            if (prefab != null)
            {
                //Debug.Log(prefab.unitList.Count);
                unitPrefabList = prefab.unitList;
            }
        }

        /*
         * Debug.Log("unitPrefabList length: "+unitPrefabList.Count);
         * foreach(UnitTB unit in unitPrefabList){
         *      if(unit==null){
         *              Debug.Log("null");
         *      }
         * }
         */
    }