void createData() { factoryPrefabs = new Dictionary<Race, GameObject>(); raceToSoldierInfos = new Dictionary<Race, zzGenericIndexTable<string, SoldierInfo>>(); foreach (var lInfo in info) { var lSoldierInfos = new zzGenericIndexTable<string, SoldierInfo>(); foreach (var lSoldierInfo in lInfo.SoldierInfoes) { lSoldierInfo.armyBaseName = lInfo.armyBaseName; lSoldierInfos.addData(lSoldierInfo.name, lSoldierInfo); } raceToSoldierInfos[lInfo.race] = lSoldierInfos; setFactoryPrefabs(lInfo.race, lInfo.factoryBuildingPrefab); } }
//初始化,并指定默认动画 protected void InitSprite() { planeMesh.Init(gameObject); planeMesh.resize(spriteWidth, spriteHeight,zzPlaneMesh.PivotType.center); animationDatas = new zzGenericIndexTable<string, AnimationData>(); // iterate through the array foreach (AnimationInfo value in animationInfos) { //print(animationInfo); //animationDatas[value.animationName] = CreateDataFromInfo(value); AnimationData lAnimationData = CreateDataFromInfo(value); lAnimationData.index = animationDatas.addData(value.animationName, lAnimationData); } animationListeners = new AnimationListener[animationDatas.Count]; }