public static void LoadFPSWeapon() { fpsWeaponDB = FPSWeaponDB.LoadDB(); for (int i = 0; i < fpsWeaponDB.weaponList.Count; i++) { if (fpsWeaponDB.weaponList[i] != null) { fpsWeaponIDList.Add(fpsWeaponDB.weaponList[i].prefabID); } else { fpsWeaponDB.weaponList.RemoveAt(i); i -= 1; } } UpdateLabel_FPSWeapon(); TDEditorWindow.SetFPSWeaponDB(fpsWeaponDB, fpsWeaponIDList, fpsWeaponLabel); TDEditorInspector.SetFPSWeaponDB(fpsWeaponDB, fpsWeaponIDList, fpsWeaponLabel); }
public static void UpdateLabel_FPSWeapon() { fpsWeaponLabel = new string[fpsWeaponDB.weaponList.Count + 1]; fpsWeaponLabel[0] = "Unassigned"; for (int i = 0; i < fpsWeaponDB.weaponList.Count; i++) { string name = fpsWeaponDB.weaponList[i].name; if (name == "") { name = "unnamed"; } while (Array.IndexOf(fpsWeaponLabel, name) >= 0) { name += "_"; } fpsWeaponLabel[i + 1] = name; } TDEditorWindow.SetFPSWeaponDB(fpsWeaponDB, fpsWeaponIDList, fpsWeaponLabel); TDEditorInspector.SetFPSWeaponDB(fpsWeaponDB, fpsWeaponIDList, fpsWeaponLabel); dirty = !dirty; }