public void GiveSkillsToPlayers() { foreach (var player in sys.playerSystemGroup.playerSpawnSystem.controllers.Values) { Skills skillsC = EntityManager.GetComponentData <Skills>(player); skillsC.Initialize(skills); EntityManager.SetComponentData(player, skillsC); sys.skillSystemGroup.skillsSystem.InitializeSkills(player, skillsC); } }
private void GiveClassSkills(int characterID, ClassDatam classDatam) { Entity characterEntity = characters[characterID]; //Character character = World.EntityManager.GetComponentData<Character>(characterEntity); //CharacterDatam characterDatam = meta[character.metaID]; Skills newSkills = World.EntityManager.GetComponentData <Skills>(characterEntity);//new Skills { }; newSkills.Initialize(classDatam); World.EntityManager.SetComponentData(characterEntity, newSkills); skillsSystem.InitializeSkills(characterEntity, newSkills); }
public static Skills FromJson(string json) { if (json == null || json == "") { return(new Skills()); } SerializeableSkills myClone = UnityEngine.JsonUtility.FromJson <SerializeableSkills>(json); Skills skills = new Skills { }; if (myClone.skills == null) { Debug.LogError("JSON Null inside stats:\n" + json); return(new Skills()); } skills.Initialize(myClone.skills.Length); for (int i = 0; i < myClone.skills.Length; i++) { skills.skills[i] = myClone.skills[i]; } return(skills); }