private void SaveFile() { // Save Data m_DifficultyControlData = new DifficultyControlData(); m_DifficultyControlData.DifficultyConfig = new Dictionary <string, DifficultyConfig>(); if (m_lstDifficultyInfo == null) { m_lstDifficultyInfo = new List <DifficultyInfo>(); } for (int i = 0; i < m_lstDifficultyInfo.Count; i++) { if (m_lstDifficultyInfo[i].Name == null || m_lstDifficultyInfo[i].Name == "") { EditorUtility.DisplayDialog("保存失败", "难度名称不能为空", "确定"); return; } DifficultyConfig diffConfig = new DifficultyConfig(); diffConfig.DifficultyOffset = AdaptiveDifficultyManager.ConvertInt(m_lstDifficultyInfo[i].Offset); diffConfig.DifficultyRange = AdaptiveDifficultyManager.ConvertInt(m_lstDifficultyInfo[i].Range); diffConfig.TalentEffect = new Dictionary <string, int>(); foreach (string talent in m_lstDifficultyInfo[i].TalentEffects.Keys) { diffConfig.TalentEffect.Add(talent, AdaptiveDifficultyManager.ConvertInt(m_lstDifficultyInfo[i].TalentEffects[talent])); } m_DifficultyControlData.DifficultyConfig.Add(m_lstDifficultyInfo[i].Name, diffConfig); } //Save File EditorUtility.DisplayDialog("保存成功", "保存成功", "确定"); ADE_Helper.SaveDifficultyControlDataMap(m_DifficultyControlDataMap, m_GameID, m_DifficultyControlData); }
private void SaveFile() { //Convert Data m_EventControlData = new EventControlData(); m_EventControlData.EventConfig = new Dictionary <string, EventConfig>(); if (m_lstEventEffectInfo == null) { m_lstEventEffectInfo = new List <EventEffectInfo>(); } for (int i = 0; i < m_lstEventEffectInfo.Count; i++) { if (m_lstEventEffectInfo[i].EventName == null || m_lstEventEffectInfo[i].EventName == "") { EditorUtility.DisplayDialog("保存失败", "事件名称不能为空", "确定"); return; } EventConfig eventConfig = new EventConfig(); eventConfig.TalentEffect = new Dictionary <string, int>(); foreach (string talent in m_lstEventEffectInfo[i].TalentEffects.Keys) { eventConfig.TalentEffect.Add(talent, AdaptiveDifficultyManager.ConvertInt(m_lstEventEffectInfo[i].TalentEffects[talent])); } m_EventControlData.EventConfig.Add(m_lstEventEffectInfo[i].EventName, eventConfig); } //Save File EditorUtility.DisplayDialog("保存成功", "保存成功", "确定"); ADE_Helper.SaveEventControlDataMap(m_EventControlDataMap, m_GameID, m_EventControlData); }
private void Refresh() { m_lstDifficultyInfo = null; // Check File if (m_DifficultyControlDataMap == null || m_DifficultyControlDataMap.MapFileData == null) { return; } if (m_DifficultyControlDataMap.MapFileData.Count <= 0) { return; } // Game Difficulty if (!m_DifficultyControlDataMap.MapFileData.ContainsKey(m_GameID)) { m_DifficultyCount = 0; m_DifficultyLastCount = 0; return; } m_DifficultyControlData = m_DifficultyControlDataMap.MapFileData[m_GameID]; // Difficulty Count m_DifficultyCount = m_DifficultyControlData.DifficultyConfig.Count; m_DifficultyLastCount = m_DifficultyCount; // Editor Data m_lstDifficultyInfo = new List <DifficultyInfo>(); foreach (string diffName in m_DifficultyControlData.DifficultyConfig.Keys) { DifficultyInfo temp = new DifficultyInfo(); temp.Name = diffName; temp.Offset = AdaptiveDifficultyManager.ConvertFloat(m_DifficultyControlData.DifficultyConfig[diffName].DifficultyOffset); temp.Range = AdaptiveDifficultyManager.ConvertFloat(m_DifficultyControlData.DifficultyConfig[diffName].DifficultyRange); Dictionary <string, float> effect = new Dictionary <string, float>(); DefaultUserTalent defaultUserTalent = ConfigManager.Instance.GetDefaultUserTalent(); foreach (string talentName in defaultUserTalent.MapTalent.Keys) { if (m_DifficultyControlData.DifficultyConfig[diffName].TalentEffect.ContainsKey(talentName)) { float effectValue = AdaptiveDifficultyManager.ConvertFloat(m_DifficultyControlData.DifficultyConfig[diffName].TalentEffect[talentName]); effect.Add(talentName, effectValue); } else { effect.Add(talentName, 0f); } } temp.TalentEffects = effect; // add to list m_lstDifficultyInfo.Add(temp); } }
private void Refresh() { //Talent Count m_UserTalentCount = m_DefaultUserTalentData.MapTalent.Count; m_UserTalentLastCount = m_UserTalentCount; //Editor Data m_lstUserTalents = new List <UserTalentInfo>(); foreach (string talentName in m_DefaultUserTalentData.MapTalent.Keys) { UserTalentInfo temp = new UserTalentInfo(); temp.TalentName = talentName; temp.TalentValue = AdaptiveDifficultyManager.ConvertFloat(m_DefaultUserTalentData.MapTalent[talentName]); m_lstUserTalents.Add(temp); } }
private void SaveFile() { //Convert Data m_DefaultUserTalentData = new DefaultUserTalent(); m_DefaultUserTalentData.MapTalent = new Dictionary <string, int>(); for (int i = 0; i < m_UserTalentCount; i++) { string name = m_lstUserTalents[i].TalentName; int value = AdaptiveDifficultyManager.ConvertInt(m_lstUserTalents[i].TalentValue); m_DefaultUserTalentData.MapTalent.Add(name, value); } //Save File EditorUtility.DisplayDialog("保存成功", "保存成功", "确定"); ADE_Helper.SaveDefaultUserTalentMap(m_DefaultUserTalentData); }