private void GUIUpdate() { StatusSlider(ref hp_, "HP"); StatusSlider(ref mp_, "MP"); StatusSlider(ref attack_, "ATTACK"); StatusSlider(ref speed_, "SPEED"); name_ = EditorGUILayout.TextField("NAME", name_); ID_ = EditorGUILayout.IntField("ID", ID_); character_ = (BaseStatus.Character)EditorGUILayout.EnumPopup("CHARACTER", character_); if (GUILayout.Button("Create")) { CreateCharacterStatus(character_); } }
private void CreateCharacterStatus(BaseStatus.Character _character) { BaseStatus status; switch (_character) { case BaseStatus.Character.Player: status = new StatusPlayer(); status.SetStatus(hp_, mp_, attack_, speed_, name_, startLevel_, ID_); BaseStatus.CreateStatusObject <StatusPlayer>(status); break; case BaseStatus.Character.Enemy: status = new StatusEnemy(); status.SetStatus(hp_, mp_, attack_, speed_, name_, startLevel_, ID_); BaseStatus.CreateStatusObject <StatusEnemy>(status); break; default: status = new BaseStatus(); break; } }