void LoadRooms() { List <RoomData> roomInfo = CSVImporter.GenerateList <RoomData> (ROOM_INFO_PATH); for (int i = 0; i < roomInfo.Count; i++) { string roomID = roomInfo [i].room_name; roomList [roomID] = roomInfo [i]; } }
void LoadNames() { List <NameData> nameInfo = CSVImporter.GenerateList <NameData> (NAME_INFO_PATH); for (int i = 0; i < nameInfo.Count; i++) { string nameID = nameInfo [i].title; nameList [nameID] = nameInfo [i]; } }
void LoadAdventurers() { List <AdventurerData> adventurerInfo = CSVImporter.GenerateList <AdventurerData>(ADVENTURER_INFO_PATH); for (int i = 0; i < adventurerInfo.Count; i++) { string creatureID = adventurerInfo[i].name; adventurerList[creatureID] = adventurerInfo[i]; } }
void LoadAmmoData() { _ammoDataList = CSVImporter.GenerateList <AmmoData>(AssetBundleSync.Instance.GetFile(AMMO_FILE_PATH)); /* * for (int i = 0; i < _ammoList.Count; i++) * { * Debug.Log(_ammoList[i].Type + " " + _ammoList[i].Cost); * } */ }
public void BuildAvatarLists() { _avatarList = CSVImporter.GenerateList <AvatarItem>(AssetBundleSync.Instance.GetFile(AVATAR_PATH)); _avatarDict = new Dictionary <string, List <AvatarItem> >(); for (int i = 0; i < _avatarList.Count; i++) { if (_avatarDict.ContainsKey(_avatarList[i].Type)) { _avatarDict[_avatarList[i].Type].Add(_avatarList[i]); } else { _avatarDict[_avatarList[i].Type] = new List <AvatarItem>(); _avatarDict[_avatarList[i].Type].Add(_avatarList[i]); } } }