void FindCharacters() { foreach (GDECharactersData item in GDEDataManager.GetAllItems <GDECharactersData>()) { characterList.Add(item); } }
void FindMonsters() { foreach (GDEMonstersData item in GDEDataManager.GetAllItems <GDEMonstersData>()) { monstersList.Add(item); } Debug.Log("ilosc potworow " + monstersList.Count); }
// Use this for initialization void Start() { GDEDataManager.Init("gde_data"); all_building_data = GDEDataManager.GetAllItems <GDEBuildingData>(); all_sound_data = GDEDataManager.GetAllItems <GDESoundData>(); all_item_data = GDEDataManager.GetAllItems <GDEItemData>(); inventory_item_data = GDEDataManager.GetAllItems <GDEItemData>(); unit_class_data = GDEDataManager.GetAllItems <GDEUnitClassData>(); }
void FindMissions() { foreach (GDEMissionsData item in GDEDataManager.GetAllItems <GDEMissionsData>()) { if (item.FirstCard) { missionList.Add(item); } } }
// Use this for initialization void Start() { GDEDataManager.Init("gde_data"); allStocks = GDEDataManager.GetAllItems <GDEStockData> (); allNewDatas = GDEDataManager.GetAllItems <GDENewDataData> (); BuildDataDic_And_CheckOldData(); CalculateAndLogResultToScreen(true); BuildEBK(); BuildTS_txt(); }
public GDEWeaponData GetData_Weapon(int id) { List <GDEWeaponData> allData = GDEDataManager.GetAllItems <GDEWeaponData>(); foreach (GDEWeaponData oneData in allData) { if (oneData.ID == id) { return(oneData); } } return(null); }
// Use this for initialization void Start() { for (int i = 0; i < 10; i++) { var go = GameObject.Instantiate(QueryItem) as GameObject; go.transform.parent = GridRoot.transform; go.transform.localScale = Vector3.one; go.SetActive(true); var queryScript = go.GetComponent <QueryItem> (); queryScript.Refresh(null, 0); QueryItemList.Add(queryScript); } GridRoot.GetComponent <UIGrid> ().Reposition(); GDEDataManager.Init("gde_data"); allStocks = GDEDataManager.GetAllItems <GDEStockData> (); BuildDataDic_And_CheckOldData(); }
public static void UpdateDataFromGDE() { // Debug.Log("Start updating data ..."); // Debug.Log("Init GDE data ..."); GDEDataManager.Init("gde_data"); // Debug.Log("Start updating data of Hero ..."); List <GDEHeroData> allHeroData = GDEDataManager.GetAllItems <GDEHeroData>(); foreach (GDEHeroData oneData in allHeroData) { // get prefab string fullPath = "Assets/Resources/" + oneData.PrefabPath + ".prefab"; GameObject prefab = AssetDatabase.LoadAssetAtPath( fullPath, typeof(GameObject)) as GameObject; GameObject newPrefab = PrefabUtility.InstantiatePrefab(prefab) as GameObject; Debug.Assert(prefab != null, "!!! Check Path <" + fullPath + "> !!!"); Hero hero = newPrefab.GetComponent <Hero>(); hero.m_MaxHP = oneData.MaxHP; hero.m_MoveVec = oneData.MoveVec; hero.m_HurtProtectTime = oneData.HurtProtect; hero.m_MAXShieldVal = oneData.MaxShieldVal; hero.m_ShieldRestoreVec = oneData.ShieldRestoreVec; hero.m_ShieldRestoreBreak = oneData.ShieldRestoreBreak; hero.m_ShieldRestoreInterval = oneData.ShieldRestoreInterval; Rigidbody2D rig = newPrefab.GetComponent <Rigidbody2D>(); rig.mass = oneData.Mass; PrefabUtility.ReplacePrefab(newPrefab, prefab, ReplacePrefabOptions.Default); MonoBehaviour.DestroyImmediate(newPrefab); } // Debug.Log("Finish updating data of Hero !!!"); // Debug.Log("Start updating data of Enemy ..."); List <GDEEnemyData> allEnemyData = GDEDataManager.GetAllItems <GDEEnemyData>(); foreach (GDEEnemyData oneData in allEnemyData) { // get prefab string fullPath = "Assets/Resources/" + oneData.PrefabPath + ".prefab"; GameObject prefab = AssetDatabase.LoadAssetAtPath( fullPath, typeof(GameObject)) as GameObject; GameObject newPrefab = PrefabUtility.InstantiatePrefab(prefab) as GameObject; Debug.Assert(prefab != null, "!!! Check Path <" + fullPath + "> !!!"); Enemy enemy = newPrefab.GetComponent <Enemy>(); enemy.m_MaxHP = oneData.MaxHP; enemy.m_MoveVec = oneData.MoveVec; enemy.m_AlertRange = oneData.AlertRange; enemy.m_AtkRange = oneData.AtkRange; enemy.m_AtkInterval = oneData.AtkInterval; enemy.m_HurtProtectTime = oneData.HurtProtect; Rigidbody2D rig = newPrefab.GetComponent <Rigidbody2D>(); rig.mass = oneData.Mass; PrefabUtility.ReplacePrefab(newPrefab, prefab, ReplacePrefabOptions.Default); MonoBehaviour.DestroyImmediate(newPrefab); } // Debug.Log("Finish updating data of Enemy !!!"); // Debug.Log("Start updating data of Weapon ..."); List <GDEWeaponData> allWeaponData = GDEDataManager.GetAllItems <GDEWeaponData>(); foreach (GDEWeaponData oneData in allWeaponData) { // get prefab string fullPath = "Assets/Resources/" + oneData.PrefabPath + ".prefab"; GameObject prefab = AssetDatabase.LoadAssetAtPath( fullPath, typeof(GameObject)) as GameObject; GameObject newPrefab = PrefabUtility.InstantiatePrefab(prefab) as GameObject; Debug.Assert(prefab != null, "!!! Check Path <" + fullPath + "> !!!"); Weapon weapon = newPrefab.GetComponent <Weapon>(); weapon.m_WeaponID = (WeaponID)oneData.ID; weapon.m_MaxBullet = oneData.MagazineSize; weapon.m_ConsumePerHit = oneData.ConsumePerHit; weapon.m_AtkInterval = oneData.AtkInterval; weapon.m_ChargeTime = oneData.ChargeTime; weapon.m_ReloadTime = oneData.ReloadTime; WeaponOperateType opaType = (WeaponOperateType)oneData.OpaType.ID; weapon.m_OpaType = opaType; weapon.m_SpineSkinName = oneData.SkinName; weapon.m_AniType = (WeaponAniType)oneData.AniType.ID; weapon.m_AlertRange = oneData.AlertRange; string dmgName = weapon.m_Dmg.name; fullPath = "Assets/Resources/Attack/" + dmgName + ".prefab"; GameObject dmgPrefab = AssetDatabase.LoadAssetAtPath( fullPath, typeof(GameObject)) as GameObject; GameObject newDmgPrefab = PrefabUtility.InstantiatePrefab(dmgPrefab) as GameObject; Debug.Assert(dmgPrefab != null, "!!! Check Path <" + fullPath + "> !!!"); Damage dmg = newDmgPrefab.GetComponent <Damage>(); dmg.m_DamageVal = oneData.DamageVal; dmg.m_Thrust = oneData.Thrust; PrefabUtility.ReplacePrefab(newDmgPrefab, dmgPrefab, ReplacePrefabOptions.Default); MonoBehaviour.DestroyImmediate(newDmgPrefab); PrefabUtility.ReplacePrefab(newPrefab, prefab, ReplacePrefabOptions.Default); MonoBehaviour.DestroyImmediate(newPrefab); } // Debug.Log("Finish updating data of Weapon !!!"); AssetDatabase.SaveAssets(); EditorUtility.DisplayDialog("成功", "UpdateDataFromGDE 完成!", "确定"); }
public override List <GDEItemData> GetList() { GDEDataManager.Init("gde_data"); list_data = GDEDataManager.GetAllItems <GDEItemData>(); return(list_data); }