Inheritance: MonoBehaviour
コード例 #1
0
        private static void LoadGameLibraries()
        {
            Count = MapLibs.Length + Monsters.Length + Gates.Length + NPCs.Length + CArmours.Length +
                    CHair.Length + CWeapons.Length + CWeaponEffect.Length + AArmours.Length + AHair.Length + AWeaponsL.Length + AWeaponsR.Length +
                    ARArmours.Length + ARHair.Length + ARWeapons.Length + ARWeaponsS.Length +
                    CHumEffect.Length + AHumEffect.Length + ARHumEffect.Length + Mounts.Length + Fishing.Length + Pets.Length +
                    Transform.Length + TransformMounts.Length + TransformEffect.Length + TransformWeaponEffect.Length + 17;

            Dragon.Initialize();
            Progress++;

            BuffIcon.Initialize();
            Progress++;

            Help.Initialize();
            Progress++;

            MiniMap.Initialize();
            Progress++;

            MagIcon.Initialize();
            Progress++;
            MagIcon2.Initialize();
            Progress++;

            Magic.Initialize();
            Progress++;
            Magic2.Initialize();
            Progress++;
            Magic3.Initialize();
            Progress++;
            MagicC.Initialize();
            Progress++;

            Effect.Initialize();
            Progress++;

            GuildSkill.Initialize();
            Progress++;

            Background.Initialize();
            Progress++;

            Deco.Initialize();
            Progress++;

            Items.Initialize();
            Progress++;
            StateItems.Initialize();
            Progress++;
            FloorItems.Initialize();
            Progress++;

            for (int i = 0; i < MapLibs.Length; i++)
            {
                if (MapLibs[i] == null)
                {
                    MapLibs[i] = new MLibrary("");
                }
                else
                {
                    MapLibs[i].Initialize();
                }
                Progress++;
            }

            for (int i = 0; i < Monsters.Length; i++)
            {
                Monsters[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < Gates.Length; i++)
            {
                Gates[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < NPCs.Length; i++)
            {
                NPCs[i].Initialize();
                Progress++;
            }


            for (int i = 0; i < CArmours.Length; i++)
            {
                CArmours[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < CHair.Length; i++)
            {
                CHair[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < CWeapons.Length; i++)
            {
                CWeapons[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < CWeaponEffect.Length; i++)
            {
                CWeaponEffect[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < AArmours.Length; i++)
            {
                AArmours[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < AHair.Length; i++)
            {
                AHair[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < AWeaponsL.Length; i++)
            {
                AWeaponsL[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < AWeaponsR.Length; i++)
            {
                AWeaponsR[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < ARArmours.Length; i++)
            {
                ARArmours[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < ARHair.Length; i++)
            {
                ARHair[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < ARWeapons.Length; i++)
            {
                ARWeapons[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < ARWeaponsS.Length; i++)
            {
                ARWeaponsS[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < CHumEffect.Length; i++)
            {
                CHumEffect[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < AHumEffect.Length; i++)
            {
                AHumEffect[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < ARHumEffect.Length; i++)
            {
                ARHumEffect[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < Mounts.Length; i++)
            {
                Mounts[i].Initialize();
                Progress++;
            }


            for (int i = 0; i < Fishing.Length; i++)
            {
                Fishing[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < Pets.Length; i++)
            {
                Pets[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < Transform.Length; i++)
            {
                Transform[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < TransformEffect.Length; i++)
            {
                TransformEffect[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < TransformWeaponEffect.Length; i++)
            {
                TransformWeaponEffect[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < TransformMounts.Length; i++)
            {
                TransformMounts[i].Initialize();
                Progress++;
            }

            Loaded = true;
        }
コード例 #2
0
ファイル: MLibrary.cs プロジェクト: Fenarir/mir2
        static void LoadLibraries()
        {
            Count = MapLibs.Length + Monsters.Length + NPCs.Length + CArmours.Length +
                    CHair.Length + CWeapons.Length + AArmours.Length + AHair.Length + AWeaponsL.Length + AWeaponsR.Length +
                    ARArmours.Length + ARHair.Length + ARWeapons.Length + ARWeaponsS.Length +
                    CHumEffect.Length + AHumEffect.Length + ARHumEffect.Length + Mounts.Length + Fishing.Length + Pets.Length + 20;

            Dragon.Initialize();
            Progress++;

            ChrSel.Initialize();
            Progress++;

            Prguse.Initialize();
            Progress++;

            Prguse2.Initialize();
            Progress++;

            BuffIcon.Initialize();
            Progress++;

            Help.Initialize();
            Progress++;

            MiniMap.Initialize();
            Progress++;
            MagIcon.Initialize();
            Progress++;
            MagIcon2.Initialize();
            Progress++;

            Magic.Initialize();
            Progress++;
            Magic2.Initialize();
            Progress++;
            Magic3.Initialize();
            Progress++;
            MagicC.Initialize();
            Progress++;
            Effect.Initialize();
            Progress++;
            CustomEffects.Initialize();
            Progress++;

            Items.Initialize();
            Progress++;
            StateItems.Initialize();
            Progress++;
            FloorItems.Initialize();
            Progress++;

            for (int i = 0; i < MapLibs.Length; i++)
            {
                if (MapLibs[i] == null)
                {
                    MapLibs[i] = new MLibrary("");
                }
                else
                {
                    MapLibs[i].Initialize();
                }
                Progress++;
            }

            for (int i = 0; i < Monsters.Length; i++)
            {
                Monsters[i].Initialize();
                Progress++;
            }


            for (int i = 0; i < NPCs.Length; i++)
            {
                NPCs[i].Initialize();
                Progress++;
            }


            for (int i = 0; i < CArmours.Length; i++)
            {
                CArmours[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < CHair.Length; i++)
            {
                CHair[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < CWeapons.Length; i++)
            {
                CWeapons[i].Initialize();
                Progress++;
            }


            for (int i = 0; i < AArmours.Length; i++)
            {
                AArmours[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < AHair.Length; i++)
            {
                AHair[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < AWeaponsL.Length; i++)
            {
                AWeaponsL[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < AWeaponsR.Length; i++)
            {
                AWeaponsR[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < ARArmours.Length; i++)
            {
                ARArmours[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < ARHair.Length; i++)
            {
                ARHair[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < ARWeapons.Length; i++)
            {
                ARWeapons[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < ARWeaponsS.Length; i++)
            {
                ARWeaponsS[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < CHumEffect.Length; i++)
            {
                CHumEffect[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < AHumEffect.Length; i++)
            {
                AHumEffect[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < ARHumEffect.Length; i++)
            {
                ARHumEffect[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < Mounts.Length; i++)
            {
                Mounts[i].Initialize();
                Progress++;
            }


            for (int i = 0; i < Fishing.Length; i++)
            {
                Fishing[i].Initialize();
                Progress++;
            }

            for (int i = 0; i < Pets.Length; i++)
            {
                Pets[i].Initialize();
                Progress++;
            }

            Loaded = true;
        }