private void LoadSE() { List <string> list = new List <string>(); this.AddEffectSe("bt_207"); this.AddEffectSe("bt_010"); this.AddEffectSe(string.Empty); this.AddEffectSe(string.Empty); for (int i = 0; i < this.effectSe.Count; i++) { list.Add(ResourcesPath.CreatePath(new string[] { "SE", this.effectSe[i], "sound" })); } this.effectSe.Add("bt_541Test"); list.Add(ResourcesPath.CreatePath(new string[] { "SEInternal/Battle", "bt_541", "sound" })); base.stateManager.soundManager.PreLoadAudio(list.ToArray(), this.effectSe.ToArray()); this.effectSe.Clear(); }
public static Sprite GetCharacterThumbnail(string id) { Sprite sprite = Resources.Load <Sprite>(ResourcesPath.CreatePath(new string[] { "CharacterThumbnail", id, "thumb" })); if (sprite == null) { Texture2D texture2D = Resources.Load <Texture2D>(ResourcesPath.CreatePath(new string[] { "CharacterThumbnail", id, "thumb" })); if (texture2D != null) { sprite = Sprite.Create(texture2D, new Rect(0f, 0f, (float)texture2D.width, (float)texture2D.height), new Vector2(0.5f, 0.5f)); } } if (sprite == null) { global::Debug.LogWarning("キャラクターサムネイルデータが存在しません. (" + id + ")"); } return(sprite); }
private void LoadBGM() { List <string> list = new List <string>(); List <string> list2 = new List <string>(); for (int i = 0; i < base.hierarchyData.batteWaves.Length; i++) { if (!list2.Contains(base.hierarchyData.batteWaves[i].bgmId) && !BattleFunctionUtility.IsEmptyPath(base.hierarchyData.batteWaves[i].bgmId)) { list2.Add(base.hierarchyData.batteWaves[i].bgmId); } if (!list2.Contains(base.hierarchyData.batteWaves[i].changedBgmId) && !BattleFunctionUtility.IsEmptyPath(base.hierarchyData.batteWaves[i].changedBgmId) && !BoolExtension.AllMachValue(false, base.hierarchyData.batteWaves[i].enemiesBossFlag)) { list2.Add(base.hierarchyData.batteWaves[i].changedBgmId); } } for (int j = 0; j < list2.Count; j++) { list.Add(ResourcesPath.CreatePath(new string[] { "BGM", list2[j], "sound" })); } base.stateManager.soundManager.PreLoadAudio(list.ToArray(), list2.ToArray()); }
public static GameObject GetCharacterPrefab(string id) { GameObject gameObject = Resources.Load <GameObject>(ResourcesPath.CreatePath(new string[] { "Characters", id, "prefab" })); if (gameObject == null) { global::Debug.LogWarning("キャラクターデータが存在しません. (" + id + ")"); } return(gameObject); }
public static GameObject GetBattleInternalResourcesPrefab(string id) { GameObject gameObject = Resources.Load <GameObject>(ResourcesPath.CreatePath(new string[] { "BattleInternalResources", id, "prefab" })); if (gameObject == null) { global::Debug.LogError("内部リソースデータが存在しません. (" + id + ")"); } return(gameObject); }
public static GameObject GetCameraMotionPrefab(string id) { GameObject gameObject = Resources.Load <GameObject>(ResourcesPath.CreatePath(new string[] { "CameraMotions", id, "prefab" })); if (gameObject == null) { global::Debug.LogWarning("カメラモーションデータが存在しません. (" + id + ")"); } return(gameObject); }
public static GameObject GetSpawnPointPrefab(string id) { GameObject gameObject = Resources.Load <GameObject>(ResourcesPath.CreatePath(new string[] { "SpawnPoints", id, "prefab" })); if (gameObject == null) { global::Debug.LogWarning("出現ポイントデータが存在しません. (" + id + ")"); } return(gameObject); }
public static GameObject GetAlwaysEffectPrefab(string id) { GameObject gameObject = Resources.Load <GameObject>(ResourcesPath.CreatePath(new string[] { "AlwaysEffects", id, "prefab" })); if (gameObject == null) { global::Debug.LogWarning("常設エフェクトデータが存在しません. (" + id + ")"); } return(gameObject); }
public static GameObject GetPassiveEffectPrefab(string id) { GameObject gameObject = Resources.Load <GameObject>(ResourcesPath.CreatePath(new string[] { "InheritanceTechniqueEffects", id, "prefab" })); if (gameObject == null) { global::Debug.LogWarning("受動エフェクトデータが存在しません. (" + id + ")"); } return(gameObject); }
public static EnemyStatus GetEnemyStatus(string id) { EnemyStatusObject enemyStatusObject = Resources.Load <EnemyStatusObject>(ResourcesPath.CreatePath(new string[] { "EnemyStatus", id, "status" })); if (enemyStatusObject == null) { global::Debug.LogWarning("キャラクターデータが存在しません. (" + id + ")"); return(new EnemyStatus()); } return(enemyStatusObject.enemyStatus); }
public static PlayerStatus GetPlayerStatus(string id) { PlayerStatusObject playerStatusObject = Resources.Load <PlayerStatusObject>(ResourcesPath.CreatePath(new string[] { "PlayerStatus", id, "status" })); if (playerStatusObject == null) { global::Debug.LogWarning("キャラクターデータが存在しません. (" + id + ")"); return(new PlayerStatus()); } return(playerStatusObject.playerStatus); }
public static SkillStatus GetSkillStatus(string id) { SkillStatusObject skillStatusObject = Resources.Load <SkillStatusObject>(ResourcesPath.CreatePath(new string[] { "SkillStatus", id, "status" })); if (skillStatusObject == null) { global::Debug.LogWarning("スキルステータスデータが存在しません. (" + id + ")"); return(new SkillStatus()); } return(skillStatusObject.skillStatus); }
public static Tolerance GetToleranceStatus(string id) { ToleranceObject toleranceObject = Resources.Load <ToleranceObject>(ResourcesPath.CreatePath(new string[] { "ToleranceStatus", id, "status" })); if (toleranceObject == null) { global::Debug.LogWarning("耐性データが存在しません. (" + id + ")"); return(Tolerance.GetNutralTolerance()); } return(toleranceObject.tolerance); }
public static ExtraEffectStatus GetExtraEffectStatus(string id) { ExtraEffectStatusObject extraEffectStatusObject = Resources.Load <ExtraEffectStatusObject>(ResourcesPath.CreatePath(new string[] { "ExtraEffectStatus", id, "status" })); if (extraEffectStatusObject == null) { global::Debug.LogWarning("エリア効果データが存在しません. (" + id + ")"); return(new ExtraEffectStatus()); } return(extraEffectStatusObject.extraEffectStatus); }
public static LeaderSkillStatus GetLeaderSkillStatus(string id) { LeaderSkillStatusObject leaderSkillStatusObject = Resources.Load <LeaderSkillStatusObject>(ResourcesPath.CreatePath(new string[] { "LeaderSkillStatus", id, "status" })); if (leaderSkillStatusObject == null) { global::Debug.LogWarning("リーダースキルステータスデータが存在しません. (" + id + ")"); return(LeaderSkillStatus.GetUnHavingLeaderSkill()); } return(leaderSkillStatusObject.leaderSkillStatus); }
public static CharacterDatas GetCharacterData(string id) { CharacterDatasObject characterDatasObject = Resources.Load <CharacterDatasObject>(ResourcesPath.CreatePath(new string[] { "Characters", id, "data" })); if (characterDatasObject == null) { global::Debug.LogWarning("キャラクターデータが存在しません. (" + id + ")"); return(new CharacterDatas()); } return(characterDatasObject.characterDatas); }