void SaveNewSkill() { Skill newSkill = new Skill(); newSkill.SkillName = skillName; newSkill.SkillID = skillID; newSkill.SkillShortDesc = skillShortDesc; newSkill.SkillLongDesc = skillLongDesc; // Set the model and icon newSkill.SetIcon(skillIcon); // Find model path skillIconPath = AssetDatabase.GetAssetPath(skillIcon); skillIconPath = GameUtility.CleanItemResourcePath(skillIconPath, "Assets/Resources/"); skillIconPath = GameUtility.CleanItemResourcePath(skillIconPath, ".png"); newSkill.SkillIconPath = skillIconPath; newSkill.perkIDs = skillPerkIDs; // Check that the given ID isn't already in the database. if (RequirementsMet(skillID)) { skillDatabase.AddSkill(newSkill); } else { Debug.LogError("A skill with that ID (" + newSkill.SkillID + ") already exists."); } }
public static void SetObtainSkill(int id) { Skill userSkill = userSkills.Find(x => x.id == id || x.id.Equals(id)); if (userSkill != null) { userSkill.level += 1; SkillDatabase.SaveSkill(id); } else { Skill skill = skills.Find(s => s.id == id || s.id.Equals(id)); if (skill != null) { skill.level = 1; userSkills.Add(skill); SkillDatabase.AddSkill(id); } } }