private static void CreateSkillStatAsset() { SkillStat newData = CustomDataAssetUtility.CreateAndReturnDataAsset <SkillStat>(); newData.Init(); RpgDataRegistry registry = RpgDataAssetUtility.FindRpgDataRegistry(); RpgRegistryUtility.AdderOfSkillStat newAdder; newAdder.skillStat = newData; registry.AddRpgDataObject(newAdder); }
/// <summary> /// Search for a SkillStat by name (not filename). Will return null if not found /// </summary> public SkillStat SearchSkillStat(string byName) { SkillStat foundObject = null; foreach (SkillStat entry in this.skillStats) { if (entry.Name.Equals(byName)) { foundObject = entry; break; } } return(foundObject); }
/// <summary> /// Search for a SkillStat by ID. Will return null if not found /// </summary> public SkillStat SearchSkillStat(Guid byId) { SkillStat foundObject = null; foreach (SkillStat entry in this.skillStats) { if (entry.Id.Equals(byId)) { foundObject = entry; break; } } return(foundObject); }
/// <summary> /// Constructor needs a SkillStat /// </summary> public SkillSpDeriver(SkillStat statReference) : base(statReference.Id) { this.stat = statReference; }
void OnEnable() { this.dataObject = target as SkillStat; }