public static List <FactionAbility> Load() { GameObject obj = Resources.Load("DB_TBTK/FactionAbilityDB", typeof(GameObject)) as GameObject; #if UNITY_EDITOR if (obj == null) { obj = CreatePrefab(); } #endif FactionAbilityDB instance = obj.GetComponent <FactionAbilityDB>(); return(instance.abilityList); }
public static List <FactionAbility> LoadClone() { GameObject obj = Resources.Load("DB_TBTK/FactionAbilityDB", typeof(GameObject)) as GameObject; #if UNITY_EDITOR if (obj == null) { obj = CreatePrefab(); } #endif FactionAbilityDB instance = obj.GetComponent <FactionAbilityDB>(); List <FactionAbility> list = new List <FactionAbility>(); for (int i = 0; i < instance.abilityList.Count; i++) { list.Add(instance.abilityList[i].Clone()); } return(list); }
public static void LoadFactionAbility() { fAbilityDB = FactionAbilityDB.LoadDB(); for (int i = 0; i < fAbilityDB.abilityList.Count; i++) { if (fAbilityDB.abilityList[i] != null) { fAbilityIDList.Add(fAbilityDB.abilityList[i].prefabID); } else { fAbilityDB.abilityList.RemoveAt(i); i -= 1; } } UpdateLabel_FactionAbility(); TBEditorWindow.SetAbilityDB(fAbilityDB, fAbilityIDList, fAbilityLabel); TBEditorInspector.SetAbilityDB(fAbilityDB, fAbilityIDList, fAbilityLabel); }
public static void SetAbilityDB(FactionAbilityDB db, List <int> IDList, string[] label) { fAbilityDB = db; fAbilityIDList = IDList; fAbilityLabel = label; }
public void Init() { instance = this; facAbilityDBList = FactionAbilityDB.Load(); }