private void SaveFile()
 {
     // Save Data
     m_DifficultyControlData = new DifficultyControlData();
     m_DifficultyControlData.DifficultyConfig = new Dictionary <string, DifficultyConfig>();
     if (m_lstDifficultyInfo == null)
     {
         m_lstDifficultyInfo = new List <DifficultyInfo>();
     }
     for (int i = 0; i < m_lstDifficultyInfo.Count; i++)
     {
         if (m_lstDifficultyInfo[i].Name == null || m_lstDifficultyInfo[i].Name == "")
         {
             EditorUtility.DisplayDialog("保存失败", "难度名称不能为空", "确定");
             return;
         }
         DifficultyConfig diffConfig = new DifficultyConfig();
         diffConfig.DifficultyOffset = AdaptiveDifficultyManager.ConvertInt(m_lstDifficultyInfo[i].Offset);
         diffConfig.DifficultyRange  = AdaptiveDifficultyManager.ConvertInt(m_lstDifficultyInfo[i].Range);
         diffConfig.TalentEffect     = new Dictionary <string, int>();
         foreach (string talent in m_lstDifficultyInfo[i].TalentEffects.Keys)
         {
             diffConfig.TalentEffect.Add(talent, AdaptiveDifficultyManager.ConvertInt(m_lstDifficultyInfo[i].TalentEffects[talent]));
         }
         m_DifficultyControlData.DifficultyConfig.Add(m_lstDifficultyInfo[i].Name, diffConfig);
     }
     //Save File
     EditorUtility.DisplayDialog("保存成功", "保存成功", "确定");
     ADE_Helper.SaveDifficultyControlDataMap(m_DifficultyControlDataMap, m_GameID, m_DifficultyControlData);
 }
 private void SaveFile()
 {
     //Convert Data
     m_EventControlData             = new EventControlData();
     m_EventControlData.EventConfig = new Dictionary <string, EventConfig>();
     if (m_lstEventEffectInfo == null)
     {
         m_lstEventEffectInfo = new List <EventEffectInfo>();
     }
     for (int i = 0; i < m_lstEventEffectInfo.Count; i++)
     {
         if (m_lstEventEffectInfo[i].EventName == null || m_lstEventEffectInfo[i].EventName == "")
         {
             EditorUtility.DisplayDialog("保存失败", "事件名称不能为空", "确定");
             return;
         }
         EventConfig eventConfig = new EventConfig();
         eventConfig.TalentEffect = new Dictionary <string, int>();
         foreach (string talent in m_lstEventEffectInfo[i].TalentEffects.Keys)
         {
             eventConfig.TalentEffect.Add(talent, AdaptiveDifficultyManager.ConvertInt(m_lstEventEffectInfo[i].TalentEffects[talent]));
         }
         m_EventControlData.EventConfig.Add(m_lstEventEffectInfo[i].EventName, eventConfig);
     }
     //Save File
     EditorUtility.DisplayDialog("保存成功", "保存成功", "确定");
     ADE_Helper.SaveEventControlDataMap(m_EventControlDataMap, m_GameID, m_EventControlData);
 }
 private void Refresh()
 {
     m_lstDifficultyInfo = null;
     // Check File
     if (m_DifficultyControlDataMap == null || m_DifficultyControlDataMap.MapFileData == null)
     {
         return;
     }
     if (m_DifficultyControlDataMap.MapFileData.Count <= 0)
     {
         return;
     }
     // Game Difficulty
     if (!m_DifficultyControlDataMap.MapFileData.ContainsKey(m_GameID))
     {
         m_DifficultyCount     = 0;
         m_DifficultyLastCount = 0;
         return;
     }
     m_DifficultyControlData = m_DifficultyControlDataMap.MapFileData[m_GameID];
     // Difficulty Count
     m_DifficultyCount     = m_DifficultyControlData.DifficultyConfig.Count;
     m_DifficultyLastCount = m_DifficultyCount;
     // Editor Data
     m_lstDifficultyInfo = new List <DifficultyInfo>();
     foreach (string diffName in m_DifficultyControlData.DifficultyConfig.Keys)
     {
         DifficultyInfo temp = new DifficultyInfo();
         temp.Name   = diffName;
         temp.Offset = AdaptiveDifficultyManager.ConvertFloat(m_DifficultyControlData.DifficultyConfig[diffName].DifficultyOffset);
         temp.Range  = AdaptiveDifficultyManager.ConvertFloat(m_DifficultyControlData.DifficultyConfig[diffName].DifficultyRange);
         Dictionary <string, float> effect            = new Dictionary <string, float>();
         DefaultUserTalent          defaultUserTalent = ConfigManager.Instance.GetDefaultUserTalent();
         foreach (string talentName in defaultUserTalent.MapTalent.Keys)
         {
             if (m_DifficultyControlData.DifficultyConfig[diffName].TalentEffect.ContainsKey(talentName))
             {
                 float effectValue = AdaptiveDifficultyManager.ConvertFloat(m_DifficultyControlData.DifficultyConfig[diffName].TalentEffect[talentName]);
                 effect.Add(talentName, effectValue);
             }
             else
             {
                 effect.Add(talentName, 0f);
             }
         }
         temp.TalentEffects = effect;
         // add to list
         m_lstDifficultyInfo.Add(temp);
     }
 }
예제 #4
0
 private void Refresh()
 {
     //Talent Count
     m_UserTalentCount     = m_DefaultUserTalentData.MapTalent.Count;
     m_UserTalentLastCount = m_UserTalentCount;
     //Editor Data
     m_lstUserTalents = new List <UserTalentInfo>();
     foreach (string talentName in m_DefaultUserTalentData.MapTalent.Keys)
     {
         UserTalentInfo temp = new UserTalentInfo();
         temp.TalentName  = talentName;
         temp.TalentValue = AdaptiveDifficultyManager.ConvertFloat(m_DefaultUserTalentData.MapTalent[talentName]);
         m_lstUserTalents.Add(temp);
     }
 }
예제 #5
0
 private void SaveFile()
 {
     //Convert Data
     m_DefaultUserTalentData           = new DefaultUserTalent();
     m_DefaultUserTalentData.MapTalent = new Dictionary <string, int>();
     for (int i = 0; i < m_UserTalentCount; i++)
     {
         string name  = m_lstUserTalents[i].TalentName;
         int    value = AdaptiveDifficultyManager.ConvertInt(m_lstUserTalents[i].TalentValue);
         m_DefaultUserTalentData.MapTalent.Add(name, value);
     }
     //Save File
     EditorUtility.DisplayDialog("保存成功", "保存成功", "确定");
     ADE_Helper.SaveDefaultUserTalentMap(m_DefaultUserTalentData);
 }