private void InitialiseSpawnData() { string jsonString = JsonController.LoadJsonFile("enemy.json"); EnemyList enemyList = JsonUtility.FromJson <EnemyList>(jsonString); //parsing from JSon //read and store into a dynamic list foreach (Enemy item in enemyList.item) { enemy.Add(item); } //Create color values from JSon to Unity.Color for (int i = 0; i < enemy.Count; i++) { Color tempColor = new Color(enemy[i].material[0], enemy[i].material[1], enemy[i].material[2], enemy[i].material[3]); colorList.Add(tempColor); } }
public void SetCardData(int stateNum) { DataState state = (DataState)stateNum; CardScriptableObject csvSOFile = csvReader.GetCSVData(); List <CardData> csvCardDataList = csvSOFile.cardDataList; //CardScriptableObject saveSOFile = scriptableObjectUtility.GetAssetData<CardScriptableObject>(); CardScriptableObject saveSOFile = jsonController.LoadJsonFile <CardScriptableObject>(jsonFilePath, jsonFileName); List <CardData> saveCardDataList = null; if (saveSOFile != null) { saveCardDataList = saveSOFile.cardDataList; } else { state = DataState.State_NewData; } switch (state) { case DataState.State_NewData: cardDataList = csvCardDataList; break; case DataState.State_SaveData: cardDataList = csvCardDataList; foreach (var saveCardData in saveCardDataList) { foreach (var cardData in cardDataList) { if (cardData.cardName == saveCardData.cardName) { cardData.cardPos = saveCardData.cardPos; cardData.usedTime = saveCardData.usedTime; } } } break; } }
public void LoadCoolTimeInfo() { var loadData = jsonController.LoadJsonFile <CoolTimeScriptableObject>(jsonFilePath, jsonFileName); if (loadData == null) { scriptableObject = new CoolTimeScriptableObject(); stoneCoolTimeInfoList = scriptableObject.stoneCoolTimeInfoList; for (int i = 0; i < coolTimeLimitList.Count; i++) { StoneCoolTimeInfo stoneCoolTimeInfo = new StoneCoolTimeInfo(); stoneCoolTimeInfo.coolLimit = coolTimeLimitList[i]; stoneCoolTimeInfoList.Add(stoneCoolTimeInfo); } } else { scriptableObject = loadData; stoneCoolTimeInfoList = scriptableObject.stoneCoolTimeInfoList; } }