public void InitiateFirstNpc() { //生成npc的asset CreateNpcAsset.CreateFirstNpcAsset(); //为npc绑定asset npc = (NPC)AssetDatabase.LoadAssetAtPath("Assets/Resources/NPC/common" + (Timecontroller.commonNpcGo - 1) + ".asset", typeof(NPC)); npcinformation = (NpcLogs)AssetDatabase.LoadAssetAtPath("Assets/Resources/NPCLogs/NpcInformation.asset", typeof(NpcLogs)); npcanalysis = (NpcLogs)AssetDatabase.LoadAssetAtPath("Assets/Resources/NPCLogs/NpcAnalysis.asset", typeof(NpcLogs)); AddNpcToInformation(npc); }
private void Start() { myNpcInformation = (NpcLogs)AssetDatabase.LoadAssetAtPath("Assets/Resources/NPCLogs/NpcInformation.asset", typeof(NpcLogs)); myNpcAnalysis = (NpcLogs)AssetDatabase.LoadAssetAtPath("Assets/Resources/NPCLogs/NpcAnalysis.asset", typeof(NpcLogs)); if (!Directory.Exists(Application.persistentDataPath + "/SaveData/Day0")) { Directory.CreateDirectory(Application.persistentDataPath + "/SaveData/Day0"); } SaveInformation(Application.persistentDataPath + "/SaveData/Day0" + "/InformationData.txt"); SaveAnalysis(Application.persistentDataPath + "/SaveData/Day0" + "/AnalysisData.txt"); }