public void CreateTips(List <string> tips)
    {
        GameObject tipGo = Instantiate(tipListPreFab);

        tipGo.transform.SetParent(canvas.transform, false);
        TipList tipList = tipGo.GetComponent <TipList>();

        tipList.tips           = tips;
        tipList.gameController = gameController;
    }
예제 #2
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    void OnGUI()
    {
        canRepair = EditorGUILayout.Toggle("Repair", canRepair);
        if (canRepair)
        {
            oldTipList = EditorGUILayout.ObjectField("Chọn TipList hỏng", oldTipList, typeof(TipList), false) as TipList;
            if (GUILayout.Button("Repair..."))
            {
                var tmp = oldTipList.list;
                tipList      = CreateInstance <TipList>();
                tipList.list = new List <Tip>();
                AssetDatabase.CreateAsset(tipList, "Assets/GameObject/TipList.asset");
                AssetDatabase.SaveAssets();

                foreach (var item in tmp)
                {
                    Tip tip = CreateInstance <Tip>();
                    tip.tip   = item.tip;
                    tip.image = item.image;
                    tipList.list.Add(tip);
                    AssetDatabase.AddObjectToAsset(tip, tipList);
                    AssetDatabase.SaveAssets();
                }
                canRepair = false;
            }
        }
        EditorGUILayout.Space();
        if (GUILayout.Button("Create New TipList List"))
        {
            tipList      = CreateInstance <TipList>();
            tipList.list = new List <Tip>();
            AssetDatabase.CreateAsset(tipList, "Assets/GameObject/TipList.asset");
            AssetDatabase.SaveAssets();
        }

        tipString = EditorGUILayout.TextField("Nhập hướng dẫn", tipString);
        tipSprite = EditorGUILayout.ObjectField("Chọn hình ảnh", tipSprite, typeof(Sprite), false) as Sprite;

        if (GUILayout.Button("Add New Tip"))
        {
            Tip tip = CreateInstance <Tip>();
            tip.tip   = tipString;
            tip.image = tipSprite;
            tipList.list.Add(tip);
            AssetDatabase.AddObjectToAsset(tip, tipList);
            AssetDatabase.SaveAssets();
        }

        if (GUI.changed)
        {
            EditorUtility.SetDirty(tipList);
        }
    }
예제 #3
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        private void Form1_Load(object sender, EventArgs e)
        {
            LimitList _limitList = LimitList.GetLimitList();

            limitIDComboBox.DataSource = _limitList;

            TipList _tipList = TipList.GetTipList();

            tipIDComboBox.DataSource = _tipList;

            teleInfoBindingSource.DataSource = _newTele;
        }
예제 #4
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    /// <summary>
    /// Called when the game is paused
    /// </summary>
    private void OnEnable()
    {
        // Get the enemy's tips
        TipList enemyTipList =
            GameObject.FindGameObjectWithTag("Enemy").GetComponent <BadThing>()
            .TipList;

        // Choose a tip randomly from the generic tips and the enemy's tip list
        int numTips = genericTipList.Tips.Count + enemyTipList.Tips.Count;
        int tipNum  = (int)(Random.value * numTips);

        // This selection algorithm sorta acts as if the enemy-specific tips
        // were all appended to the end of the generic tip list
        if (tipNum < genericTipList.Tips.Count)
        {
            Tip.text = genericTipList.Tips[tipNum];
        }
        else
        {
            Tip.text = enemyTipList.Tips[tipNum - genericTipList.Tips.Count];
        }
    }
예제 #5
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 void OnEnable()
 {
     tipList = AssetDatabase.LoadAssetAtPath <TipList>("Assets/GameObject/TipList.asset");
 }