public static void UpdateLabel_DamageTable() { damageTypeLabel = new string[damageTableDB.damageTypeList.Count]; for (int i = 0; i < damageTableDB.damageTypeList.Count; i++) { damageTypeLabel[i] = damageTableDB.damageTypeList[i].name; if (damageTypeLabel[i] == "") { damageTypeLabel[i] = "unnamed"; } } armorTypeLabel = new string[damageTableDB.armorTypeList.Count]; for (int i = 0; i < damageTableDB.armorTypeList.Count; i++) { armorTypeLabel[i] = damageTableDB.armorTypeList[i].name; if (armorTypeLabel[i] == "") { armorTypeLabel[i] = "unnamed"; } } TDSEditorWindow.SetDamageDB(damageTableDB, damageTypeLabel, armorTypeLabel); TDSEditorInspector.SetDamageDB(damageTableDB, damageTypeLabel, armorTypeLabel); dirty = !dirty; }
public static void LoadProgressStats() { progressDB = ProgressionStatsDB.LoadDB(); //UpdateLabel_DamageTable(); TDSEditorWindow.SetProgressionStats(progressDB); //, damageTypeLabel, armorTypeLabel); //TDSEditorInspector.SetDamageDB(damageTableDB, damageTypeLabel, armorTypeLabel); }
public static void LoadDamageTable() { damageTableDB = DamageTableDB.LoadDB(); UpdateLabel_DamageTable(); TDSEditorWindow.SetDamageDB(damageTableDB, damageTypeLabel, armorTypeLabel); TDSEditorInspector.SetDamageDB(damageTableDB, damageTypeLabel, armorTypeLabel); }
public static void UpdateLabel_UnitPlayer() { unitPlayerLabel = new string[unitPlayerDB.unitList.Count + 1]; unitPlayerLabel[0] = "Unassigned"; for (int i = 0; i < unitPlayerDB.unitList.Count; i++) { string name = unitPlayerDB.unitList[i].name; if (name == "") { name = "unnamed"; } while (Array.IndexOf(unitPlayerLabel, name) >= 0) { name += "_"; } unitPlayerLabel[i + 1] = name; } TDSEditorWindow.SetUnitPlayerDB(unitPlayerDB, unitPlayerIDList, unitPlayerLabel); TDSEditorInspector.SetUnitPlayerDB(unitPlayerDB, unitPlayerIDList, unitPlayerLabel); dirty = !dirty; }
public static void LoadUnitPlayer() { unitPlayerDB = UnitPlayerDB.LoadDB(); for (int i = 0; i < unitPlayerDB.unitList.Count; i++) { if (unitPlayerDB.unitList[i] != null) { //unitPlayerDB.unitList[i].prefabID=i; unitPlayerIDList.Add(unitPlayerDB.unitList[i].prefabID); } else { unitPlayerDB.unitList.RemoveAt(i); i -= 1; } } UpdateLabel_UnitPlayer(); TDSEditorWindow.SetUnitPlayerDB(unitPlayerDB, unitPlayerIDList, unitPlayerLabel); TDSEditorInspector.SetUnitPlayerDB(unitPlayerDB, unitPlayerIDList, unitPlayerLabel); }
public static void UpdateLabel_Collectible() { collectibleLabel = new string[collectibleDB.collectibleList.Count + 1]; collectibleLabel[0] = "Unassigned"; for (int i = 0; i < collectibleDB.collectibleList.Count; i++) { string name = collectibleDB.collectibleList[i].name; if (name == "") { name = "unnamed"; } while (Array.IndexOf(collectibleLabel, name) >= 0) { name += "_"; } collectibleLabel[i + 1] = name; } TDSEditorWindow.SetCollectibleDB(collectibleDB, collectibleIDList, collectibleLabel); TDSEditorInspector.SetCollectibleDB(collectibleDB, collectibleIDList, collectibleLabel); dirty = !dirty; }
public static void LoadCollectible() { collectibleDB = CollectibleDB.LoadDB(); for (int i = 0; i < collectibleDB.collectibleList.Count; i++) { if (collectibleDB.collectibleList[i] != null) { //collectibleDB.collectibleList[i].ID=i; collectibleIDList.Add(collectibleDB.collectibleList[i].ID); } else { collectibleDB.collectibleList.RemoveAt(i); i -= 1; } } UpdateLabel_Collectible(); TDSEditorWindow.SetCollectibleDB(collectibleDB, collectibleIDList, collectibleLabel); TDSEditorInspector.SetCollectibleDB(collectibleDB, collectibleIDList, collectibleLabel); }
public static void UpdateLabel_Weapon() { weaponLabel = new string[weaponDB.weaponList.Count + 1]; weaponLabel[0] = "Unassigned"; for (int i = 0; i < weaponDB.weaponList.Count; i++) { string name = weaponDB.weaponList[i].weaponName; if (name == "") { name = "unnamed"; } while (Array.IndexOf(weaponLabel, name) >= 0) { name += "_"; } weaponLabel[i + 1] = name; } TDSEditorWindow.SetWeaponDB(weaponDB, weaponIDList, weaponLabel); TDSEditorInspector.SetWeaponDB(weaponDB, weaponIDList, weaponLabel); dirty = !dirty; }
public static void LoadWeapon() { weaponDB = WeaponDB.LoadDB(); for (int i = 0; i < weaponDB.weaponList.Count; i++) { if (weaponDB.weaponList[i] != null) { //weaponDB.weaponList[i].ID=i; weaponIDList.Add(weaponDB.weaponList[i].ID); } else { weaponDB.weaponList.RemoveAt(i); i -= 1; } } UpdateLabel_Weapon(); TDSEditorWindow.SetWeaponDB(weaponDB, weaponIDList, weaponLabel); TDSEditorInspector.SetWeaponDB(weaponDB, weaponIDList, weaponLabel); }
public static void UpdateLabel_Perk() { perkLabel = new string[perkDB.perkList.Count + 1]; perkLabel[0] = "Unassigned"; for (int i = 0; i < perkDB.perkList.Count; i++) { string name = perkDB.perkList[i].name; if (name == "") { name = "unnamed"; } while (Array.IndexOf(perkLabel, name) >= 0) { name += "_"; } perkLabel[i + 1] = name; } TDSEditorWindow.SetPerkDB(perkDB, perkIDList, perkLabel); TDSEditorInspector.SetPerkDB(perkDB, perkIDList, perkLabel); dirty = !dirty; }
public static void LoadPerk() { perkDB = PerkDB.LoadDB(); for (int i = 0; i < perkDB.perkList.Count; i++) { if (perkDB.perkList[i] != null) { //perkDB.perkList[i].ID=i; perkIDList.Add(perkDB.perkList[i].ID); } else { perkDB.perkList.RemoveAt(i); i -= 1; } } UpdateLabel_Perk(); TDSEditorWindow.SetPerkDB(perkDB, perkIDList, perkLabel); TDSEditorInspector.SetPerkDB(perkDB, perkIDList, perkLabel); }
public static void UpdateLabel_Ability() { abilityLabel = new string[abilityDB.abilityList.Count + 1]; abilityLabel[0] = "Unassigned"; for (int i = 0; i < abilityDB.abilityList.Count; i++) { string name = abilityDB.abilityList[i].name; if (name == "") { name = "unnamed"; } while (Array.IndexOf(abilityLabel, name) >= 0) { name += "_"; } abilityLabel[i + 1] = name; } TDSEditorWindow.SetAbilityDB(abilityDB, abilityIDList, abilityLabel); TDSEditorInspector.SetAbilityDB(abilityDB, abilityIDList, abilityLabel); dirty = !dirty; }
public static void LoadAbility() { abilityDB = AbilityDB.LoadDB(); for (int i = 0; i < abilityDB.abilityList.Count; i++) { if (abilityDB.abilityList[i] != null) { //abilityDB.abilityList[i].ID=i; abilityIDList.Add(abilityDB.abilityList[i].ID); } else { abilityDB.abilityList.RemoveAt(i); i -= 1; } } UpdateLabel_Ability(); TDSEditorWindow.SetAbilityDB(abilityDB, abilityIDList, abilityLabel); TDSEditorInspector.SetAbilityDB(abilityDB, abilityIDList, abilityLabel); }
public static void UpdateLabel_Effect() { effectLabel = new string[effectDB.effectList.Count + 1]; effectLabel[0] = "Unassigned"; for (int i = 0; i < effectDB.effectList.Count; i++) { string name = effectDB.effectList[i].name; if (name == "") { name = "unnamed"; } while (Array.IndexOf(effectLabel, name) >= 0) { name += "_"; } effectLabel[i + 1] = name; } TDSEditorWindow.SetEffectDB(effectDB, effectIDList, effectLabel); TDSEditorInspector.SetEffectDB(effectDB, effectIDList, effectLabel); dirty = !dirty; }
public static void LoadEffect() { effectDB = EffectDB.LoadDB(); for (int i = 0; i < effectDB.effectList.Count; i++) { if (effectDB.effectList[i] != null) { //effectDB.effectList[i].ID=i; effectIDList.Add(effectDB.effectList[i].ID); } else { effectDB.effectList.RemoveAt(i); i -= 1; } } UpdateLabel_Effect(); TDSEditorWindow.SetEffectDB(effectDB, effectIDList, effectLabel); TDSEditorInspector.SetEffectDB(effectDB, effectIDList, effectLabel); }