Exemplo n.º 1
0
 void FindCharacters()
 {
     foreach (GDECharactersData item in GDEDataManager.GetAllItems <GDECharactersData>())
     {
         characterList.Add(item);
     }
 }
Exemplo n.º 2
0
 void FindMonsters()
 {
     foreach (GDEMonstersData item in GDEDataManager.GetAllItems <GDEMonstersData>())
     {
         monstersList.Add(item);
     }
     Debug.Log("ilosc potworow " + monstersList.Count);
 }
Exemplo n.º 3
0
 // Use this for initialization
 void Start()
 {
     GDEDataManager.Init("gde_data");
     all_building_data   = GDEDataManager.GetAllItems <GDEBuildingData>();
     all_sound_data      = GDEDataManager.GetAllItems <GDESoundData>();
     all_item_data       = GDEDataManager.GetAllItems <GDEItemData>();
     inventory_item_data = GDEDataManager.GetAllItems <GDEItemData>();
     unit_class_data     = GDEDataManager.GetAllItems <GDEUnitClassData>();
 }
Exemplo n.º 4
0
 void FindMissions()
 {
     foreach (GDEMissionsData item in GDEDataManager.GetAllItems <GDEMissionsData>())
     {
         if (item.FirstCard)
         {
             missionList.Add(item);
         }
     }
 }
Exemplo n.º 5
0
    // Use this for initialization
    void Start()
    {
        GDEDataManager.Init("gde_data");
        allStocks   = GDEDataManager.GetAllItems <GDEStockData> ();
        allNewDatas = GDEDataManager.GetAllItems <GDENewDataData> ();

        BuildDataDic_And_CheckOldData();
        CalculateAndLogResultToScreen(true);
        BuildEBK();
        BuildTS_txt();
    }
Exemplo n.º 6
0
    public GDEWeaponData GetData_Weapon(int id)
    {
        List <GDEWeaponData> allData = GDEDataManager.GetAllItems <GDEWeaponData>();

        foreach (GDEWeaponData oneData in allData)
        {
            if (oneData.ID == id)
            {
                return(oneData);
            }
        }

        return(null);
    }
Exemplo n.º 7
0
    // Use this for initialization
    void Start()
    {
        for (int i = 0; i < 10; i++)
        {
            var go = GameObject.Instantiate(QueryItem) as GameObject;
            go.transform.parent     = GridRoot.transform;
            go.transform.localScale = Vector3.one;
            go.SetActive(true);
            var queryScript = go.GetComponent <QueryItem> ();
            queryScript.Refresh(null, 0);
            QueryItemList.Add(queryScript);
        }

        GridRoot.GetComponent <UIGrid> ().Reposition();


        GDEDataManager.Init("gde_data");
        allStocks = GDEDataManager.GetAllItems <GDEStockData> ();

        BuildDataDic_And_CheckOldData();
    }
Exemplo n.º 8
0
    public static void UpdateDataFromGDE()
    {
        // Debug.Log("Start updating data ...");

        // Debug.Log("Init GDE data ...");
        GDEDataManager.Init("gde_data");

        // Debug.Log("Start updating data of Hero ...");
        List <GDEHeroData> allHeroData = GDEDataManager.GetAllItems <GDEHeroData>();

        foreach (GDEHeroData oneData in allHeroData)
        {
            // get prefab
            string     fullPath = "Assets/Resources/" + oneData.PrefabPath + ".prefab";
            GameObject prefab   = AssetDatabase.LoadAssetAtPath(
                fullPath,
                typeof(GameObject)) as GameObject;
            GameObject newPrefab = PrefabUtility.InstantiatePrefab(prefab)
                                   as GameObject;

            Debug.Assert(prefab != null, "!!! Check Path <" + fullPath + "> !!!");

            Hero hero = newPrefab.GetComponent <Hero>();
            hero.m_MaxHP                 = oneData.MaxHP;
            hero.m_MoveVec               = oneData.MoveVec;
            hero.m_HurtProtectTime       = oneData.HurtProtect;
            hero.m_MAXShieldVal          = oneData.MaxShieldVal;
            hero.m_ShieldRestoreVec      = oneData.ShieldRestoreVec;
            hero.m_ShieldRestoreBreak    = oneData.ShieldRestoreBreak;
            hero.m_ShieldRestoreInterval = oneData.ShieldRestoreInterval;

            Rigidbody2D rig = newPrefab.GetComponent <Rigidbody2D>();
            rig.mass = oneData.Mass;

            PrefabUtility.ReplacePrefab(newPrefab, prefab,
                                        ReplacePrefabOptions.Default);
            MonoBehaviour.DestroyImmediate(newPrefab);
        }
        // Debug.Log("Finish updating data of Hero !!!");

        // Debug.Log("Start updating data of Enemy ...");
        List <GDEEnemyData> allEnemyData = GDEDataManager.GetAllItems <GDEEnemyData>();

        foreach (GDEEnemyData oneData in allEnemyData)
        {
            // get prefab
            string     fullPath = "Assets/Resources/" + oneData.PrefabPath + ".prefab";
            GameObject prefab   = AssetDatabase.LoadAssetAtPath(
                fullPath,
                typeof(GameObject)) as GameObject;
            GameObject newPrefab = PrefabUtility.InstantiatePrefab(prefab)
                                   as GameObject;

            Debug.Assert(prefab != null, "!!! Check Path <" + fullPath + "> !!!");

            Enemy enemy = newPrefab.GetComponent <Enemy>();
            enemy.m_MaxHP           = oneData.MaxHP;
            enemy.m_MoveVec         = oneData.MoveVec;
            enemy.m_AlertRange      = oneData.AlertRange;
            enemy.m_AtkRange        = oneData.AtkRange;
            enemy.m_AtkInterval     = oneData.AtkInterval;
            enemy.m_HurtProtectTime = oneData.HurtProtect;

            Rigidbody2D rig = newPrefab.GetComponent <Rigidbody2D>();
            rig.mass = oneData.Mass;


            PrefabUtility.ReplacePrefab(newPrefab, prefab,
                                        ReplacePrefabOptions.Default);
            MonoBehaviour.DestroyImmediate(newPrefab);
        }
        // Debug.Log("Finish updating data of Enemy !!!");

        // Debug.Log("Start updating data of Weapon ...");
        List <GDEWeaponData> allWeaponData = GDEDataManager.GetAllItems <GDEWeaponData>();

        foreach (GDEWeaponData oneData in allWeaponData)
        {
            // get prefab
            string     fullPath = "Assets/Resources/" + oneData.PrefabPath + ".prefab";
            GameObject prefab   = AssetDatabase.LoadAssetAtPath(
                fullPath,
                typeof(GameObject)) as GameObject;
            GameObject newPrefab = PrefabUtility.InstantiatePrefab(prefab)
                                   as GameObject;

            Debug.Assert(prefab != null, "!!! Check Path <" + fullPath + "> !!!");

            Weapon weapon = newPrefab.GetComponent <Weapon>();
            weapon.m_WeaponID      = (WeaponID)oneData.ID;
            weapon.m_MaxBullet     = oneData.MagazineSize;
            weapon.m_ConsumePerHit = oneData.ConsumePerHit;
            weapon.m_AtkInterval   = oneData.AtkInterval;
            weapon.m_ChargeTime    = oneData.ChargeTime;
            weapon.m_ReloadTime    = oneData.ReloadTime;
            WeaponOperateType opaType = (WeaponOperateType)oneData.OpaType.ID;
            weapon.m_OpaType       = opaType;
            weapon.m_SpineSkinName = oneData.SkinName;
            weapon.m_AniType       = (WeaponAniType)oneData.AniType.ID;
            weapon.m_AlertRange    = oneData.AlertRange;

            string dmgName = weapon.m_Dmg.name;
            fullPath = "Assets/Resources/Attack/" + dmgName + ".prefab";
            GameObject dmgPrefab = AssetDatabase.LoadAssetAtPath(
                fullPath,
                typeof(GameObject)) as GameObject;
            GameObject newDmgPrefab = PrefabUtility.InstantiatePrefab(dmgPrefab)
                                      as GameObject;
            Debug.Assert(dmgPrefab != null, "!!! Check Path <" + fullPath + "> !!!");

            Damage dmg = newDmgPrefab.GetComponent <Damage>();
            dmg.m_DamageVal = oneData.DamageVal;
            dmg.m_Thrust    = oneData.Thrust;
            PrefabUtility.ReplacePrefab(newDmgPrefab, dmgPrefab,
                                        ReplacePrefabOptions.Default);
            MonoBehaviour.DestroyImmediate(newDmgPrefab);


            PrefabUtility.ReplacePrefab(newPrefab, prefab,
                                        ReplacePrefabOptions.Default);
            MonoBehaviour.DestroyImmediate(newPrefab);
        }
        // Debug.Log("Finish updating data of Weapon !!!");


        AssetDatabase.SaveAssets();
        EditorUtility.DisplayDialog("成功", "UpdateDataFromGDE 完成!", "确定");
    }
Exemplo n.º 9
0
 public override List <GDEItemData> GetList()
 {
     GDEDataManager.Init("gde_data");
     list_data = GDEDataManager.GetAllItems <GDEItemData>();
     return(list_data);
 }