//프리팹 저장 부분 public void SavePrefabs() { if (_prefabUnitList.Count < _maxNumber) { string prefabName = _unitCode.text; SPUM_Prefabs ttObjST = _unitObjSet.GetComponent <SPUM_Prefabs>(); ttObjST._code = prefabName; ttObjST.EditChk = false; SPUM_SpriteList tSpST = ttObjST._spriteOBj; SyncPath(tSpST._hairList, tSpST._hairListString); SyncPath(tSpST._clothList, tSpST._clothListString); SyncPath(tSpST._armorList, tSpST._armorListString); SyncPath(tSpST._pantList, tSpST._pantListString); SyncPath(tSpST._weaponList, tSpST._weaponListString); SyncPath(tSpST._backList, tSpST._backListString); GameObject tObj = PrefabUtility.SaveAsPrefabAsset(_unitObjSet.gameObject, unitPath + prefabName + ".prefab"); _prefabUnitList.Add(tObj); ttObjST._code = ""; ttObjST.EditChk = true; ToastOn("Saved Unit Object " + prefabName); _unitCode.text = GetFileName(); editObjNum = -1; } }
// Start is called before the first frame update public override void OnInspectorGUI() { SPUM_Prefabs SPB = (SPUM_Prefabs)target; bool dirChk = Directory.Exists("Assets/Resources/SPUM/SPUM_Sprites/Items"); if (!dirChk) { EditorGUILayout.HelpBox("Your SPUM sprites data were deleted from Resources folder, Please check data is available", MessageType.Error); } else { if (SPB._spriteOBj._backList[0] == null) { EditorGUILayout.HelpBox("Your sprite sync data deleted, please resync", MessageType.Error); if (GUILayout.Button("Sync Sprites", GUILayout.Height(50))) { SPB._spriteOBj.ResyncData(); } } else { if (GUILayout.Button("Resync Sprites", GUILayout.Height(50))) { SPB._spriteOBj.ResyncData(); } base.OnInspectorGUI(); } } }
private void Start() { if (gameObject.tag == "Player") { direction = Vector3.right; } else { direction = Vector3.left; } unitObject = gameObject.GetComponentInParent <SPUM_Prefabs>(); StartCoroutine(StateMachine()); }
public void GetPlayerList() { _playerList.Clear(); _savedUnitList.Clear(); Object[] tObjList = Resources.LoadAll("SPUM/SPUM_Units/", typeof(GameObject)); foreach (var i in tObjList) { _savedUnitList.Add(i as GameObject); } float numXStart = 0; float numYStart = 0; float numX = 1.2f; float numY = 0f; int sColumnNum = _columnNum; for (var i = 0; i < _savedUnitList.Count; i++) { if (i > sColumnNum - 1) { numYStart -= 1.2f; numXStart -= numX * _columnNum; sColumnNum += _columnNum; } GameObject ttObj = Instantiate(_prefabObj.gameObject) as GameObject; ttObj.transform.SetParent(_playerPool); ttObj.transform.localScale = new Vector3(1, 1, 1); GameObject tObj = Instantiate(_savedUnitList[i]) as GameObject; tObj.transform.SetParent(ttObj.transform); tObj.transform.localScale = new Vector3(1, 1, 1); tObj.transform.localPosition = Vector3.zero; PlayerObj tObjST = ttObj.GetComponent <PlayerObj>(); SPUM_Prefabs tObjSTT = tObj.GetComponent <SPUM_Prefabs>(); tObjST._prefabs = tObjSTT; ttObj.transform.localPosition = new Vector3(numXStart + numX * i, numYStart + numY, 0); _playerList.Add(tObjST); } }
public void EditPrefabs() { if (editObjNum != -1) { string prefabName = _unitCode.text; SPUM_Prefabs ttObjST = _unitObjSet.GetComponent <SPUM_Prefabs>(); ttObjST._code = prefabName; ttObjST.EditChk = false; GameObject tObj = PrefabUtility.SaveAsPrefabAsset(_unitObjSet.gameObject, unitPath + prefabName + ".prefab"); _prefabUnitList[editObjNum] = tObj; ttObjST._code = ""; ttObjST.EditChk = true; ToastOn("Edited Unit Object " + prefabName); NewMake(); } }
// Start is called before the first frame update void Start() { animationController = player.GetComponent <SPUM_Prefabs>(); moveSpeed = player.GetComponent <Player>().attributes[(int)AttributeType.MoveSpeed].value.ModifiedValue; }