Exemplo n.º 1
0
    //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;
        }
    }
Exemplo n.º 2
0
    // 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();
            }
        }
    }
Exemplo n.º 3
0
    private void Start()
    {
        if (gameObject.tag == "Player")
        {
            direction = Vector3.right;
        }
        else
        {
            direction = Vector3.left;
        }

        unitObject = gameObject.GetComponentInParent <SPUM_Prefabs>();

        StartCoroutine(StateMachine());
    }
Exemplo n.º 4
0
    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);
        }
    }
Exemplo n.º 5
0
    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();
        }
    }
Exemplo n.º 6
0
 // 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;
 }