public static List <Ability> Load() { GameObject obj = Resources.Load("PrefabListAbility", typeof(GameObject)) as GameObject; if (obj == null) { obj = CreatePrefab(); } prefab = obj.GetComponent <AbilityListPrefab>(); if (prefab == null) { prefab = obj.AddComponent <AbilityListPrefab>(); } allAbilityList = prefab.abilityList; //~ for(int i=0; i<allAbilityList.Count; i++){ //~ allAbilityList[i]=allAbilityList[i].Clone(); //~ } foreach (Ability ability in allAbilityList) { abilityIDList.Add(ability.ID); } return(allAbilityList); }
static void LoadAbility(){ GameObject obj=Resources.Load("PrefabListAbility", typeof(GameObject)) as GameObject; if(obj==null) obj=AbilityEditorWindow.CreatePrefab(); AbilityListPrefab prefab=obj.GetComponent<AbilityListPrefab>(); if(prefab==null) prefab=obj.AddComponent<AbilityListPrefab>(); abilityList=prefab.abilityList; abilityNameList=new string[abilityList.Count]; abilityIDMapList=new int[abilityList.Count]; for(int i=0; i<abilityList.Count; i++){ abilityNameList[i]=abilityList[i].name; abilityIDMapList[i]=abilityList[i].ID; } InitAbilityGroup(); }
public List <Ability> Load() { GameObject obj = (GameObject)Instantiate(Resources.Load("PrefabListAbility", typeof(GameObject))); obj.transform.parent = transform; AbilityListPrefab prefab = obj.GetComponent <AbilityListPrefab>(); List <Ability> list = prefab.abilityList; for (int i = 0; i < list.Count; i++) //from prefab { Ability ability = list[i]; bool match = false; foreach (Ability a in allAbilityList) //default { if (ability.ID == a.ID) { ability.enableInlvl = a.enableInlvl; if (ability.enableInlvl) { activeAbilityCount += 1; activeAbilityList.Add(ability); } match = true; } } if (!match) { activeAbilityCount += 1; activeAbilityList.Add(ability); } } allAbilityList = list; foreach (Ability ability in allAbilityList) { ability.cooldown = 0; } energyInfo = prefab.resource; return(allAbilityList); }