public void SetGunData(GameEnums.GunDataType gunData) { this.gunData = DataReturnersHolder.Instance.TurretGunDataReturner.GetData(gunData.ToString()) as GunData; }
public void SetUpDatas() { for (int i = 0; i < datas.Length; i++) { //datas[i].name = System.Enum.GetNames(typeof(GameEnums.GunDataType))[i]; //string assetPath = AssetDatabase.GetAssetPath(datas[i].GetInstanceID()); //AssetDatabase.RenameAsset(assetPath, System.Enum.GetNames(typeof(GameEnums.GunDataType))[i]); //AssetDatabase.SaveAssets(); Debug.Log($"Name of data = {datas[i].name} and it would be {System.Enum.GetNames(typeof(GameEnums.GunDataType))[i].ToString()}"); GameEnums.GunDataType value = (GameEnums.GunDataType)System.Enum.Parse(typeof(GameEnums.GunDataType), System.Enum.GetNames(typeof(GameEnums.GunDataType))[i]); int dataTypeValue = (int)value; Debug.Log($"dataType value = {dataTypeValue} and it would be {value.ToString() + (int)value}"); char[] dataTypeChars = dataTypeValue.ToString().ToCharArray(); for (int j = 0; j < dataTypeChars.Length; j++) { Debug.Log($"<color=red> {dataTypeChars[j] - 48} </color>"); } //RateOfFire if (dataTypeChars[0] - 48 == 1) { datas[i].rateofFire = lowRateOfFireValue; } else if (dataTypeChars[0] - 48 == 2) { datas[i].rateofFire = mediumRateOfFireValue; } else if (dataTypeChars[0] - 48 == 3) { datas[i].rateofFire = highRateOfFireValue; } //Damage if (dataTypeChars[1] - 48 == 1) { datas[i].battleUnit = LowDamageBattleUnitName; } else if (dataTypeChars[1] - 48 == 2) { datas[i].battleUnit = MediumDamageBattleUnitName; } else if (dataTypeChars[1] - 48 == 3) { datas[i].battleUnit = HighDamageBattleUnitName; } //Accuracy if (dataTypeChars[2] - 48 == 1) { datas[i].targetingSpeed = lowTargetingSpeedValue; } else if (dataTypeChars[2] - 48 == 2) { datas[i].targetingSpeed = mediumTargetingSpeedValue; } else if (dataTypeChars[2] - 48 == 3) { datas[i].targetingSpeed = highTargetingSpeedValue; } } SetUpDataReturner(); //AssetDatabase.SaveAssets(); }