Пример #1
0
    public void ImportData(string path)
    {
        foreach (Transform curObj in transform)
        {
            DestroyImmediate(curObj.gameObject);
        }

        List <GameObject> objList = new List <GameObject>();

        for (int i = 0, count = transform.childCount; i < count; i++)
        {
            objList.Add(transform.GetChild(i).gameObject);
        }

        foreach (GameObject curObj in objList)
        {
            DestroyImmediate(curObj);
        }

        LoadFile(path);
        if (!m_dicNPCCache.ContainsKey(curSceneID))
        {
            return;
        }
        List <NPCData> curDataList = m_dicNPCCache[curSceneID];

        NPCPresent curPresent = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/MLDJ/Editor/NPCInst.prefab", typeof(NPCPresent)) as NPCPresent;

        int curID = 0;

        foreach (NPCData curNPC in curDataList)
        {
            GameObject newRes = GameObject.Instantiate(curPresent.gameObject) as GameObject;
            newRes.transform.parent = transform;
            NPCPresent curNPCS = newRes.GetComponent <NPCPresent>();
            curNPCS.transform.position = new Vector3(curNPC.xPos, 0, curNPC.yPos);
            curNPCS.transform.rotation = Utils.DirServerToClient(curNPC.rad);
            curNPCS.NPCName            = curNPC.name;
            curNPCS.DataID             = curNPC.dataID;
            curNPCS.MutexID            = curNPC.mutexID;
            curNPCS.GroupID            = curNPC.groupID;
            curNPCS.isHideAndSeekNpc   = curNPC.isHideAndSeekNpc;
            newRes.name = curID.ToString() + "_" + curNPC.name;;
            curID++;
        }

        return;
    }
Пример #2
0
    public void ImportData(string path)
    {
        {
            // foreach(var curObj in transform)
            var __enumerator3 = (transform).GetEnumerator();
            while (__enumerator3.MoveNext())
            {
                var curObj = (Transform)__enumerator3.Current;
                {
                    DestroyImmediate(curObj.gameObject);
                }
            }
        }

        List <GameObject> objList = new List <GameObject>();

        for (int i = 0, count = transform.childCount; i < count; i++)
        {
            objList.Add(transform.GetChild(i).gameObject);
        }
        {
            var __list4      = objList;
            var __listCount4 = __list4.Count;
            for (int __i4 = 0; __i4 < __listCount4; ++__i4)
            {
                var curObj = (GameObject)__list4[__i4];
                {
                    DestroyImmediate(curObj);
                }
            }
        }
        LoadFile(path);
        if (!m_dicNPCCache.ContainsKey(curSceneID))
        {
            return;
        }
        List <NPCData> curDataList = m_dicNPCCache[curSceneID];

        NPCPresent curPresent = Resources.LoadAssetAtPath("Assets/NotBuild/NpcEditor/NPCInst.prefab", typeof(NPCPresent)) as NPCPresent;

        int curID = 0;

        {
            var __list5      = curDataList;
            var __listCount5 = __list5.Count;
            for (int __i5 = 0; __i5 < __listCount5; ++__i5)
            {
                var curNPC = (NPCData)__list5[__i5];
                {
                    GameObject newRes = GameObject.Instantiate(curPresent.gameObject) as GameObject;
                    newRes.transform.parent = transform;
                    NPCPresent curNPCS = newRes.GetComponent <NPCPresent>();
                    curNPCS.transform.position = new Vector3(curNPC.xPos, 0, curNPC.yPos);
                    curNPCS.transform.rotation = DirServerToClient(curNPC.rad);
                    curNPCS.NPCName            = curNPC.name;
                    curNPCS.DataID             = curNPC.dataID;
                    curNPCS.Id               = curNPC.Id;
                    curNPCS.ShowInMiniMap    = curNPC.visiableInMiniMap;
                    curNPCS.CreateInScene    = curNPC.createInScene;
                    curNPCS.RandCoordStartId = curNPC.randCoordStartId;
                    curNPCS.RandCoordEndId   = curNPC.randCoordEndId;
                    curNPCS.Group            = curNPC.group;
                    newRes.name              = curID.ToString() + "_" + curNPC.name;
                    curID++;
                }
            }
        }
        return;
    }