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; }
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; }