Пример #1
0
    //creates a unit regulator asset
    void CreateUnitRegulator(Unit unit)
    {
        if (unit == null)
        {
            return;
        }

        string folderPath = regulatorFolderPath + "/Unit Regulators";

        //does the unit regulator folder not exist?
        if (AssetDatabase.IsValidFolder(folderPath) == false)
        {
            AssetDatabase.CreateFolder(regulatorFolderPath, "Unit Regulators"); //create it.
        }
        //see if the regulator already exists by going through the already created NPC Unit Regulators:
        int i = 0;

        while (i < targetNPCMgr.unitRegulatorAssets.Count)
        {
            NPCUnitRegulator nur    = targetNPCMgr.unitRegulatorAssets[i];
            SerializedObject nur_SO = new SerializedObject(nur);
            if (nur != null) //if the unit regulator is valid
            {
                //if there are actual prefabs in this regulator:
                if (nur.prefabs.Count > 0)
                {
                    if (nur.prefabs[0].GetCode() == unit.GetCode()) //if it has the same code with this unit
                    {
                        //if the prefab isn't already in:
                        if (nur.prefabs.Contains(unit) == false)
                        {
                            //simply add it as a new prefab in the same regulator:
                            nur_SO.FindProperty("prefabs").InsertArrayElementAtIndex(nur.prefabs.Count);
                            nur_SO.FindProperty($"prefabs.Array.data[{nur.prefabs.Count - 1}]").objectReferenceValue = unit;
                        }
                        return; //do not proceed.
                    }
                }
                i++;
            }
            else //regulator isn't valid:
            {
                //remove it:
                targetNPCMgr.unitRegulatorAssets.RemoveAt(i);
            }
        }

        //no exisitng regulator the unit has been found, create new one
        NPCUnitRegulator newRegulator = ScriptableObject.CreateInstance <NPCUnitRegulator>();

        AssetDatabase.CreateAsset(newRegulator, folderPath + "/" + unit.GetName() + "Regulator_" + targetNPCMgr.code + ".asset"); //create an asset file for it.

        SerializedObject newRegulator_SO = new SerializedObject(newRegulator);

        newRegulator_SO.FindProperty("prefabs").InsertArrayElementAtIndex(0);
        newRegulator_SO.FindProperty($"prefabs.Array.data[0]").objectReferenceValue = unit; //add the unit.

        //add to list:
        targetNPCMgr.unitRegulatorAssets.Add(newRegulator);
    }
Пример #2
0
    //creates a unit regulator asset
    void CreateUnitRegulator(Unit unit)
    {
        if (unit == null)
        {
            return;
        }

        string folderPath = regulatorFolderPath + "/Unit Regulators";

        //does the unit regulator folder not exist?
        if (AssetDatabase.IsValidFolder(folderPath) == false)
        {
            AssetDatabase.CreateFolder(regulatorFolderPath, "Unit Regulators"); //create it.
        }
        //see if the regulator already exists by going through the already created NPC Unit Regulators:
        int i = 0;

        while (i < targetNPCMgr.unitRegulatorAssets.Count)
        {
            NPCUnitRegulator nur = targetNPCMgr.unitRegulatorAssets[i];
            if (nur != null) //if the unit regulator is valid
            {
                //if there are actual prefabs in this regulator:
                if (nur.prefabs.Count > 0)
                {
                    if (nur.prefabs[0].Code == unit.Code) //if it has the same code with this unit
                    {
                        //if the prefab isn't already in:
                        if (nur.prefabs.Contains(unit) == false)
                        {
                            //simply add it as a new prefab in the same regulator:
                            nur.prefabs.Add(unit);
                            EditorUtility.SetDirty(nur);
                        }
                        return; //do not proceed.
                    }
                }
                i++;
            }
            else //regulator isn't valid:
            {
                //remove it:
                targetNPCMgr.unitRegulatorAssets.RemoveAt(i);
            }
        }

        NPCUnitRegulator newRegulator = ScriptableObject.CreateInstance <NPCUnitRegulator>();

        AssetDatabase.CreateAsset(newRegulator, folderPath + "/" + unit.Name + "Regulator_" + targetNPCMgr.code + ".asset"); //create an asset file for it.
        newRegulator.prefabs.Add(unit);                                                                                      //add the unit.
        EditorUtility.SetDirty(newRegulator);

        //add to list:
        targetNPCMgr.unitRegulatorAssets.Add(newRegulator);
    }