public static void Init() { // Get existing open window or if none, make a new one: window = (AbilityEditorWindow)EditorWindow.GetWindow(typeof(AbilityEditorWindow)); window.minSize = new Vector2(615, 750); window.maxSize = new Vector2(615, 751); InitLabel(); allAbilityList = new List <Ability>(); rscList = ResourceEditorWindow.Load(); Load(); //int i=0; //foreach(Ability ability in allAbilityList){ //ability.ID=i; //i+=1; //Debug.Log(ability.ID); //} selectedAbilID = 0; }
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 void VerifyingList() { Undo.SetSnapshotTarget(am, "AbilityManager"); List <Ability> list = AbilityEditorWindow.Load(); for (int i = 0; i < list.Count; i++) { list[i] = list[i].Clone(); } //~ int n=0; //~ foreach(Ability ability in am.allAbilityList){ //~ if(ability.enableInlvl) n+=1; //~ } //~ int m=0; //~ foreach(Ability ability in list){ //~ if(ability.enableInlvl) m+=1; //~ } for (int i = 0; i < list.Count; i++) { Ability ability = list[i]; foreach (Ability a in am.allAbilityList) { if (ability.ID == a.ID) { ability.enableInlvl = a.enableInlvl; } } } am.allAbilityList = list; EditorUtility.SetDirty(am); Undo.CreateSnapshot(); Undo.RegisterSnapshot(); Undo.ClearSnapshotTarget(); }
public static void OpenAbilityEditor() { AbilityEditorWindow.Init(); }