public void LoadModel() { ItemModelPath = GameUtility.CleanItemResourcePath(ItemModelPath, "Assets/Resources/"); ItemModelPath = GameUtility.CleanItemResourcePath(ItemModelPath, ".png"); ItemModel = (GameObject)Resources.Load(ItemModelPath); }
public void LoadIcon() { FactionIconPath = GameUtility.CleanItemResourcePath(FactionIconPath, "Assets/Resources/"); FactionIconPath = GameUtility.CleanItemResourcePath(FactionIconPath, ".png"); FactionIcon = (Texture2D)Resources.Load(FactionIconPath); }
void SaveExistingSpell() { // Check that the given ID isn't already in the database. if (!RequirementsMet(spellID, selectedSpell)) { Debug.LogError("A spell with that ID (" + spellID + ") already exists."); return; } selectedSpell.SpellName = spellName; selectedSpell.SpellID = spellID; selectedSpell.SpellDesc = spellDesc; selectedSpell.SpellCastTime = spellCastTime; selectedSpell.SpellCooldown = spellCooldown; selectedSpell.TargetAuras = targetAuras; selectedSpell.CasterAuras = casterAuras; // Set icon selectedSpell.SetIcon(spellIcon); // Find icon path spellIconPath = AssetDatabase.GetAssetPath(spellIcon); spellIconPath = GameUtility.CleanItemResourcePath(spellIconPath, "Assets/Resources/"); spellIconPath = GameUtility.CleanItemResourcePath(spellIconPath, ".png"); selectedSpell.SpellIconPath = spellIconPath; }
public void LoadIcon() { PerkIconpath = GameUtility.CleanItemResourcePath(PerkIconpath, "Assets/Resources/"); PerkIconpath = GameUtility.CleanItemResourcePath(PerkIconpath, ".png"); PerkIcon = (Texture2D)Resources.Load(PerkIconpath); }
void SaveNewPerk() { Perk newPerk = new Perk(); /* * Check to ensure that the condition has a unique id. */ newPerk.PerkName = perkName; newPerk.PerkID = perkID; newPerk.PerkDesc = perkDesc; newPerk.PerkAuras = perkAuras; // Set icon newPerk.SetIcon(perkIcon); // Find icon path perkIconPath = AssetDatabase.GetAssetPath(perkIcon); perkIconPath = GameUtility.CleanItemResourcePath(perkIconPath, "Assets/Resources/"); perkIconPath = GameUtility.CleanItemResourcePath(perkIconPath, ".png"); newPerk.PerkIconpath = perkIconPath; // Check that the given ID isn't already in the database. if (RequirementsMet(perkID)) { perkDatabase.AddPerk(newPerk); } else { Debug.LogError("An item with that ID (" + newPerk.PerkID + ") already exists."); } }
void SaveNewSpell() { Spell newSpell = new Spell(); newSpell.SpellName = spellName; newSpell.SpellID = spellID; newSpell.SpellDesc = spellDesc; newSpell.SpellCastTime = spellCastTime; newSpell.SpellCooldown = spellCooldown; newSpell.TargetAuras = targetAuras; newSpell.CasterAuras = casterAuras; // Set icon newSpell.SetIcon(spellIcon); // Find icon path spellIconPath = AssetDatabase.GetAssetPath(spellIcon); spellIconPath = GameUtility.CleanItemResourcePath(spellIconPath, "Assets/Resources/"); spellIconPath = GameUtility.CleanItemResourcePath(spellIconPath, ".png"); newSpell.SpellIconPath = spellIconPath; // Check that the given ID isn't already in the database. if (RequirementsMet(spellID)) { spellDatabase.AddSpell(newSpell); } else { Debug.LogError("A spell with that ID (" + newSpell.SpellID + ") already exists."); } }
public void LoadIcon() { SpellIconPath = GameUtility.CleanItemResourcePath(SpellIconPath, "Assets/Resources/"); SpellIconPath = GameUtility.CleanItemResourcePath(SpellIconPath, ".png"); SpellIcon = (Texture2D)Resources.Load(SpellIconPath); }
void SaveExistingSkill() { // Check that the given ID isn't already in the database. if (!RequirementsMet(skillID, selectedSkill)) { Debug.LogError("A skill with that ID (" + skillID + ") already exists."); return; } selectedSkill.SkillName = skillName; selectedSkill.SkillID = skillID; selectedSkill.SkillShortDesc = skillShortDesc; selectedSkill.SkillLongDesc = skillLongDesc; // Set the model and icon selectedSkill.SetIcon(skillIcon); // Find model path skillIconPath = AssetDatabase.GetAssetPath(skillIcon); skillIconPath = GameUtility.CleanItemResourcePath(skillIconPath, "Assets/Resources/"); skillIconPath = GameUtility.CleanItemResourcePath(skillIconPath, ".png"); selectedSkill.SkillIconPath = skillIconPath; selectedSkill.perkIDs = skillPerkIDs; }
void SaveNewSkill() { Skill newSkill = new Skill(); newSkill.SkillName = skillName; newSkill.SkillID = skillID; newSkill.SkillShortDesc = skillShortDesc; newSkill.SkillLongDesc = skillLongDesc; // Set the model and icon newSkill.SetIcon(skillIcon); // Find model path skillIconPath = AssetDatabase.GetAssetPath(skillIcon); skillIconPath = GameUtility.CleanItemResourcePath(skillIconPath, "Assets/Resources/"); skillIconPath = GameUtility.CleanItemResourcePath(skillIconPath, ".png"); newSkill.SkillIconPath = skillIconPath; newSkill.perkIDs = skillPerkIDs; // Check that the given ID isn't already in the database. if (RequirementsMet(skillID)) { skillDatabase.AddSkill(newSkill); } else { Debug.LogError("A skill with that ID (" + newSkill.SkillID + ") already exists."); } }
void SaveExistingPerk() { // Check that the given ID isn't already in the database. if (!RequirementsMet(perkID, selectedPerk)) { Debug.LogError("An item with that ID (" + perkID + ") already exists."); return; } selectedPerk.PerkName = perkName; selectedPerk.PerkID = perkID; selectedPerk.PerkDesc = perkDesc; selectedPerk.PerkAuras = perkAuras; // Set icon selectedPerk.SetIcon(perkIcon); // Find icon path perkIconPath = AssetDatabase.GetAssetPath(perkIcon); perkIconPath = GameUtility.CleanItemResourcePath(perkIconPath, "Assets/Resources/"); perkIconPath = GameUtility.CleanItemResourcePath(perkIconPath, ".png"); selectedPerk.PerkIconpath = perkIconPath; }
void SaveExistingItem(ItemType type) { //Item newItem = new Item(); if (!RequiremetsMet(itemID, selectedItem)) { Debug.LogError("An item with that ID (" + itemID + ") already exists."); return; } // Using the empty constructor so that more variables can be added easily. selectedItem.ItemName = itemName; selectedItem.ItemID = itemID; selectedItem.ItemShortDesc = itemShortDesc; selectedItem.ItemLongDesc = itemLongDesc; selectedItem.ItemWeight = itemWeight; selectedItem.ItemCost = itemCost; selectedItem.ItemQuality = itemQuality; selectedItem.ItemType = itemType; selectedItem.ItemPerkReqIDs = itemReqPerkIDs; // Set the model and icon selectedItem.SetIcon(itemIcon); selectedItem.SetModel(itemModel); // Find model path itemModelPath = AssetDatabase.GetAssetPath(itemModel); itemModelPath = GameUtility.CleanItemResourcePath(itemModelPath, "Assets/Resources/"); itemModelPath = GameUtility.CleanItemResourcePath(itemModelPath, ".prefab"); selectedItem.ItemModelPath = itemModelPath; // Find icon path itemIconPath = AssetDatabase.GetAssetPath(itemIcon); itemIconPath = GameUtility.CleanItemResourcePath(itemIconPath, "Assets/Resources/"); itemIconPath = GameUtility.CleanItemResourcePath(itemIconPath, ".png"); selectedItem.ItemIconPath = itemIconPath; switch (type) { case (ItemType.Weapon): WeaponStats wstats = selectedItem.WStats; wstats.AttackSpeed = attackSpeed; wstats.BaseDamage = baseDamage; wstats.BluntDamage = bluntDamage; wstats.PierceDamage = pierceDamage; wstats.SlashDamage = slashDamage; wstats.Auras = conditions; selectedItem.WStats = wstats; break; case (ItemType.Armour): ArmourStats astats = selectedItem.AStats; astats.ArmourMaterial = armourMaterial; astats.ArmourType = armourType; astats.BaseDefence = baseDefence; astats.BluntDefence = bluntDefence; astats.PierceDefence = pierceDefence; astats.SlashDefence = slashDefence; astats.NatureDefence = natureDefence; astats.ThermalDefence = thermalDefence; astats.Auras = conditions; selectedItem.AStats = astats; break; case (ItemType.Consumable): ConsumableStats constats = selectedItem.ConStats; constats.ConsumableType = consumableType; constats.Auras = conditions; constats.Charges = consumableCharges; selectedItem.ConStats = constats; break; case (ItemType.Container): ContainerStats ctnstats = selectedItem.CtnStats; ctnstats.ContentItems = contentItems; ctnstats.ContentQuantities = contentQuantities; selectedItem.CtnStats = ctnstats; break; case (ItemType.Ingredient): IngredientStats ingstats = selectedItem.IngStats; ingstats.IsStackable = isStackable; selectedItem.IngStats = ingstats; break; case (ItemType.Misc): MiscStats miscstats = selectedItem.MiscStats; miscstats.IsStackable = isStackable; selectedItem.MiscStats = miscstats; break; } EditorUtility.SetDirty(itemDatabase); AssetDatabase.SaveAssets(); }