/*void ScenarioRun(){ * scenarioId = GUI.TextField(new Rect(50, 100, 200, 30), scenarioId); * if (GUI.Button(new Rect(50, 150, 200, 30), "run")) * { * this.StartCoroutine(CreateScriptableObjectMasterScenarioRun(scenarioId == "all" ? 0 : int.Parse(scenarioId))); * } * if (GUI.Button(new Rect(50, 200, 200, 30), "返回")) * { * type = ""; * } * }*/ void UserReset() { userId = GUI.TextField(new Rect(50, 100, 200, 30), userId); if (GUI.Button(new Rect(50, 150, 200, 30), "reset")) { SEditorMaster sMaster = new SEditorMaster(); //StartCoroutine (sMaster.RequestUserReset(userId)); } }
IEnumerator CreateScriptableObjectMasterBattleFieldRun() { var asset = ScriptableObject.CreateInstance <App.Model.Scriptable.BattlefieldAsset>(); SEditorMaster sMaster = new SEditorMaster(); yield return(StartCoroutine(sMaster.RequestAll("battlefield"))); asset.battlefields = sMaster.responseAll.battlefields; UnityEditor.AssetDatabase.CreateAsset(asset, string.Format(scriptableObjectPath, App.Model.Scriptable.BattlefieldAsset.Name)); UnityEditor.AssetDatabase.Refresh(); }
IEnumerator CreateScriptableObjectMasterCharacterRun() { var areaAsset = ScriptableObject.CreateInstance <App.Model.Scriptable.CharacterAsset>(); SEditorMaster sMaster = new SEditorMaster(); yield return(StartCoroutine(sMaster.RequestAll("character"))); areaAsset.characters = sMaster.responseAll.characters; UnityEditor.AssetDatabase.CreateAsset(areaAsset, string.Format(scriptableObjectPath, App.Model.Scriptable.CharacterAsset.Name)); UnityEditor.AssetDatabase.Refresh(); }
IEnumerator CreateScriptableObjectMasterWeaponRun() { var asset = ScriptableObject.CreateInstance <App.Model.Scriptable.WeaponAsset>(); SEditorMaster sMaster = new SEditorMaster(); yield return(StartCoroutine(sMaster.RequestAll("weapon"))); asset.equipments = sMaster.responseAll.weapons; UnityEditor.AssetDatabase.CreateAsset(asset, string.Format(scriptableObjectPath, App.Model.Scriptable.WeaponAsset.Name)); UnityEditor.AssetDatabase.Refresh(); }