private void AddActionsFromSoldierRegions(DictionaryView <string, Action> actions) { SoldierRegion[] array = Object.FindObjectsOfType <SoldierRegion>(); if (array == null || array.Length == 0) { return; } for (int i = 0; i < array.Length; i++) { SoldierRegion soldierRegion = array[i]; if (soldierRegion != null && soldierRegion.Waves != null && soldierRegion.Waves.Count > 0) { for (int j = 0; j < soldierRegion.Waves.Count; j++) { SoldierWave soldierWave = soldierRegion.Waves[j]; if (soldierWave != null && soldierWave.WaveInfo != null && soldierWave.WaveInfo.astNormalSoldierInfo != null && soldierWave.WaveInfo.astNormalSoldierInfo.Length > 0) { for (int k = 0; k < soldierWave.WaveInfo.astNormalSoldierInfo.Length; k++) { ResSoldierTypeInfo resSoldierTypeInfo = soldierWave.WaveInfo.astNormalSoldierInfo[k]; this.AddActionsFromSoldier(actions, resSoldierTypeInfo.dwSoldierID); } } } } } }
private void AddActionsFromSoldierRegions(DictionaryView <string, AGE.Action> actions) { SoldierRegion[] regionArray = UnityEngine.Object.FindObjectsOfType <SoldierRegion>(); if ((regionArray != null) && (regionArray.Length != 0)) { for (int i = 0; i < regionArray.Length; i++) { SoldierRegion region = regionArray[i]; if (((region != null) && (region.Waves != null)) && (region.Waves.Count > 0)) { for (int j = 0; j < region.Waves.Count; j++) { SoldierWave wave = region.Waves[j]; if (((wave != null) && (wave.WaveInfo != null)) && ((wave.WaveInfo.astNormalSoldierInfo != null) && (wave.WaveInfo.astNormalSoldierInfo.Length > 0))) { for (int k = 0; k < wave.WaveInfo.astNormalSoldierInfo.Length; k++) { ResSoldierTypeInfo info = wave.WaveInfo.astNormalSoldierInfo[k]; this.AddActionsFromSoldier(actions, info.dwSoldierID); } } } } } } }