private static void LoadFPSWeapon() { fpsWeaponDBPrefab = FPSWeaponDB.LoadDB(); weaponList = fpsWeaponDBPrefab.weaponList; for (int i = 0; i < weaponList.Count; i++) { //weaponList[i].prefabID=i; if (weaponList[i] != null) { weaponIDList.Add(weaponList[i].prefabID); if (weaponList[i].stats.Count == 0) { weaponList[i].stats.Add(new UnitStat()); } } else { weaponList.RemoveAt(i); i -= 1; } } UpdateWeaponNameList(); }
public static void LoadFPSWeapon() { fpsWeaponDB = FPSWeaponDB.LoadDB(); for (int i = 0; i < fpsWeaponDB.weaponList.Count; i++) { if (fpsWeaponDB.weaponList[i] != null) { fpsWeaponIDList.Add(fpsWeaponDB.weaponList[i].prefabID); } else { fpsWeaponDB.weaponList.RemoveAt(i); i -= 1; } } UpdateLabel_FPSWeapon(); TDEditorWindow.SetFPSWeaponDB(fpsWeaponDB, fpsWeaponIDList, fpsWeaponLabel); TDEditorInspector.SetFPSWeaponDB(fpsWeaponDB, fpsWeaponIDList, fpsWeaponLabel); }