public void initGameAssets(List <int> enemyIds) { if (churchAssetDataList == null) { churchAssetDataList = new List <AssetPathData> (); } else if (churchAssetDataList.Count > 0) { churchAssetDataList.Clear(); } churchAssetDataList.Add(BACKGROUND_CHURCH); churchAssetDataList.Add(EXPLOSION); churchAssetDataList.Add(COIN); for (int i = 0; i < enemyIds.Count; i++) { int id = enemyIds [i]; AssetPathData assetData = enemyAssetList [id].assetData; if (!churchAssetDataList.Contains(assetData)) { churchAssetDataList.Add(assetData); } } churchAssetDataList.Add(DIALOG_WIN_GAME); churchAssetDataList.Add(DIALOG_LOSE_GAME); }
public CharAssetVO(int id1, AssetPathData assetData1, float delayToHit1, float delayToDestroy1, bool hasExplosion1) { id = id1; assetData = assetData1; delayToHit = delayToHit1; delayToDestroy = delayToDestroy1; hasExplosion = hasExplosion1; }
public BgAssetVO(int id1, AssetPathData assetData1) { id = id1; assetData = assetData1; }