using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif using System.Collections; using System.Collections.Generic; using TBTK; namespace TBTK { [CreateAssetMenu(fileName = "AbilityFDB", menuName = "TBTK_DB/AbilityFDB", order = 1)] public class AbilityFDB : ScriptableObject { public List abilityList=new List(); public static AbilityFDB LoadDB(){ return Resources.Load("DB_TBTK/AbilityFDB", typeof(AbilityFDB)) as AbilityFDB; } #region runtime code public static AbilityFDB instance; public static AbilityFDB Init(){ if(instance!=null) return instance; instance=LoadDB(); return instance; } public static AbilityFDB GetDB(){ return Init(); } public static List GetList(){ return Init().abilityList; } public static Ability GetItem(int index){ Init(); return (index>=0 && index=0 && index GetPrefabIDList(){ Init(); List prefabIDList=new List(); for(int i=0; i