ProjectCreep/Assets/TBTK/Scripts/DB/EffectDB.cs

84 lines
2.3 KiB
C#

using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Collections;
using System.Collections.Generic;
using TBTK;
namespace TBTK {
[CreateAssetMenu(fileName = "EffectDB", menuName = "TBTK_DB/EffectDB", order = 1)]
public class EffectDB : ScriptableObject {
public List<Effect> effectList=new List<Effect>();
public static EffectDB LoadDB(){
return Resources.Load("DB_TBTK/EffectDB", typeof(EffectDB)) as EffectDB;
}
#region runtime code
public static EffectDB instance;
public static EffectDB Init(){
if(instance!=null) return instance;
instance=LoadDB();
return instance;
}
public static EffectDB GetDB(){ return Init(); }
public static List<Effect> GetList(){ return Init().effectList; }
public static Effect GetItem(int index){ Init(); return (index>=0 && index<instance.effectList.Count) ? instance.effectList[index] : null; }
public static int GetItemID(int index){ Init(); return (index>=0 && index<instance.effectList.Count) ? instance.effectList[index].prefabID : -1; }
public static int GetCount(){ Init(); return instance.effectList.Count; }
public static List<int> GetPrefabIDList(){ Init();
List<int> prefabIDList=new List<int>();
for(int i=0; i<instance.effectList.Count; i++) prefabIDList.Add(instance.effectList[i].prefabID);
return prefabIDList;
}
public static Effect GetPrefab(int pID){ Init();
for(int i=0; i<instance.effectList.Count; i++){
if(instance.effectList[i].prefabID==pID) return instance.effectList[i];
}
return null;
}
public static int GetPrefabIndex(int pID){ Init();
for(int i=0; i<instance.effectList.Count; i++){
if(instance.effectList[i].prefabID==pID) return i;
}
return -1;
}
public static int GetPrefabIndex(Effect effect){
if(effect==null) return -1;
return GetPrefabIndex(effect.prefabID);
}
public static string[] label;
public static void UpdateLabel(){
label=new string[GetList().Count];
for(int i=0; i<GetList().Count; i++) label[i]=i+" - "+GetList()[i].name;
}
#endregion
#if UNITY_EDITOR
[ContextMenu ("Reset PrefabID")]
public void ResetPrefabID(){
for(int i=0; i<effectList.Count; i++){
effectList[i].prefabID=i;
UnityEditor.EditorUtility.SetDirty(this);
}
}
#endif
}
}