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