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

90 lines
2.4 KiB
C#

using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Collections;
using System.Collections.Generic;
using TBTK;
namespace TBTK {
[CreateAssetMenu(fileName = "PerkDB", menuName = "TBTK_DB/PerkDB", order = 1)]
public class PerkDB : ScriptableObject {
public Sprite rscIcon;
public List<Perk> perkList=new List<Perk>();
public static PerkDB LoadDB(){
return Resources.Load("DB_TBTK/PerkDB", typeof(PerkDB)) as PerkDB;
}
#region runtime code
public static PerkDB instance;
public static PerkDB Init(){
if(instance!=null) return instance;
instance=LoadDB();
return instance;
}
public static PerkDB GetDB(){ return Init(); }
public static List<Perk> GetList(){ return Init().perkList; }
public static Perk GetItem(int index){ Init(); return (index>=0 && index<instance.perkList.Count) ? instance.perkList[index] : null; }
public static int GetItemID(int index){ Init(); return (index>=0 && index<instance.perkList.Count) ? instance.perkList[index].prefabID : -1; }
public static int GetCount(){ Init(); return instance.perkList.Count; }
public static List<int> GetPrefabIDList(){ Init();
List<int> prefabIDList=new List<int>();
for(int i=0; i<instance.perkList.Count; i++) prefabIDList.Add(instance.perkList[i].prefabID);
return prefabIDList;
}
public static Perk GetPrefab(int pID){ Init();
for(int i=0; i<instance.perkList.Count; i++){
if(instance.perkList[i].prefabID==pID) return instance.perkList[i];
}
return null;
}
public static int GetPrefabIndex(int pID){ Init();
for(int i=0; i<instance.perkList.Count; i++){
if(instance.perkList[i].prefabID==pID) return i;
}
return -1;
}
public static int GetPrefabIndex(Perk ability){
if(ability==null) return -1;
return GetPrefabIndex(ability.prefabID);
}
public static Sprite GetRscIcon(){ return Init().rscIcon; }
public static void SetRscIcon(Sprite icon){ Init().rscIcon=icon; }
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<perkList.Count; i++){
perkList[i].prefabID=i;
UnityEditor.EditorUtility.SetDirty(this);
}
}
#endif
}
}