90 lines
2.4 KiB
C#
90 lines
2.4 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 = "PerkDB", menuName = "TBTK_DB/PerkDB", order = 1)]
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public class PerkDB : ScriptableObject {
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public Sprite rscIcon;
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public List<Perk> perkList=new List<Perk>();
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public static PerkDB LoadDB(){
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return Resources.Load("DB_TBTK/PerkDB", typeof(PerkDB)) as PerkDB;
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}
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#region runtime code
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public static PerkDB instance;
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public static PerkDB 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 PerkDB GetDB(){ return Init(); }
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public static List<Perk> GetList(){ return Init().perkList; }
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public static Perk GetItem(int index){ Init(); return (index>=0 && index<instance.perkList.Count) ? instance.perkList[index] : null; }
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public static int GetItemID(int index){ Init(); return (index>=0 && index<instance.perkList.Count) ? instance.perkList[index].prefabID : -1; }
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public static int GetCount(){ Init(); return instance.perkList.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.perkList.Count; i++) prefabIDList.Add(instance.perkList[i].prefabID);
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return prefabIDList;
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}
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public static Perk GetPrefab(int pID){ Init();
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for(int i=0; i<instance.perkList.Count; i++){
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if(instance.perkList[i].prefabID==pID) return instance.perkList[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.perkList.Count; i++){
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if(instance.perkList[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(Perk ability){
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if(ability==null) return -1;
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return GetPrefabIndex(ability.prefabID);
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}
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public static Sprite GetRscIcon(){ return Init().rscIcon; }
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public static void SetRscIcon(Sprite icon){ Init().rscIcon=icon; }
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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<perkList.Count; i++){
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perkList[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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