172 lines
5.6 KiB
C#
172 lines
5.6 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System.IO;
|
|
|
|
public class SPUM_SpriteList : MonoBehaviour
|
|
{
|
|
public List<SpriteRenderer> _itemList = new List<SpriteRenderer>();
|
|
public List<SpriteRenderer> _eyeList = new List<SpriteRenderer>();
|
|
public List<SpriteRenderer> _hairList = new List<SpriteRenderer>();
|
|
public List<SpriteRenderer> _bodyList = new List<SpriteRenderer>();
|
|
public List<SpriteRenderer> _clothList = new List<SpriteRenderer>();
|
|
public List<SpriteRenderer> _armorList = new List<SpriteRenderer>();
|
|
public List<SpriteRenderer> _pantList = new List<SpriteRenderer>();
|
|
public List<SpriteRenderer> _weaponList = new List<SpriteRenderer>();
|
|
public List<SpriteRenderer> _backList = new List<SpriteRenderer>();
|
|
|
|
public SPUM_HorseSpriteList _spHorseSPList;
|
|
public string _spHorseString;
|
|
// Start is called before the first frame update
|
|
|
|
public Texture2D _bodyTexture;
|
|
public string _bodyString;
|
|
|
|
public List<string> _hairListString = new List<string>();
|
|
public List<string> _clothListString = new List<string>();
|
|
public List<string> _armorListString = new List<string>();
|
|
public List<string> _pantListString = new List<string>();
|
|
public List<string> _weaponListString = new List<string>();
|
|
public List<string> _backListString = new List<string>();
|
|
|
|
|
|
|
|
public void Reset()
|
|
{
|
|
for(var i = 0 ; i < _hairList.Count;i++)
|
|
{
|
|
if(_hairList[i]!=null) _hairList[i].sprite = null;
|
|
}
|
|
for(var i = 0 ; i < _clothList.Count;i++)
|
|
{
|
|
if(_clothList[i]!=null) _clothList[i].sprite = null;
|
|
}
|
|
for(var i = 0 ; i < _armorList.Count;i++)
|
|
{
|
|
if(_armorList[i]!=null) _armorList[i].sprite = null;
|
|
}
|
|
for(var i = 0 ; i < _pantList.Count;i++)
|
|
{
|
|
if(_pantList[i]!=null) _pantList[i].sprite = null;
|
|
}
|
|
for(var i = 0 ; i < _weaponList.Count;i++)
|
|
{
|
|
if(_weaponList[i]!=null) _weaponList[i].sprite = null;
|
|
}
|
|
for(var i = 0 ; i < _backList.Count;i++)
|
|
{
|
|
if(_backList[i]!=null) _backList[i].sprite = null;
|
|
}
|
|
}
|
|
|
|
public void LoadSpriteSting()
|
|
{
|
|
|
|
}
|
|
|
|
public void LoadSpriteStingProcess(List<SpriteRenderer> SpList, List<string> StringList)
|
|
{
|
|
for(var i = 0 ; i < StringList.Count ; i++)
|
|
{
|
|
if(StringList[i].Length > 1)
|
|
{
|
|
|
|
// Assets/SPUM/SPUM_Sprites/BodySource/Species/0_Human/Human_1.png
|
|
}
|
|
}
|
|
}
|
|
|
|
public void LoadSprite(SPUM_SpriteList data)
|
|
{
|
|
//스프라이트 데이터 연동
|
|
SetSpriteList(_hairList,data._hairList);
|
|
SetSpriteList(_bodyList,data._bodyList);
|
|
SetSpriteList(_clothList,data._clothList);
|
|
SetSpriteList(_armorList,data._armorList);
|
|
SetSpriteList(_pantList,data._pantList);
|
|
SetSpriteList(_weaponList,data._weaponList);
|
|
SetSpriteList(_backList,data._backList);
|
|
SetSpriteList(_eyeList,data._eyeList);
|
|
|
|
if(data._spHorseSPList!=null)
|
|
{
|
|
SetSpriteList(_spHorseSPList._spList,data._spHorseSPList._spList);
|
|
_spHorseSPList = data._spHorseSPList;
|
|
}
|
|
else
|
|
{
|
|
_spHorseSPList = null;
|
|
}
|
|
|
|
//색 데이터 연동.
|
|
if(_eyeList.Count> 2 && data._eyeList.Count > 2 )
|
|
{
|
|
_eyeList[2].color = data._eyeList[2].color;
|
|
_eyeList[3].color = data._eyeList[3].color;
|
|
}
|
|
|
|
_hairList[3].color = data._hairList[3].color;
|
|
_hairList[0].color = data._hairList[0].color;
|
|
//꺼져있는 오브젝트 데이터 연동.x
|
|
_hairList[0].gameObject.SetActive(!data._hairList[0].gameObject.activeInHierarchy);
|
|
_hairList[3].gameObject.SetActive(!data._hairList[3].gameObject.activeInHierarchy);
|
|
|
|
_hairListString = data._hairListString;
|
|
_clothListString = data._clothListString;
|
|
_pantListString = data._pantListString;
|
|
_armorListString = data._armorListString;
|
|
_weaponListString = data._weaponListString;
|
|
_backListString = data._backListString;
|
|
}
|
|
|
|
public void SetSpriteList(List<SpriteRenderer> tList, List<SpriteRenderer> tData)
|
|
{
|
|
for(var i = 0 ; i < tData.Count;i++)
|
|
{
|
|
if(tData[i]!=null)
|
|
{
|
|
tList[i].sprite = tData[i].sprite;
|
|
tList[i].color = tData[i].color;
|
|
}
|
|
else tList[i] = null;
|
|
}
|
|
}
|
|
|
|
public void ResyncData()
|
|
{
|
|
SyncPath(_hairList,_hairListString);
|
|
SyncPath(_clothList,_clothListString);
|
|
SyncPath(_armorList,_armorListString);
|
|
SyncPath(_pantList,_pantListString);
|
|
SyncPath(_weaponList,_weaponListString);
|
|
SyncPath(_backList,_backListString);
|
|
}
|
|
|
|
public void SyncPath(List<SpriteRenderer> _objList, List<string> _pathList)
|
|
{
|
|
for(var i = 0 ; i < _pathList.Count ; i++)
|
|
{
|
|
if(_pathList[i].Length > 1 )
|
|
{
|
|
string tPath = _pathList[i];
|
|
tPath = tPath.Replace("Assets/Resources/","");
|
|
tPath = tPath.Replace(".png","");
|
|
|
|
Sprite[] tSP = Resources.LoadAll<Sprite>(tPath);
|
|
if(tSP.Length > 1)
|
|
{
|
|
_objList[i].sprite = tSP[i];
|
|
}
|
|
else if (tSP.Length > 0)
|
|
{
|
|
_objList[i].sprite = tSP[0];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_objList[i].sprite = null;
|
|
}
|
|
}
|
|
}
|
|
}
|