Firstborn/Assets/RPG Creation Kit/Scripts/Databases/AI Database/AIDatabaseFile.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPGCreationKit;
using UnityEditor;
using RPGCreationKit.AI;
using System.IO;
namespace RPGCreationKit
{
[System.Serializable]
public class AIDatabaseFileDictionary : SerializableDictionary<string, GameObject> { }
[CreateAssetMenu(fileName = "New AI Database", menuName = "RPG Creation Kit/Databases/New AI Database", order = 1)]
public class AIDatabaseFile : RckDatabase
{
public AIDatabaseFileDictionary dictionary = new AIDatabaseFileDictionary();
#if UNITY_EDITOR
[ContextMenu("Fill With All Items")]
public override void fill()
{
dictionary.Clear();
var allItems = GetAllRckAI();
for (int i = 0; i < allItems.Count; i++)
{
if (allItems[i] != null)
dictionary.Add(allItems[i].entityID, allItems[i].gameObject);
}
}
public static List<RckAI> GetAllRckAI()
{
string[] allAssets = Directory.GetFiles(RCKSettings.EDITOR_AI_SAVE_LOCATION, "*.prefab", SearchOption.AllDirectories);
List<RckAI> allAI = new List<RckAI>();
RckAI thisAI = null;
for (int i = 0; i < allAssets.Length; i++)
{
var assetObject = AssetDatabase.LoadAssetAtPath(allAssets[i], typeof(UnityEngine.Object));
if (PrefabUtility.GetPrefabAssetType(assetObject) != PrefabAssetType.NotAPrefab)
{
thisAI = (assetObject as GameObject).GetComponent<RckAI>();
if (thisAI != null && thisAI.entityID != "DEFAULT_ENTITY_ID")
allAI.Add((assetObject as GameObject).GetComponent<RckAI>());
}
thisAI = null;
}
return allAI;
}
#endif
}
}