Run-and-capture/Assets/WeaponSelection.cs

35 lines
943 B
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using DefaultNamespace.Weapons;
using MainMenu;
using UnityEngine;
using Weapons;
public class WeaponSelection : MonoBehaviour
{
[SerializeField] private WeaponsData data;
[SerializeField] private WeaponIcon weaponIcon;
[SerializeField] private Transform grid;
[SerializeField] private string dataFilePath;
private void Awake()
{
dataFilePath = Application.dataPath + dataFilePath;
data.WeaponsList.ForEach(x =>
{
var go = Instantiate(weaponIcon, grid);
go.Button.image.sprite = x.icon;
go.DamageText.text = x.damage.ToString();
go.ReloadText.text = x.reloadTime.ToString();
go.Button.onClick.AddListener(() => ChoseWeapon(x));
});
}
private void ChoseWeapon(Weapon weapon)
{
File.WriteAllText(dataFilePath, JsonUtility.ToJson(weapon));
}
}