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DataItemHandler.cs
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class DataItemHandler : MonoBehaviour {
public GameObject triggerPrefab;
private Animator animator;
void Awake () {
Debug.Log(gameObject.name + " is waking up ヽ( ´O`)ゞ");
try {
DataItem[] data = GameObject.Find("Data Loader").GetComponent<DataLoader>().dataClass.items;
DataItem item = System.Array.Find(data, o => gameObject.name.Equals(o.name));
transform.localPosition = new Vector3(item.x, item.y, item.z);
transform.localScale = new Vector3(item.scale, item.scale, 1);
foreach (TriggerClass triggers in item.animData.triggers) {
GameObject triggerObject = Instantiate(triggerPrefab, transform.parent);
BoxCollider2D boxCollider2D = triggerObject.AddComponent<BoxCollider2D>();
triggerObject.transform.parent = transform;
triggerObject.gameObject.name = triggers.name;
boxCollider2D.size = new Vector2(triggers.scaleX, triggers.scaleY);
boxCollider2D.offset = new Vector2(triggers.offsetX, triggers.offsetY);
triggerObject.GetComponent<TransitionClickHandler>().triggerName = triggers.name;
}
animator = gameObject.AddComponent<Animator>();
gameObject.AddComponent<SpriteRenderer>();
Debug.Log(gameObject.name + " is wide awake O.O");
} catch (System.Exception ex) {
Debug.LogWarning("Unable to find create animation object " + gameObject.name + " from data!");
Debug.Log(ex);
}
}
void Start() {
animator.runtimeAnimatorController = Resources.Load<RuntimeAnimatorController>("Animation Controllers/" + gameObject.name + "/" + gameObject.name);
Debug.Log(gameObject.name + " animation controller loaded");
}
}