namespace RustedGames.ORKFramework
{
public class RGMakinomDataExtension : MakinomDataExtension
{
public RGMakinomDataExtension(){}
public override int Sorting
{
get
{
return 500;
}
}
public override void CreateInstance(){}
public override void Initialize(){}
public override void GetDataTypes(List<Type> types)
{
types.Add(typeof(SchemaSettings));
}
public override void InitTextCodes(List<BaseUITextCodes.TextCodeCollection> other)
{
}
}
}
namespace RustedGames.ORKFramework
{
public class SchemaSettings : GenericAssetListSettings<SchemaAsset, Schema>
{
public SchemaSettings(MakinomProjectAsset project)
{
LoadProject(project);
CreateGUIDLookup();
}
public override string Filename
{
get { return "Schema"; }
}
}
}
SchemaSettings settings = Maki.Data.Get<SchemaSettings>();
if (settings != null)
{
Schema schema = settings.Get(0);
if (schema == null)
{
Debug.LogError("Schema is null");
}
}
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Also, I assume ORK/Makinom has been initialized (e.g. via game starter) before accessing it?
Generally, you can access the data directly via referencing the data assets.
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I do agree I can access the data directly by referencing the data asset stored in the Schema object, I'm trying to figure out the save/load of the custom runtime data belonging to the player.
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