using System.Collections; using System.Collections.Generic; using UnityEngine; public enum RoomType { EmptyRoom = 0, PlaceholderRoom = 1, BugStatueRoom = 2, BlankRoom = 3, } [System.Serializable] public class DungeonDataclass { public int positionX; public int positionY; public RoomType roomType; public int id; public int roomSize; } [CreateAssetMenu(fileName = "DungeonHomeSO", menuName = "GameData/DungeonHomeSO")] public class DungeonHomeSO : ScriptableObject { public List dungeonDataclassList; public List return_all_data() { return dungeonDataclassList; } public void add_data(int position_x, int position_y, RoomType room_type, int id) { dungeonDataclassList.Add(new DungeonDataclass { positionX = position_x, positionY = position_y, roomType = room_type, id = id }); } public DungeonDataclass get_data_by_id(int id) { foreach (DungeonDataclass item in dungeonDataclassList) { if (item.id == id) { return item; } } return null; // 找不到则返回null } public void remove_data_by_id(int id) { foreach (DungeonDataclass item in dungeonDataclassList) { if (item.id == id) { dungeonDataclassList.Remove(item); return; } } } }