Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        chestManager = GetComponent <ChestManager>();
        if (chestManager == null)
        {
            chestTrigger = GetComponent <ChestTrigger>();
        }

        boatRb       = GetComponentInParent <Rigidbody>();
        lastVelocity = boatRb.velocity;
    }
Beispiel #2
0
    protected virtual GameObject CreateRandomChest(int chestID)
    {
        GameObject   go      = GraphicsTools.ManualCreateObject("TempArtist/Prefab/Build/m_other_box", "Chest" + chestID.ToString(), true);
        ChestTrigger trigger = go.AddComponent <ChestTrigger>() as ChestTrigger;

        trigger.ChestID = chestID;

        int index = Random.Range(0, _mChestPosList.Length);

        go.transform.position = _mChestPosList[index];
        _mChestList.Add(chestID, go);
//		Globals.Instance.MGUIManager.GetGUIWindow<GUIMain>().UpdateCopyChestShow(_mChestList.Count);
        return(go);
    }
    void InitOneRandomChest(Transform tf, int chestId)
    {
        tf.gameObject.SetActiveRecursively(true);

        UIButton btn = (UIButton)tf.GetComponent(typeof(UIButton));
        //btn.SetInputDelegate(OnScreenBtnInputDel);

        PackedSprite anim = tf.GetComponentInChildren <PackedSprite>() as PackedSprite;

        if (null != anim)
        {
            anim.PlayAnim(0);             // Default chest appearance
        }
        ChestTrigger trigger = tf.gameObject.AddComponent <ChestTrigger>() as ChestTrigger;

        trigger.ChestID = chestId;
        trigger.BoxSize = new Vector3(anim.width, anim.height, 1.0f);
    }
Beispiel #4
0
    public void ChestLoad(int id)
    {
        Debug.Log("Loading Chest.."); //ładowanie skrzyni

        idbch = gameObject.GetComponent <itemDataBaseChest>();

        if (GameObject.FindGameObjectWithTag("chest") == null) //jeżeli znajduje się taki przedmiot na mapie
        {
            return;
        }
        ChestTrigger chest = GameObject.FindGameObjectWithTag("chest").GetComponent <ChestTrigger>();


        //  File.Delete(Application.persistentDataPath + "/ChestRecord" + id + ".data");

        //Zanim odczytamy dane upewnijmy się, że jest co czytać.
        //Sprawdzamy czy plik zapisu istnieje.
        if (File.Exists(Application.persistentDataPath + "/ChestRecord" + id + ".data"))
        {
            //Odczytujemy/pobieramy dane z pliku.

            FileStream file = File.Open(Application.persistentDataPath + "/ChestRecord" + id + ".data", FileMode.Open);



            //Posłuży do odczytu danych do pliku.
            BinaryFormatter bf = new BinaryFormatter();

            // Deserializujemy dane z pliku i przekształcamy je na obiekt GraczData.

            ChestData chdata = (ChestData)bf.Deserialize(file);

            file.Close(); //Plik odczytany zamykamy plik.

            //Ustawiamy dane;

            chest.visited = chdata.visited;
            for (int i = 0; i < chdata.AmuletsCount.Length; i++)
            {
                Debug.Log("zerowanie");
                idbch.AmuletsCount[i] = 0;
            }
            for (int i = 0; i < chdata.Main_WeaponCount.Length; i++)
            {
                idbch.Main_WeaponCount[i] = 0;
                Debug.Log("zerowanie");
            }
            for (int i = 0; i < chdata.Secon_WeaponCount.Length; i++)
            {
                idbch.Secon_WeaponCount[i] = 0;
                Debug.Log("zerowanie");
            }
            for (int i = 0; i < chdata.TasksCount.Length; i++)
            {
                idbch.TasksCount[i] = 0;
                Debug.Log("zerowanie");
            }
            for (int i = 0; i < chdata.ArmorsCount.Length; i++)
            {
                idbch.ArmorsCount[i] = 0;
                Debug.Log("zerowanie");
            }
            for (int i = 0; i < chdata.BootsCount.Length; i++)
            {
                idbch.BootsCount[i] = 0;
                Debug.Log("zerowanie");
            }
            for (int i = 0; i < chdata.LegsCount.Length; i++)
            {
                idbch.LegsCount[i] = 0;
                Debug.Log("zerowanie");
            }

            for (int i = 0; i < chdata.AmuletsCount.Length; i++)
            {
                Debug.Log(i);
                idbch.AmuletsCount[i] = chdata.AmuletsCount[i];
            }
            for (int i = 0; i < chdata.Main_WeaponCount.Length; i++)
            {
                idbch.Main_WeaponCount[i] = chdata.Main_WeaponCount[i];
            }
            for (int i = 0; i < chdata.Secon_WeaponCount.Length; i++)
            {
                idbch.Secon_WeaponCount[i] = chdata.Secon_WeaponCount[i];
            }
            for (int i = 0; i < chdata.TasksCount.Length; i++)
            {
                idbch.TasksCount[i] = chdata.TasksCount[i];
            }
            for (int i = 0; i < chdata.ArmorsCount.Length; i++)
            {
                idbch.ArmorsCount[i] = chdata.ArmorsCount[i];
            }
            for (int i = 0; i < chdata.BootsCount.Length; i++)
            {
                idbch.BootsCount[i] = chdata.BootsCount[i];
            }
            for (int i = 0; i < chdata.LegsCount.Length; i++)
            {
                idbch.LegsCount[i] = chdata.LegsCount[i];
            }
        }
        idbch.Instantiate();

        Debug.Log("Loading Chest END");
    }
Beispiel #5
0
    //Klasa zapisująca dane o skrzynie z poziomu

    public void ChestSave(int id)
    {
        gameMaster.saving = true;

        if (GameObject.FindGameObjectWithTag("chest") == null)
        { //jeżeli znajduje się taki przedmiot na mapie
            return;
        }
        ChestTrigger chest = GameObject.FindGameObjectWithTag("chest").GetComponent <ChestTrigger>();

        idbch = gameObject.GetComponent <itemDataBaseChest>();
        Debug.Log("Saveing..Chest");

        //Posłuży do przesyłania danych do pliku.

        FileStream plik = File.Create(Application.persistentDataPath + "/ChestRecord" + id + ".data");

        ChestData chdata = new ChestData();



        for (int i = 0; i < chdata.AmuletsCount.Length; i++)
        {
            chdata.AmuletsCount[i] = idbch.AmuletsCount[i];
        }
        for (int i = 0; i < chdata.Main_WeaponCount.Length; i++)
        {
            chdata.Main_WeaponCount[i] = idbch.Main_WeaponCount[i];
        }
        for (int i = 0; i < chdata.Secon_WeaponCount.Length; i++)
        {
            chdata.Secon_WeaponCount[i] = idbch.Secon_WeaponCount[i];
        }
        for (int i = 0; i < chdata.TasksCount.Length; i++)
        {
            chdata.TasksCount[i] = idbch.TasksCount[i];
        }
        for (int i = 0; i < chdata.ArmorsCount.Length; i++)
        {
            chdata.ArmorsCount[i] = idbch.ArmorsCount[i];
        }
        for (int i = 0; i < chdata.BootsCount.Length; i++)
        {
            chdata.BootsCount[i] = idbch.BootsCount[i];
        }
        for (int i = 0; i < chdata.LegsCount.Length; i++)
        {
            chdata.LegsCount[i] = idbch.LegsCount[i];
        }

        chdata.visited = chest.visited;

        //Posłuży do zapisywania danych do pliku.
        BinaryFormatter bf = new BinaryFormatter();

        //Serializujemy/zapisujemy dane do pliku
        bf.Serialize(plik, chdata);
        plik.Close();//Zamykamy plik (kończymy operacje na pliku).
        gameMaster.saving = false;
        Debug.Log("Saveing chest - save all");
    }
Beispiel #6
0
 // Use this for initialization
 void Awake()
 {
     chest1Manager = team1chest.GetComponent <ChestTrigger>();
     chest2Manager = team2chest.GetComponent <ChestTrigger>();
 }