public void Create(ItemList item) { itemNameText.text = item.ItemName; //ItemIconに画像をセットする。 this.gameObject.transform.GetChild(0).GetComponent <Image>().sprite = item.itemIcon; ItemName = item.ItemName; itemID = item.itemID; itemDesc = item.itemDesc; itemDefense = item.itemDefense; itemAttackSpeed = item.itemAttackSpeed; itemPower = item.itemPower; itemIcon = item.itemIcon; itemLifeInCrease = item.itemHPInCrease; itemLifeSteal = item.itemLifeSteal; etype = item.elementtype; ItemType = item.itemType; itemIcon = item.itemIcon; }
public void SceneLoaded(Scene scene, LoadSceneMode sceneMode) { GameObject ObjectGames_prefab = Instantiate(ObjectGames); GameObject Player = GameObject.FindGameObjectWithTag("Player"); GameObject GameManager = GameObject.FindGameObjectWithTag("GameController"); GameManagerScript GameManagerScript = GameManager.GetComponent <GameManagerScript>(); GameObject ItemController = GameObject.FindWithTag("ItemController"); ItemDatabase item_database = ItemController.GetComponent <ItemDatabase>(); PlayerStatus PlayerStatus = Player.GetComponent <PlayerStatus>(); GearManagerScript gear_manager_script = ItemController.GetComponent <GearManagerScript>(); GearsSetScript gears_set_script = ItemController.GetComponent <GearsSetScript>(); var continue_load_status = PlayerPrefsObject.GetObject <Status>("Status"); var continue_load_object_save = PlayerPrefsObject.GetObject <ObjectSave>("objectSave"); var continue_load_item_save = PlayerPrefsObject.GetObject <ItemSave>("ItemSave"); var continue_load_gear_save = PlayerPrefsObject.GetObject <GearSave>("GearSave"); var continue_load_gear_status_save = PlayerPrefsObject.GetObject <GearStatusSave>("GearStatusSave"); var continue_load_status_json = JsonUtility.ToJson(continue_load_status).ToString(); var continue_load_object_save_json = JsonUtility.ToJson(continue_load_object_save).ToString(); var continue_load_item_save_json = JsonUtility.ToJson(continue_load_item_save).ToString(); var continue_load_gear_save_json = JsonUtility.ToJson(continue_load_gear_save).ToString(); var continue_load_gear_status_save_json = JsonUtility.ToJson(continue_load_gear_status_save).ToString(); //jsonにしてデータ取り出しできるようにする var continue_load_status_json_taking_out = JsonUtility.FromJson <Status>(continue_load_status_json); var continue_load_object_save_json_taking_out = JsonUtility.FromJson <ObjectSave>(continue_load_object_save_json); var continue_load_item_save_json_taking_out = JsonUtility.FromJson <ItemSave>(continue_load_item_save_json); var continue_load_gear_save_json_taking_out = JsonUtility.FromJson <GearSave>(continue_load_gear_save_json); var continue_load_gear_status_save_json_taking_out = JsonUtility.FromJson <GearStatusSave>(continue_load_gear_status_save_json); //保存したデータをGameManagerに代入 GameManagerScript.SceneHistroy = continue_load_object_save_json_taking_out.SceneHistroy; GameManagerScript.SceneName = continue_load_object_save_json_taking_out.SceneName; GameManagerScript.wanna_destroy_enemy = continue_load_object_save_json_taking_out.WannnaDestroyEnemy; GameManagerScript.SceneNameBefore = continue_load_object_save_json_taking_out.SceneNameBefore; //保存したデータをItemDatabase(ItemController)に代入(削除したいアイテムのID名などの保管庫) item_database.wanna_destroy_item_id = continue_load_object_save_json_taking_out.WannaDestroyItem; //保存したデータをItemControllerに代入 for (int i = 0; i < continue_load_item_save_json_taking_out.ItemCount; i++) { string Name = continue_load_item_save_json_taking_out.Name[i]; float speed = continue_load_item_save_json_taking_out.speed[i]; Sprite sprite = continue_load_item_save_json_taking_out.sprite[i]; float HPIncrease = continue_load_item_save_json_taking_out.HPIncrease[i]; string ID = continue_load_item_save_json_taking_out.ID[i]; float Attack = continue_load_item_save_json_taking_out.Attack[i]; float Defense = continue_load_item_save_json_taking_out.Defense[i]; float LifeSteal = continue_load_item_save_json_taking_out.LifeSteal[i]; string Description = continue_load_item_save_json_taking_out.Description[i]; ItemList.ItemType itemType = continue_load_item_save_json_taking_out.iType[i]; ItemList.elementType elemenType = continue_load_item_save_json_taking_out.eType[i]; //float speed = continue_load_item_save_json_taking_out. //ここでまずはアイテムステータスを作っていくよ。 itemsLoad.Add(new ItemList(name: Name, id: ID, power: Attack, desc: Description, def: Defense, speed: speed, ls: LifeSteal, etype: elemenType, type: itemType, sprite: sprite, itemHPIncre: HPIncrease)); } //上で作成したListを入れていく— item_database.items = itemsLoad; //GearManagerScriptに代入。(装備管理スクリプト) gear_manager_script.weaponID = continue_load_gear_save_json_taking_out.weaponID; gear_manager_script.weaponName = continue_load_gear_save_json_taking_out.weaponName; gear_manager_script.weaponPower = continue_load_gear_save_json_taking_out.weaponPower; gear_manager_script.WeaponAttackSpeed = continue_load_gear_save_json_taking_out.WeaponAttackSpeed; gear_manager_script.GearID = continue_load_gear_save_json_taking_out.GearID; gear_manager_script.GearDefense = continue_load_gear_save_json_taking_out.GearDefense; gear_manager_script.GearName = continue_load_gear_save_json_taking_out.GearName; gear_manager_script.GearHead = continue_load_gear_save_json_taking_out.GearHead; gear_manager_script.GearBody = continue_load_gear_save_json_taking_out.GearBody; gear_manager_script.GearLeg = continue_load_gear_save_json_taking_out.GearLeg; gear_manager_script.GearArmRight = continue_load_gear_save_json_taking_out.GearArmRight; gear_manager_script.GearArmLeft = continue_load_gear_save_json_taking_out.GearArmLeft; for (int i = 0; i < continue_load_gear_status_save_json_taking_out.GearID.Count; i++) { gears_set_script.Head.Add(continue_load_gear_status_save_json_taking_out.GearHead[i]); gears_set_script.Body.Add(continue_load_gear_status_save_json_taking_out.GearBody[i]); gears_set_script.Leg.Add(continue_load_gear_status_save_json_taking_out.GearLeg[i]); gears_set_script.ArmsLeft.Add(continue_load_gear_status_save_json_taking_out.GearArmLeft[i]); gears_set_script.ArmsRight.Add(continue_load_gear_status_save_json_taking_out.GearArmRight[i]); gears_set_script.GearDefense.Add(continue_load_gear_status_save_json_taking_out.GearDefense[i]); gears_set_script.GearID.Add(continue_load_gear_status_save_json_taking_out.GearID[i]); gears_set_script.GearName.Add(continue_load_gear_status_save_json_taking_out.GearName[i]); } //保存したデータをPlayerStautsに代入 PlayerStatus.HP = continue_load_status_json_taking_out.HP; PlayerStatus.Defense = continue_load_status_json_taking_out.Defense; PlayerStatus.Attack = continue_load_status_json_taking_out.Attack; PlayerStatus.position = continue_load_status_json_taking_out.position; PlayerStatus.gameObject.transform.position = continue_load_status_json_taking_out.position; SceneManager.sceneLoaded -= SceneLoaded; }
public void ItemAdd(string name, string id, string desc, float power, float def, float speed, float ls, float itemHPInCrease, ItemList.elementType etype, ItemList.ItemType type, Sprite sprite) { items.Add(new ItemList(name, id, desc, power, def, speed, ls, itemHPInCrease, etype, type, sprite)); itemName.Add(name); }