Beispiel #1
0
 void Update()
 {
     KeepData.PlayerScore = PinCount;
     text.text            = PinCount.ToString();
     KeepData.SetHighScore();
     // can't use panelscoretext here because we did not declare the text at the top, look at showdata script.
 }
Beispiel #2
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    void Start()
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        _skillpoint.text = saveData._Skill.ToString();
        SaveData._Sav.SaveGameData();
    }
Beispiel #3
0
 //获取存档文件,并初始化
 public KeepData GetSaveData(bool isInit = false)
 {
     //强制初始化,并返回
     if (isInit)
     {
         InitSaveData();
         return(_save);
     }
     // 如果save为null
     if (_save == null)
     {
         //如果save不存在,对save文件进行初始化
         if (!DataProcess.IsGameDataExist(_SAVE_NAME))
         {
             Debug.Log("不存在存档");
             InitSaveData();
             return(_save);
         }
         //存在存档文件,读取并返回
         _save = LoadGameData();
         Debug.Log(_save._Gold);
         return(_save);
     }
     //如果存档已存在,直接返回
     return(_save);
 }
Beispiel #4
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    public KeepData LoadGameData()
    {
        //读取文档
        KeepData readGold = DataProcess.LoadGameData(typeof(KeepData), _SAVE_NAME, false) as KeepData;

        return(readGold);
    }
Beispiel #5
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    /// 使用道具
    /// </summary>
    /// <param name="i">The index.</param>
    /// <param name="item">Item.</param>
    void Click(int i, Pic item)
    {
        KeepData saveData = SaveData._Sav.GetSaveData();
        Itemsave s        = GameObject.FindObjectOfType <Itemsave> ();

        saveData._HaveItemId.Remove(i);
        saveData._ItemId.Add(i);
        Destroy(item.gameObject);


        //道具栏显示道具
        if (i < 10)
        {
            saveData._HaveItemOn [saveData._Djnum] = i;
            SaveData._Sav.SaveGameData();
            if (saveData._HaveItemOn [saveData._Djnum] == i)
            {
                for (int q = 0; q < saveData._HaveItemOn.Count; q++)
                {
                    if (saveData._HaveItemOn[q] < 10)
                    {
                        _dj [saveData._Djnum].GetComponent <Button> ().image.sprite = s._item [saveData._HaveItemOn [q]];
                    }
                    _dj [saveData._Djnum].GetComponent <Button> ().image.color = new Color(1, 1, 1, 1);
                }
            }
        }
    }
Beispiel #6
0
    public void ChangeTranslateDJ()
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        _obj.anchoredPosition = new Vector2(-17, -saveData._Slidery * _s.value);
        SaveData._Sav.SaveGameData();
    }
Beispiel #7
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    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "PickUp")
        {
            other.gameObject.SetActive(false);
            count         += 1;
            ScoreText.text = "Score: " + count;
            KeepData.GethighScore();
            numCount = count;
            if (count >= 16)
            {
                WinText.gameObject.SetActive(true);


                if (KeepData.RoundsPlayed >= KeepData.PlayerLives)
                {
                    SceneManager.LoadScene("End");
                }
                else if (KeepData.RoundsPlayed < KeepData.PlayerLives)
                {
                    SceneManager.LoadScene("MainScene");
                    KeepData.Round();
                }
            }
        }
    }
Beispiel #8
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    public void MyMoney()
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        _mymoney.text = saveData._Gold.ToString();
        SaveData._Sav.SaveGameData();
    }
Beispiel #9
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    void Update()
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        if (Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            _s.value = _s.value - (Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * 80);
        }
    }
Beispiel #10
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    public void Show1(int i)
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        if (saveData._IsUclockItem[i] == false)
        {
            _jiesuo.SetActive(true);
        }
    }
Beispiel #11
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    public void EnterScene(int i)
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        if (saveData._GuanQiaData[i])
        {
            SceneManager.LoadScene("Game");
        }
    }
Beispiel #12
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    /// <summary>
    /// 更新所有道具图片
    /// </summary>
    void UpdateAllItemPic()
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        for (int i = 0; i < _itemPic.Count; i++)
        {
            Gx(_itemPic[i]);
        }
    }
Beispiel #13
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    public void Show(int i)
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        if (saveData._IsUclockItem [i] == false)
        {
            _jiesuo.SetActive(true);
            GameObject.Find("youling").GetComponent <EnemyAI> ().enabled = false;
            GameObject.Find("player").GetComponent <Move2> ().enabled    = false;
            GameObject.Find("player").GetComponent <Player1> ().enabled  = false;
        }
    }
Beispiel #14
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    /// <summary>
    /// 更新一个道具上所有技能点
    /// </summary>
    /// <param name="item">Item.</param>
    void Gx(Pic item)
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        for (int t = 0; t < item._Skill.Count; t++)
        {
            if (saveData._IsUclockSkill[item._Id]._a[t])
            {
                item._Skill[t].image.sprite = s2;
            }
        }
    }
Beispiel #15
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    public void Onclick(int j)
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        _buy [j].onClick.AddListener(delegate() {
            if (int.Parse(_storelist [j].text) <= saveData._Gold)
            {
                saveData._Gold = saveData._Gold - int.Parse(_storelist [j].text);
                saveData._HaveItemId.Add(j);
            }
            _mymoney.text = saveData._Gold.ToString();
            SaveData._Sav.SaveGameData();
        });
    }
Beispiel #16
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    void OnTriggerEnter2D(Collider2D coll)
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        if (coll.gameObject.tag == "coin")
        {
            saveData._Gold++;
            _getmoney1++;
            SaveData._Sav.SaveGameData();
            _mymoney.text  = saveData._Gold.ToString();
            _getmoney.text = _getmoney1.ToString();
        }
        _mymoney.text = saveData._Gold.ToString();
        SaveData._Sav.SaveGameData();
    }
Beispiel #17
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    void Start()
    {
        KeepData saveData     = SaveData._Sav.GetSaveData();
        int      _skillmoney1 = int.Parse(_skillmoney.text);

        _skillbuy.onClick.AddListener(delegate {
            if (saveData._Gold >= _skillmoney1)
            {
                saveData._Gold = saveData._Gold - int.Parse(_skillmoney.text);
                saveData._Skill++;
                SaveData._Sav.SaveGameData();
                _skillpoint.text = saveData._Skill.ToString();
                _mymoney.text    = saveData._Gold.ToString();
            }
        });
        _mymoney.text    = saveData._Gold.ToString();
        _skillpoint.text = saveData._Skill.ToString();
    }
Beispiel #18
0
    void Click2(int i, Pic item)
    {
        KeepData saveData = SaveData._Sav.GetSaveData();
        Itemsave s        = GameObject.FindObjectOfType <Itemsave> ();

        saveData._HaveItemId.Remove(i);
        saveData._ItemId.Add(i);
        Destroy(item.gameObject);


        //道具栏显示道具
        if (i < 10)
        {
            saveData._HaveItemOn.Add(i);
            saveData._HaveItemOn.Reverse();
            SaveData._Sav.SaveGameData();
            _dj [1].GetComponent <Button> ().image.sprite = s._item [i];
        }
    }
Beispiel #19
0
    public void Show(int i)
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        int _jsmoney1 = int.Parse(_jsMoney.text);

        if (_jsmoney1 > saveData._Gold)
        {
            _jiesuo.SetActive(false);
        }
        if (saveData._IsUclockItem [i] == false)
        {
            if (_jsmoney1 <= saveData._Gold)
            {
                _jiesuo.SetActive(true);
                saveData._Gold = saveData._Gold - _jsmoney1;
                SaveData._Sav.SaveGameData();
                _mymoney.text = saveData._Gold.ToString();
            }
        }
        _mymoney.text = saveData._Gold.ToString();
        SaveData._Sav.SaveGameData();
    }
Beispiel #20
0
    /*void Click3(int i,Pic item)
     * {    int m = 0;
     *      KeepData saveData = SaveData._Sav.GetSaveData ();
     *      Itemsave s = GameObject.FindObjectOfType<Itemsave> ();
     *      saveData._HaveItemId.Remove(i);
     *      saveData._ItemId.Add (i);
     *      //Destroy (item.gameObject);
     *      item.gameObject.SetActive(false);
     *
     *      //道具栏显示道具
     *      if (i < 10)
     *      {
     *              saveData._HaveItemOn.Add (i);
     *              saveData._HaveItemOn.Reverse ();
     *
     *              SaveData._Sav.SaveGameData ();
     *
     *              GameObject dj = GameObject.Instantiate (btn);
     *              dj.transform.SetParent (_DJ);
     *              dj.GetComponent<Button> ().image.sprite = null;
     *              dj.transform.GetComponent<RectTransform> ().anchoredPosition= new Vector2 (75+150*saveData._Djnum , -50);
     *              _dj [m].GetComponent<Button> ().image.sprite = s._item [i];
     *              m++;
     *              _dj.Add (dj);
     *              _dj.Reverse ();
     *
     *      }
     * }
     */
    /// <summary>
    /// 技能加点
    /// </summary>
    /// <param name="t">T.</param>
    /// <param name="item">Item.</param>
    /// <param name="id">Identifier.</param>
    void SkillJs(int t, Pic item, int id)
    {
        KeepData saveData = SaveData._Sav.GetSaveData();

        item._Skill [t].onClick.AddListener(delegate {
            if (saveData._IsUclockSkill[id]._a[t] == false)
            {
                if (saveData._Skill >= 1)
                {
                    saveData._Skill--;
                    SaveData._Sav.SaveGameData();
                    _skillpoint.text = saveData._Skill.ToString();
                    // 遍历该道具所有等级,解锁一个等级
                    for (sbyte i = 0; i < saveData._IsUclockSkill[id]._a.Count; i++)
                    {
                        // 已经解锁,继续循环
                        if (saveData._IsUclockSkill[id]._a[i])
                        {
                            continue;
                        }
                        // 未解锁则解锁并退出
                        saveData._IsUclockSkill[id]._a[i] = true;
                        SaveData._Sav.SaveGameData();
                        if (saveData._IsUclockSkill[id]._a[i])
                        {
                            item._Skill[i].image.sprite = s2;
                        }

                        // 更新所有道具图片
                        UpdateAllItemPic();
                        break;
                    }
                }
            }
        });
    }
Beispiel #21
0
    /// <summary>
    /// 卸下该栏装备
    /// </summary>
    /// <param name="i">The index.</param>
    void DropItem(int i)
    {
        // 卸下空道具,退出
        if (_dj [i].GetComponent <Button>().image.sprite == null)
        {
            return;
        }

        KeepData saveData = SaveData._Sav.GetSaveData();

        // 卸下道具,图片为空
        //if (saveData._HaveItemOn [i] != 10 && saveData._IsUclockItem [i] == true) {
        saveData._HaveItemId.Add(saveData._HaveItemOn [i]);
        saveData._ItemId.Remove(saveData._HaveItemOn [i]);
        saveData._HaveItemOn.Remove(i);
        SaveData._Sav.SaveGameData();

        _dj [i].GetComponent <Button> ().image.sprite = null;
        _dj [i].SetActive(false);
        //Destroy (_dj [i]);
        saveData._Djnum--;
        SaveData._Sav.SaveGameData();
        //}
        // 更新道具栏
        int z    = saveData._HaveItemId.Count - 1;
        Pic item = GameObject.Instantiate(_itemPrefab);

        item._Id = saveData._HaveItemId [z];
        //更新技能点
        Gx(item);
        item.GetComponentInChildren <Text> ().text = saveData._HaveItemName [saveData._HaveItemId [z]];
        item.Shuoming.text = "" + item._shuoming [saveData._HaveItemId [i]];
        item.pic.sprite    = item._pic [saveData._HaveItemId[i]];
        item.transform.SetParent(_canvas);
        x = -196 * (Mathf.Pow(-1, (z % colunm_count)));
        saveData._Slidery = 118 - 195 * (z / colunm_count);
        SaveData._Sav.SaveGameData();
        item.transform.GetComponent <RectTransform> ().anchoredPosition = new Vector2(x, saveData._Slidery);
        item._Use.onClick.AddListener(delegate() {
            //道具装备个数小于道具解锁个数
            if (saveData._Djnum < saveData._IsUclockItemNum)
            {
                if (item._Id < 10)
                {
                    Click2(item._Id, item);

                    saveData._Djnum++;
                    SaveData._Sav.SaveGameData();
                }
            }
        });
        // 把道具图片加入列表
        _itemPic.Add(item);


        for (int t = 0; t < item._Skill.Count; t++)
        {
            SkillJs(t, item, item._Id);
        }

        GameObject dj = GameObject.Instantiate(btn);

        dj.transform.SetParent(_DJ);
        dj.GetComponent <Button> ().image.sprite = null;
        dj.GetComponent <Button> ().image.color  = new Color(0, 0, 0, 0);
        dj.transform.GetComponent <RectTransform> ().anchoredPosition = new Vector2(75 + 150 * saveData._Djnum, -50);
        _dj.Add(dj);
        _dj.Reverse();
    }
Beispiel #22
0
    void Start()
    {
        KeepData saveData = SaveData._Sav.GetSaveData();
        Itemsave s        = GameObject.FindObjectOfType <Itemsave> ();

        Debug.Log(saveData._Slidery);
        for (int q = 0; q < saveData._HaveItemOn.Count; q++)
        {
            GameObject dj = GameObject.Instantiate(btn);
            dj.transform.SetParent(_DJL);
            dj.GetComponent <Button> ().image.sprite = s._item [saveData._HaveItemOn[q]];
            dj.transform.GetComponent <RectTransform> ().anchoredPosition = new Vector2(45 + 85 * q, 44);
            _dj.Add(dj);
        }


        for (int t = 0; t < saveData._IsUclockItem.Count; t++)
        {
            if (saveData._IsUclockItem[t] == true)
            {
                _dj [t].GetComponent <Button> ().image.sprite = null;
                _dj [t].GetComponent <Button> ().image.color  = new Color(0, 0, 0, 0);
                //saveData._HaveItemOn [t] = 10;
                _dj[t].transform.SetParent(_DJ);
            }
        }

        for (int q = 0; q < saveData._HaveItemOn.Count; q++)
        {
            if (saveData._HaveItemOn [q] < 10)
            {
                _dj [q].GetComponent <Button> ().image.sprite = s._item [saveData._HaveItemOn [q]];
                _dj [q].GetComponent <Button> ().image.color  = new Color(1, 1, 1, 1);
            }
        }

        _itemPic = new List <Pic> (saveData._HaveItemId.Count);
        for (int i = 0; i < saveData._HaveItemId.Count; i++)
        {
            Pic item = GameObject.Instantiate(_itemPrefab);
            item._Id = saveData._HaveItemId [i];

            //更新技能点
            Gx(item);
            item.GetComponentInChildren <Text> ().text = saveData._HaveItemName [saveData._HaveItemId [i]];
            item.Shuoming.text = "" + item._shuoming [saveData._HaveItemId [i]];
            item.pic.sprite    = item._pic [saveData._HaveItemId[i]];
            item.transform.SetParent(_canvas);
            x = -196 * (Mathf.Pow(-1, (i % colunm_count)));
            saveData._Slidery = 118 - 195 * (i / colunm_count);
            SaveData._Sav.SaveGameData();
            item.transform.GetComponent <RectTransform> ().anchoredPosition = new Vector2(x, saveData._Slidery);
            //已解锁道具个数大于可装备道具个数
            item._Use.onClick.AddListener(delegate() {
                //道具装备个数小于道具解锁个数
                if (saveData._Djnum < saveData._IsUclockItemNum)
                {
                    if (item._Id < 10)
                    {
                        Click(item._Id, item);

                        saveData._Djnum++;
                        SaveData._Sav.SaveGameData();
                    }
                }
            });

            // 把道具图片加入列表
            _itemPic.Add(item);


            for (int t = 0; t < item._Skill.Count; t++)
            {
                SkillJs(t, item, item._Id);
            }
        }
        for (int k = 0; k < _dj.Count; k++)
        {
            int index = k;
            if (saveData._IsUclockItem [k] == true)
            {
                _dj [k].GetComponent <Button> ().onClick.AddListener(delegate() {
                    if (saveData._Djnum > 0)
                    {
                        DropItem(index);
                    }
                });
            }
        }
        for (int k = 0; k < saveData._HaveItemOn.Count; k++)
        {
            int index = k;
            if (saveData._IsUclockItem [k] == true)
            {
                _dj[k].GetComponent <Button>().onClick.AddListener(delegate() {
                    if (saveData._Djnum > 0)
                    {
                        DropItem(index);
                    }
                });
            }

            // 装备栏为空处理
            if (saveData._HaveItemOn [k] == -1 && saveData._IsUclockItem[k] == true)
            {
                _dj[k].GetComponent <Button>().image.sprite = null;
            }
            // 有装备处理
            for (int j = 0; j < 10; j++)
            {
                if (saveData._HaveItemOn [k] == j)
                {
                    _dj[k].GetComponent <Button>().image.sprite = s._item [j];
                }
            }
        }
    }
Beispiel #23
0
 //初始化存档文件
 public void InitSaveData()
 {
     _save = new KeepData();
     _save._IsUclockItem = new List <bool>();
     _save._HaveItemName = new List <string> ();
     _save._HaveItemId   = new List <int> ();
     _save._HaveItemOn   = new List <int>()
     {
         10, 11, 11, 11, 11
     };
     _save._Slidery = new float();
     _save._Skill   = new int();
     _save._ItemId  = new List <int> ();
     #region 技能点解锁
     t0._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t1._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t2._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t3._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t4._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t5._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t6._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t7._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t8._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t9._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t10._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t11._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t12._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t13._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     t14._a = new List <bool> ()
     {
         false, false, false, false, false
     };
     _save._IsUclockSkill = new List <TestList> ()
     {
         t0, t1, t2, t3, t4, t5, t6, t7, t8, t9, t10, t11, t12, t13, t14
     };
     #endregion
     #region 主题解锁
     _save._ZhuTiData = new List <bool> {
         true, false, false, false
     };
     #endregion
     #region 关卡解锁
     _save._GuanQiaData = new List <bool>
     {
         true, false, false, false, false,
         false, false, false, false, false,
         false, false, false, false, false,
         false, false, false, false, false
     };
     #endregion
     #region 道具栏解锁
     _save._IsUclockItem = new List <bool>()
     {
         true, false, false, false, false
     };
     #endregion
     #region 道具名
     _save._HaveItemName.Add("慢慢胶");
     _save._HaveItemName.Add("飞镖");
     _save._HaveItemName.Add("陷阱");
     _save._HaveItemName.Add("推手");
     _save._HaveItemName.Add("幽灵");
     _save._HaveItemName.Add("透视镜");
     _save._HaveItemName.Add("保护罩");
     _save._HaveItemName.Add("超级泡泡");
     _save._HaveItemName.Add("寒冰");
     _save._HaveItemName.Add("磁铁");
     _save._HaveItemName.Add("鞋子");
     _save._HaveItemName.Add("炸弹");
     _save._HaveItemName.Add("威力");
     _save._HaveItemName.Add("生命");
     SaveGameData();
     #endregion
 }