public void Initialized(CUnit unit) { CDataManager dataMgr = CDataManager.Inst; if (dataMgr == null) { return; } m_inventoryInfo = dataMgr.PlayerRecord.InventoryInfo; m_unit = unit; m_actionCtrl = unit.GetComponent <CActionCtrl>(); if (m_unit == null) { return; } // 장비 아이템을 장착 InitSlot(); InitWeaponSlot(dataMgr); m_wearableMgr.Init(m_actionCtrl.Anim.gameObject, m_inventoryInfo); m_unit.Status.ResisterSet(m_wearableMgr.TotalResister); }
protected override void Start() { m_unitTag = "Player"; gameObject.tag = m_unitTag; CDataManager dataMgr = CDataManager.Inst; if (dataMgr == null) { return; } Data.PlayerInfo playerInfo = dataMgr.PlayerRecord.PlayerInfo; GameObject genderPrefab = null; if (playerInfo.gender == Gender.Female) { genderPrefab = Resources.Load <GameObject>("Prefabs/Character/Player/Female"); Gender = Gender.Female; } else { genderPrefab = Resources.Load <GameObject>("Prefabs/Character/Player/Male"); Gender = Gender.Male; } if (genderPrefab == null) { return; } GameObject genderGO = Instantiate(genderPrefab, transform); genderGO.name = genderPrefab.name; base.Start(); m_inputCtrl = GetComponent <CInputCtrl>(); CameraCtrl.SetCamera(m_inputCtrl, this); m_inventory = GetComponent <CInventory>(); m_inventory.Initialized(this); if (m_unitUIPrefab) { GameObject uiObj = Instantiate <GameObject>(m_unitUIPrefab, CStageUIManager.Inst.transform); uiObj.name = m_unitUIPrefab.name; m_unitUI = uiObj.GetComponent <CUnitUI>(); if (m_unitUI != null) { m_unitUI.Init(this); } } }
void InitEquip() { CDataManager dataMgr = CDataManager.Inst; CWearable body = dataMgr.EquipmentContainer.GetEquipment(PartsType.BODY, m_inventoryInfo.curBodyIdx) as CWearable; CWearable arm = dataMgr.EquipmentContainer.GetEquipment(PartsType.ARM, m_inventoryInfo.curArmIdx) as CWearable; CWearable head = dataMgr.EquipmentContainer.GetEquipment(PartsType.HEAD, m_inventoryInfo.curHeadIdx) as CWearable; CWearable leg = dataMgr.EquipmentContainer.GetEquipment(PartsType.LEG, m_inventoryInfo.curLegIdx) as CWearable; ChangeEquip(body); ChangeEquip(arm); ChangeEquip(head); ChangeEquip(leg); m_totalResister = GetResisterAll(); }
IEnumerator InitCoroutine() { while (m_dataMgr == null) { m_dataMgr = CDataManager.Inst; yield return(null); } m_boxInfo = m_dataMgr.PlayerRecord.BoxInfo; m_equipmentContainer = m_dataMgr.EquipmentContainer; EquipmentBoxInit(); yield return(null); }
void Awake() { if (Inst != null) { Destroy(this.gameObject); return; } Inst = this; DontDestroyOnLoad(this.gameObject); m_equipmentContainer.Init(); m_itemContainer.Init(); m_unitContainer.Init(); m_questContainer.Init(); m_effectContainier.Init(); m_playerRecord.Init(m_itemContainer); }
void InitWeaponSlot(CDataManager dataMgr) { // TODO: PlayerData에서 설정 장비 가져오기 int nWIdx = m_inventoryInfo.curWeaponIdx; CWeapon weapon = dataMgr.EquipmentContainer.GetEquipment(PartsType.WEAPON, nWIdx) as CWeapon; EquipWeapon(weapon); int nSecondWIdx = m_inventoryInfo.subWeaponIdx; CWeapon subWeapon = dataMgr.EquipmentContainer.GetEquipment(PartsType.WEAPON, nSecondWIdx) as CWeapon; if (subWeapon != null) { EquipWeapon(subWeapon, subWeapon.WaitSlot, true); } }
private void Start() { m_dataMgr = CDataManager.Inst; if (m_dataMgr == null) { Debug.Log("Datamanager is missing"); return; } if (m_questItemPrefab == null) { m_questItemPrefab = Resources.Load <GameObject>("Prefabs/UI/QuestContent"); if (m_questItemPrefab == null) { Debug.LogError("QuestItem Prefab is missing"); } } CreateQuestItems(); }
protected override void Start() { m_unitTag = "Player"; gameObject.tag = m_unitTag; CDataManager dataMgr = CDataManager.Inst; if (dataMgr == null) { return; } Data.PlayerInfo playerInfo = dataMgr.PlayerRecord.PlayerInfo; GameObject genderPrefab = null; if (playerInfo.gender == Gender.Female) { genderPrefab = Resources.Load <GameObject>("Prefabs/Character/Player/Female"); } else { genderPrefab = Resources.Load <GameObject>("Prefabs/Character/Player/Male"); } if (genderPrefab == null) { return; } GameObject genderGO = Instantiate(genderPrefab, transform); genderGO.name = genderPrefab.name; base.Start(); m_inventory = GetComponent <CInventory>(); m_inventory.Initialized(this); }
public void Initialized(CSubLevel level, UnitType unitType, int nUnitIdx) { if (m_isInit) { return; } m_subLevel = level; CDataManager dataMgr = CDataManager.Inst; if (dataMgr != null) { CUnitData unit = dataMgr.UnitContainer.GetUnitData(unitType, nUnitIdx); if (unit != null) { m_spawnBase = unit; } } m_isInit = true; StartCoroutine(SpawnCoroutine()); }
private void Start() { m_levelStars0.SetStars(CDataManager.GetLevelStars(0)); m_levelStars1.SetStars(CDataManager.GetLevelStars(1)); }