private void SetData() { //기본세팅 page = 0; //선택지 세팅 CodeBox.ClearList(boxTr); if (answerType == TalkBox.EVENT) { for (int i = 0; i < npc.have_Event.Count; i++) { int num = npc.have_Event[i]; CodeBox.AddChildInParent(boxTr, box).GetComponent <Npc_Talk_Box>().SetBox(transform, num, NpcData.Instance.npcTalk_Event[num]); } } else//키워드 나열 { for (int i = 0; i < NpcData.Instance.npcTalk_Keyword.Length; i++) { if (!NpcData.Instance.npcTalk_Keyword[i].unlock) { continue; } CodeBox.AddChildInParent(boxTr, box).GetComponent <Npc_Talk_Box>().SetBox(transform, i, npc.Used_Keyword_Icon(i)); } } }
public void MakeKnightList() { selectKnighObj.SetActive(true); CodeBox.ClearList(selectKnightListTr); foreach (Knight k in unit.knights) { if (k.teaming == true) { continue; } GameObject obj = CodeBox.AddChildInParent(selectKnightListTr, knightPrefab); obj.GetComponent <WorldKnightPrefab>().SetData(k); } //초기화. selectDayList.SetData(dungeon.GetDungeonProgress(d).SearchP == 100 ? true : false); CodeBox.ClearList(selectView); txrArr.Clear(); Cnt = 0; }
//파티 List & 오브젝트(Select View)에 요소 추가 public void AddKnightInParty(Knight k) { if (Cnt == 4) { return; } WorldKnightSelect obj = CodeBox.AddChildInParent(selectView, knightPrefabSelect).GetComponent <WorldKnightSelect>(); //사용하지 않는 Texture 찾아 출력 int i; for (i = 0; i < 4; i++) { if (txrArr.Contains(i) == false) { break; } } txrArr.Add(i); SkinObjs[i].SetData(k); obj.SetData(k.num, textures[i], i); Cnt++; }
public void CreateDungeonInWorld() { dungeon = DungeonData.Instance; for (int i = 0; i < 8; i++) { GameObject obj = CodeBox.AddChildInParent(dungeonPos[i], dungeon.dungeonObjArray[dungeon.dungeon_Progress[i].d.num]); obj.GetComponentInChildren <WorldDungeonPrefab>().SetData(dungeon.dungeon_Progress[i], i); } DungeonUpdate(); }
//KightList생성 public void MakeKinghtList(Transform list) { CodeBox.ClearList(list); int index = 0; foreach (Knight k in unit.knights) { GameObject obj = CodeBox.AddChildInParent(list, knightPrefab); obj.GetComponent <KnightPrefab>().SetData(k); } }
private void MonsterSetting() { Debug.Log(" MonsterSetting() 실행"); //2-0 초기화 phaseInMonsterCnt = 0; while (thing.Count > knightCount) { thing.RemoveAt(knightCount); thingTarget.RemoveAt(knightCount); } //2-1 표시될 몬스터를 showMonster에서 호출함 for (int i = 0; i < 4; i++) { //2-1-E 더 이상 호출한 몬스터가 없음. if (monsterList.Count == 0) { //표시될 몬스터가 있으면, 로드 종료 // 없으면, [승리] 상태가됨. if (mps[0].s.alive == AliveType.생존) { for (; i < 4; i++) { msv[i].gameObject.SetActive(false);//스테이트,COL임 } break; } State = BattleState.승리; return; } monsterObj = MonsterData.Instance.monsterPrefabs[monsterList[0].num]; mps[i] = CodeBox.AddChildInParent(monsterPos[i], monsterObj).GetComponentInChildren <BattleMonsterPrefab>(); //2-1-1 show와 thing 에 추가 mps[i].SetData(monsterList[0], i, msv[i]); thing.Add(mps[i].s); thingTarget.Add(4 + i); phaseInMonsterCnt++; //2-1-1-2 스테이트 상태COL 활성화 msv[i].gameObject.SetActive(true); msv[i].SetData(mps[i]); //2-1-2 호출된 몬스터는 리스트에서 삭제 monsterList.Remove(monsterList[0]); } msv[4].gameObject.SetActive(false);//※이거 보스... //2-2 몬스터 세팅 완료했으니 전투 순서를 정해줌. (3-1 이동) Turn = 0; SettingTurn(); }
public void SetForm() { DungeonProgress dp = EventData.Instance.battle_dp; formObj = new GameObject[dp.p.k.Length]; int index = 0; foreach (int kNum in dp.p.k) { formObj[index] = CodeBox.AddChildInParent(BattleUI.transform, basicForm); formObj[index].GetComponent <Form>().SetData(battle.kps[index]); formObj[index++].SetActive(false); } }
//List에 표시되는 파티원들의 모습 public void PartyInfoViewer() { Party p = DungeonData.Instance.dungeon_Progress[index].p; CodeBox.ClearList(partyInfo_ListTr); world.ResetTexture();//<< -- 텍스쳐임 foreach (int kNum in p.k) { GameObject obj = CodeBox.AddChildInParent(partyInfo_ListTr, partyInfo_knight); Knight k = UnitData.Instance.knights[kNum]; obj.GetComponent <KnightInfo_Simple>().SetData(k); obj.GetComponent <KnightInfo_Simple>().SetCharacter(world.TextureFinder(k));//<<-- 텍스쳐 } }
public void SendBubble(string ment) { CodeBox.AddChildInParent(bubble_Tr, bubble).GetComponentInChildren <Bubble>().SetBubble(ment); }
public void SendStressText(int value) { CodeBox.AddChildInParent(stateText_Tr, textObj).GetComponentInChildren <StateTextEffect>().SetStressText(value); }
public void TestStory() { CodeBox.AddChildInParent(GameController.Instance.story_Tr, event_Story_Obj).GetComponent <Event_Story>().SetData("prolog"); }