public List <MyGameData> LoadGame(string sName) { try { //creating a list of object List <MyGameData> myData = new List <MyGameData>(); //joining all tables to getting game data that are available for playing var data = (from pl in Context.Player join ps in Context.PlayerSession on pl.PlayerID equals ps.PlayerId join s in Context.Session on ps.SessionId equals s.SessionID join pp in Context.PlayerPiece on pl.PlayerID equals pp.PlayerId join p in Context.Piece on pp.PieceId equals p.PieceID where s.GameFinished == false && s.SessionName == sName select new { playerId = pl.PlayerID, sessionName = s.SessionName, playerName = pl.Name, color = ps.Color, piecePosition = p.Position, pieceID = p.PlayerPieceID }).ToList(); if (data.Count() == 0) { Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine("OBS, There is no unfinished game available \n"); Console.ResetColor(); Console.Beep(900, 900); } else { foreach (var item in data) { MyGameData m = new MyGameData() { PlayerID = item.playerId, SessionName = item.sessionName, PlayerName = item.playerName, Color = item.color, PieceID = item.pieceID, Position = item.piecePosition }; myData.Add(m); } } return(myData); } catch (Exception) { throw; } }
public void StartButtonClick() { MyGameData data = LabTools.GetData <MyGameData>(choose.captionText.text); //GameFlowData gameFlow = new GameFlowData(); Debug.Log(data.angle); //GameDataManager.FlowData = gameFlow; GameDataManager.FlowData = new GameFlowData("01", data); //var Id = gameFlow.UserId; //GameDataManager.LabDataManager.LabDataCollectInit(() => Id); GameSceneManager.Instance.Change2MainScene(); //Application.Quit(); }
private void SetData(MyGameData data) { switch (hand.value) { case 0: data.hand = "right"; break; case 1: data.hand = "left"; break; } switch (angle.value) { case 0: data.angle = 10; break; case 1: data.angle = 30; break; case 2: data.angle = 90; break; case 3: data.angle = 180; break; } switch (dish.value) { case 0: data.dishCount = 5; break; case 1: data.dishCount = 10; break; case 2: data.dishCount = 15; break; } }
public void SettingFinishButtonClick() { MyGameData gameData = new MyGameData(); SetData(gameData); if (scriptName.text != null || scriptName.text != "") { LabTools.WriteData(gameData, scriptName.text, true); } else { LabTools.WriteData(gameData, "default", true); } //LabTools.WriteData(gameData, "test123",true); Debug.Log("dropdown data:" + gameData.hand); Debug.Log("dropdown data:" + gameData.angle); Debug.Log("dropdown data:" + gameData.dishCount); launcher.SetActive(true); editor.SetActive(false); UpdateList(); }
/// <summary> /// FlowData 构造函数 /// </summary> /// <param name="UserID"></param> /// <param name="languageType"></param> /// <param name="remindType"></param> /// <param name="gameData"></param> public GameFlowData(string UserID, MyGameData data) { //Language = languageType; GameData = data; UserId = UserID; }
public void GameInit() { Debug.Log("test1"); data = GameDataManager.FlowData.GameData; score = 0; }