private void Awake() { for (int i = 0; i < 4; i++) { _Player[i] = new PlayerDataProxy(-1, -1, -1, -1); } }
public PlayerData(PlayerDataProxy data) { name = data.name; health = data.health; maxStaminaIndex = data.maxStaminaIndex; staminaRecoveryDelayIndex = data.staminaRecoveryDelayIndex; staminaRecoveryRateIndex = data.staminaRecoveryRateIndex; speedIndex = data.speedIndex; accelerationIndex = data.accelerationIndex; jumpPowerIndex = data.jumpPowerIndex; jumpTimesIndex = data.jumpTimesIndex; jumpPowerDecayIndex = data.jumpPowerDecayIndex; dodgeSpeedIndex = data.dodgeSpeedIndex; dodgeDurationIndex = data.dodgeDurationIndex; dodgeCapacityIndex = data.dodgeCapacityIndex; dodgeCooldownIndex = data.dodgeCooldownIndex; ibSpriteCapacityIndex = data.ibSpriteCapacityIndex; carriedIBSprites = new List <string>(data.carriedIBSprites); ibSprites = new Dictionary <string, int>(data.ibSprites); bodyStyle = data.bodyStyle; bodyOutlineColor = data.bodyOutlineColor; bodyColor = data.bodyColor; eyeStyle = data.eyeStyle; eyeOutlineColor = data.eyeOutlineColor; eyeColor = data.eyeColor; dodgeTrailColor = data.dodgeTrailColor; accelerationTrailColor = data.accelerationTrailColor; bloodColor = data.bloodColor; }
public NewLeaderMediator(object viewComponent) : base(NAME, viewComponent) { View = ((GameObject)ViewComponent).GetComponentInChildren <NewLeaderView>(true); // View.gameObject.SetActive(true); Debug.Log("new leader mediator"); playerData = Facade.RetrieveProxy(PlayerDataProxy.NAME) as PlayerDataProxy; View.ButtonApply.onClick.AddListener(OnClickApply); }
/// <summary> /// プレイヤー初期化 /// </summary> private void PlayerInitialize() { PlayerDataProxy InitPlayer;; for (int i = (int)PlayerType.Player1; i < (int)PlayerType.EndPlayer; i++) { InitPlayer = new PlayerDataProxy(i, 0, 0, 1); _PlayerMgrObj.GetComponent <PlayerManeger>().Player[i] = InitPlayer; } }
public MainPanelMediator(object viewComponent) : base(NAME, viewComponent) { //前提只有ViewComponent初始化成功,才可以进行UI的操作 //绑定事件 View = ((GameObject)ViewComponent).GetComponent <MainPanelView> (); Debug.Log("panel mediator"); playerData = Facade.RetrieveProxy(PlayerDataProxy.NAME) as PlayerDataProxy; //绑定按钮事件 View.ButtonPlay.onClick.AddListener(OnClickPlay); }
public override void Execute(INotification notification) { var a = notification.Body as EnemyItem; PlayerDataProxy proxy = MyFacade.Instance.RetrieveProxy(PlayerDataProxy.NAME) as PlayerDataProxy; proxy.GetReward(a.GetModel().Reward *Random.Range(0, 100)); GameMediator mediator = MyFacade.Instance.RetrieveMediator(GameMediator.NAME) as GameMediator; mediator.RemoveItem(a); Object.Destroy(a.gameObject); }
/// <summary> /// プレイヤー初期化 /// </summary> IEnumerator PlayerInitialize() { PlayerDataProxy InitPlayer;; for (int i = (int)PlayerType.Player1; i < (int)PlayerType.EndPlayer; i++) { yield return(new WaitForSeconds(1F)); InitPlayer = new PlayerDataProxy(i, 0, 0, 1); _PlayerMgrObj.GetComponent <PlayerManeger>().Player[i] = InitPlayer; } }
public GameMediator(object viewComponent) : base(NAME, viewComponent) { View = ((GameObject)ViewComponent).GetComponentInChildren <GameView>(true); Debug.Log("game mediator"); otherData = Facade.RetrieveProxy(OtherDataProxy.NAME) as OtherDataProxy; playerData = Facade.RetrieveProxy(PlayerDataProxy.NAME) as PlayerDataProxy; // levelData = Facade.RetrieveProxy(LevelProxy.NAME) as LevelProxy; View.Portal.Enter += Enter; View.UpdateScore(playerData.PlayerData.RewardTotal); }
public override void Execute(INotification notification) { //开始随机 BonusProxy bonus = MyFacade.Instance.RetrieveProxy(BonusProxy.NAME) as BonusProxy; int id = Random.Range(0, bonus.BonusLists.Count); Debug.Log("result:" + bonus.BonusLists[id].Name + "," + bonus.BonusLists[id].Reward); //改变数值 并发送消息 PlayerDataProxy playerData = Facade.RetrieveProxy(PlayerDataProxy.NAME) as PlayerDataProxy; if (playerData != null) { playerData.GetReward(bonus.BonusLists[id].Reward, bonus.BonusLists[id].Name); Debug.Log("================PlayCommand"); } }
public void ChangeRanking(PlayerDataProxy[] playerData) { //ランキング順にした変数 PlayerDataProxy[] RankingSort = new PlayerDataProxy[4]; //ソート for (int i = 0; i < 4; i++) { RankingSort[playerData[i].Ranking - 1] = playerData[i]; } //表示、変更します //1 DisplayRank[0].sprite = Rank[RankingSort[0].Ranking]; //2 //3 //4 }
//SendSeverDataArrayをRecvClientDataclassに変換 public RecvCliantData RecvArrayConvertClass(SendSeverDataArray sever) { RecvCliantData rData = new RecvCliantData(new FieldDataProxy[global.FieldSize.y, global.FieldSize.x], null, -1, null, null); int severCount = 0; for (int i = 0; i < global.FieldSize.y; i++) { for (int j = 0; j < global.FieldSize.x; j++) { CardDataProxy InitCard = new CardDataProxy(-1, "", "", -1, -1, -1, -1); FieldDataProxy Init = new FieldDataProxy(InitCard, -1, -1, false, -1); rData.AllFeildData[i, j] = Init; } } //プレイヤー初期化 PlayerDataProxy InitPlayer = new PlayerDataProxy(-1, -1, -1, -1); rData.AllPlayerData = new PlayerDataProxy[4]; for (int i = 0; i < 4; i++) { rData.AllPlayerData[i] = InitPlayer; } List <List <int> > InitDrawList = new List <List <int> >(); rData.DrawDataList = InitDrawList; List <CardDataProxy> InitCardData = new List <CardDataProxy>(); rData.DrawCardList = InitCardData; for (int i = 0; i < sever.AllFeildData.Length / global.FieldSize.x; i++) { for (int j = 0; j < sever.AllFeildData.Length / global.FieldSize.y; j++) { //カードデータをClassに変換する rData.AllFeildData[i, j]._CardData.Cost = sever.AllFeildData[severCount].SendCardData.Cost; rData.AllFeildData[i, j]._CardData.Name = sever.AllFeildData[severCount].SendCardData.Name; rData.AllFeildData[i, j]._CardData.Number = sever.AllFeildData[severCount].SendCardData.Number; rData.AllFeildData[i, j]._CardData.Rarity = sever.AllFeildData[severCount].SendCardData.Rarity; rData.AllFeildData[i, j]._CardData.Score = sever.AllFeildData[severCount].SendCardData.Score; rData.AllFeildData[i, j]._CardData.Text = sever.AllFeildData[severCount].SendCardData.Text; rData.AllFeildData[i, j]._CardData.Type = sever.AllFeildData[severCount].SendCardData.Type; //残りも変換 rData.AllFeildData[i, j].IsRankUp = sever.AllFeildData[severCount].IsRankUp; rData.AllFeildData[i, j].MaptipNumber = sever.AllFeildData[severCount].MaptipNumber; rData.AllFeildData[i, j].PossessionPlayer = sever.AllFeildData[severCount].PossessionPlayer; rData.AllFeildData[i, j].RankID = sever.AllFeildData[severCount].RankID; severCount++; } } //プレイヤーデータを構造体に変換 for (int i = (int)PlayerType.Player1; i < (int)PlayerType.EndPlayer; i++) { rData.AllPlayerData[i].PlayerNumber = sever.AllPlayerData[i].PlayerNumber; rData.AllPlayerData[i].Ranking = sever.AllPlayerData[i].Ranking; rData.AllPlayerData[i].ScorePerTurn = sever.AllPlayerData[i].ScorePerTurn; rData.AllPlayerData[i].TotalScore = sever.AllPlayerData[i].TotalScore; } //描画メソッドを構造体に変換 List <List <int> > AddData = new List <List <int> >(); for (int i = 0; i < sever.DrawDataList.Length; i++) { List <int> ListData = new List <int>(); for (int j = 0; j < sever.DrawDataList[i].vs.Length; j++) { ListData.Add(sever.DrawDataList[i].vs[j]); //rData.DrawDataList[i][j] = sever.DrawDataList[i].vs[j]; } AddData.Add(ListData); } rData.DrawDataList = new List <List <int> >(AddData); //引くカードのデータを構造体に変換 for (int i = 0; i < sever.DrawCardList.Length; i++) { CardDataProxy AddCardData = new CardDataProxy(sever.DrawCardList[i].Number, sever.DrawCardList[i].Name, sever.DrawCardList[i].Text, sever.DrawCardList[i].Cost, sever.DrawCardList[i].Score, sever.DrawCardList[i].Type, sever.DrawCardList[i].Rarity); rData.DrawCardList.Add(AddCardData); //rData.DrawCardList[i].Name = sever.DrawCardList[i].Name; //rData.DrawCardList[i].Number = sever.DrawCardList[i].Number; //rData.DrawCardList[i].Rarity = sever.DrawCardList[i].Rarity; //rData.DrawCardList[i].Score = sever.DrawCardList[i].Score; //rData.DrawCardList[i].Text = sever.DrawCardList[i].Text; //rData.DrawCardList[i].Type = sever.DrawCardList[i].Type; } return(rData); }