//--------------------------------------------------- // CreateActionDataHash //--------------------------------------------------- public static byte[] CreateBulletDataHash(BulletData data) { string src = ""; for (int i = 0; i < data.GetLength(); i++) { src += data.GetData(i).Speed.ToString("f10"); src += data.GetData(i).RangeBlock.ToString("f10"); src += data.GetData(i).AttackPower.ToString("f10"); src += data.GetData(i).LifeFrameCount.ToString("f10"); src += data.GetData(i).DamageType.ToString(); src += data.GetData(i).ViewPrefabPath.ToString(); src += data.GetData(i).SpawnEffectPrefabPath; } byte[] tempByte = ASCIIEncoding.ASCII.GetBytes(src); byte[] hash = new MD5CryptoServiceProvider().ComputeHash(tempByte); return(hash); }
//--------------------------------------------------- // CreateData //--------------------------------------------------- static byte[] CreateData(SettingData securityObject, UnityEngine.Object asset) { securityObject = Resources.Load <SettingData>(SecurityFilePath); ActionData actionData = asset as ActionData; //アクションデータ if ((actionData) != null) { byte[] hash = Master.CreateActionDataHash(actionData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.ACTION, hash)); return(hash); } BulletData bulletData = asset as BulletData; //弾データ if (bulletData != null) { byte[] hash = Master.CreateBulletDataHash(bulletData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.BULLET, hash)); return(hash); } CharacterData characterData = asset as CharacterData; //キャラクターデータ if (characterData != null) { byte[] hash = Master.CreateCharacterDataHash(characterData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.CHARACTER, hash)); return(hash); } EffectData effectData = asset as EffectData; //エフェクトデータ if (effectData != null) { byte[] hash = Master.CreateEffectDataHash(effectData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.EFFECT, hash)); return(hash); } ItemData itemData = asset as ItemData; //アイテムデータ if (itemData != null) { byte[] hash = Master.CreateItemDataHash(itemData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.ITEM, hash)); return(hash); } StageData stageData = asset as StageData; //ステージデータ if (stageData != null) { byte[] hash = Master.CreateStageDataHash(stageData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.STAGE, hash)); return(hash); } SeedData seedData = asset as SeedData; if (seedData != null) { byte[] hash = Master.CreateSeedDataHash(seedData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.SEED, hash)); return(hash); } return(null); }