public UserData(string newId) { Id = newId; heroId = 1; heroLevel = 1; equipment = new int[equipNum]; inventoryId = new int[invenNum]; inventoryNum = new int[invenNum]; skill = new int[skillNum]; unit = new Unit[unitNum]; attackUnit = new Unit[unitNum]; createUnit = new Unit(); building = new int[buildingNum]; buildTime = new DateTime(); buildBuilding = buildingNum; upgrade = new int[unitNum]; resource = 1000; heroState = HeroState.Stationed; castleState = CastleState.Peace; for (int i = 0; i < unitNum; i++) { unit[i] = new Unit(); attackUnit[i] = new Unit(); upgrade[i] = 1; } }
void InitializeData() { heroDatabase = HeroDatabase.Instance; heroDatabase.InitializeHeroDatabase(); itemDatabase = ItemDatabase.Instance; itemDatabase.InitializeItemDatabase(); buildingDatabase = BuildingDatabase.Instance; buildingDatabase.InitializeBuildingDatabase(); unitDatabase = UnitDatabase.Instance; unitDatabase.InitializeUnitDatabase(); Id = ""; heroData = new HeroBaseData(); resource = 0; heroState = 0; castleState = 0; equipment = new int[equipNum]; inventoryId = new int[invenNum]; inventoryNum = new int[invenNum]; skill = new int[skillNum]; unit = new Unit[unitNum]; createUnit = new Unit(); attackUnit = new Unit[unitNum]; building = new int[buildingNum]; upgrade = new int[unitNum]; buildBuilding = buildingNum; }
public void SetStateData(StateData stateData) { heroState = (HeroState)stateData.heroData; castleState = (CastleState)stateData.castleData; }
//성 상태 변경 public void ChangeCastleState(CastleState state) { castleState = state; }