//public bool isDeath; //public bool isGround; //public bool isSESwitch; // Start is called before the first frame update void Start() { Setting = new PlayerSettingData(initialStatus); Compo = new PlayerSettingComponent(); m_StateMap.Add(StateType.Idle, new PlayerState(Setting, Compo)); m_StateMap.Add(StateType.Jump, new PlayerStateJump(Setting, Compo)); m_StateMap.Add(StateType.Sliding, new PlayerStateSliding(Setting, Compo)); m_StateMap.Add(StateType.Attack, new PlayerStateAttack(Setting, Compo)); m_StateMap.Add(StateType.Damage, new PlayerStateDamage(Setting, Compo)); m_StateMap.Add(StateType.Death, new PlayerStateDeath(Setting, Compo)); m_StateMap.Add(StateType.BossBattle, new PlayerStateBossBattle(Setting, Compo)); m_CurrentState = m_StateMap[StateType.Idle]; //アニメータコンポーネントを取得 Compo.myAnimator = GetComponent <Animator>(); //走るアニメーションを開始 //Setting.myAnimator.SetFloat("Speed", 1); //Rigidbodyコンポーネントを取得 Compo.myRigidbody = GetComponent <Rigidbody>(); //CapsuleColiderコンポーネントを取得 Compo.myCollider = GetComponent <CapsuleCollider>(); //BoxColiderコンポーネントを取得 //Compo.atkCollider = GetComponent<BoxCollider>(); Compo.myAudio = GetComponent <AudioSource>(); this.gamedirector = GameObject.Find("GameDirector"); //Score this.score = GameObject.Find("ScoreDirector"); //Boss this.BossSlime = GameObject.Find("BossSlime"); this.Geometry = this.transform.Find("Geometry"); this.Sword = GameObject.Find("Sword"); this.PlayerHP = Setting.PlayerHP; this.isRunning = false; this.isDebug = false; this.Pcount = 0; //this.isGround = false; //this.isSESwitch = true; Compo.myAudio.clip = RunningSE; }
private void SaveConfig() { List <PlayerSettingData> dataList = new List <PlayerSettingData>(); foreach (KeyValuePair <ChatSettingIndex, string> kvp in currentChatSettingTable) { PlayerSettingData data = new PlayerSettingData(PlayerSettingDataType.ChatSetting, kvp.Key.ToString(), kvp.Value); dataList.Add(data); } if (dataList.Count > 0) { PlayerSettingLocalConfig.PlayerSettingLocalConfig.Instance.ModifyLocalData(PlayerSettingDataType.ChatSetting, dataList); } }
private void SaveConfig() { List <PlayerSettingData> dataList = new List <PlayerSettingData>(); PlayerSettingData spellType = new PlayerSettingData(PlayerSettingDataType.shortcutsSetting, spellTypeNameInCsv, ((int)CurrentSpellMode).ToString()); dataList.Add(spellType); foreach (KeyValuePair <int, SlotKeyCodeData> kvp in CurrentSlotMap) { PlayerSettingData data = new PlayerSettingData(PlayerSettingDataType.shortcutsSetting, kvp.Value.szSlotFunction, kvp.Key.ToString(), kvp.Value.szKeySequence, kvp.Value.nAutoCasting.ToString()); dataList.Add(data); } if (dataList.Count > 0) { PlayerSettingLocalConfig.PlayerSettingLocalConfig.Instance.ModifyLocalData(PlayerSettingDataType.shortcutsSetting, dataList); } }
public PlayerStateSliding(PlayerSettingData setting, PlayerSettingComponent compo) : base(setting, compo) { }
public PlayerState(PlayerSettingData setting, PlayerSettingComponent compo) { m_Setting = setting; m_Compo = compo; }
public PlayerStateBossBattle(PlayerSettingData setting, PlayerSettingComponent compo) : base(setting, compo) { }
public PlayerStateDeath(PlayerSettingData setting, PlayerSettingComponent compo) : base(setting, compo) { }
public PlayerStateAttack(PlayerSettingData setting, PlayerSettingComponent compo) : base(setting, compo) { }
private static void ExportConfig() { #region 暂时废弃 //StreamWriter writer = new StreamWriter(ConfigFileName, false, new System.Text.UTF8Encoding(true)); //string s = ""; //s = "ShadowQuality" + "," + currShadowQuality.ToString(); //writer.WriteLine(s); //s = "TextureQuality" + "," + currTextureQuality.ToString(); //writer.WriteLine(s); //s = "PixelLightQuality" + "," + currPixelLightQuality.ToString(); //writer.WriteLine(s); //s = "SceneRenderingQuality" + "," + currSceneRenderingQuality.ToString(); //writer.WriteLine(s); //s = "RealTimeReflectionProbe" + "," + currRealTimeReflectionProbeEnabled; //writer.WriteLine(s); //s = "TextureAsino" + "," + currAsinoEnabled; //writer.WriteLine(s); //s = "AutoAdjustQuality" + "," + AutoAdjustQuality; //writer.WriteLine(s); //s = "ImageQuality" + "," + currImageQuality.ToString(); //writer.WriteLine(s); //s = "EffectQuality" + "," + currEffectQuality.ToString(); //writer.WriteLine(s); //s = "WaterQuality" + "," + currWaterQuality.ToString(); //writer.WriteLine(s); //s = "Resolution" + "," + currResolution; //writer.WriteLine(s); //s = "WindowType" + "," + currWindowType.ToString(); //writer.WriteLine(s); //s = "SceneRenderingQuality" + "," + currSceneRenderingQuality.ToString(); //writer.WriteLine(s); //writer.Flush(); //writer.Close(); //writer = null; #endregion List <PlayerSettingData> dataList = new List <PlayerSettingData>(); PlayerSettingData imageQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "ImageQuality", currData.currImageQuality.ToString()); dataList.Add(imageQuality); PlayerSettingData shadowQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "ShadowQuality", currData.currShadowQuality.ToString()); dataList.Add(shadowQuality); PlayerSettingData textureQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "TextureQuality", currData.currTextureQuality.ToString()); dataList.Add(textureQuality); //PlayerSettingData pixelLightQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "PixelLightQuality", currPixelLightQuality.ToString()); //dataList.Add(pixelLightQuality); PlayerSettingData sceneRenderingQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "SceneRenderingQuality", currData.currSceneRenderingQuality.ToString()); dataList.Add(sceneRenderingQuality); //PlayerSettingData realTimeReflectionProbe = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "RealTimeReflectionProbe", currRealTimeReflectionProbeEnabled.ToString()); //dataList.Add(realTimeReflectionProbe); //PlayerSettingData textureAsino = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "TextureAsino", currAsinoEnabled.ToString()); //dataList.Add(textureAsino); //PlayerSettingData autoAdjustQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "AutoAdjustQuality", AutoAdjustQuality.ToString()); //dataList.Add(autoAdjustQuality); PlayerSettingData effectQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "EffectQuality", currData.currEffectQuality.ToString()); dataList.Add(effectQuality); //PlayerSettingData waterQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "WaterQuality", currWaterQuality.ToString()); //dataList.Add(waterQuality); PlayerSettingData resolution = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "Resolution", currData.currResolution.ToString()); dataList.Add(resolution); PlayerSettingData windowType = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "WindowType", currData.currWindowType.ToString()); dataList.Add(windowType); PlayerSettingData sSAOEnabled = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "SSAOEnabled", currData.SSAOEnabled.ToString()); dataList.Add(sSAOEnabled); PlayerSettingData fXAAEnabled = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "FXAAEnabled", currData.FXAAEnabled.ToString()); dataList.Add(fXAAEnabled); PlayerSettingData bloomAndFlaresEnabled = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "BloomAndFlaresEnabled", currData.BloomAndFlaresEnabled.ToString()); dataList.Add(bloomAndFlaresEnabled); PlayerSettingData advanceImageEffectEnabled = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "AdvanceImageEffectEnabled", currData.AdvanceImageEffectEnabled.ToString()); dataList.Add(advanceImageEffectEnabled); PlayerSettingData gameBrightness = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "gameBrightness", currData.currGameBrightness.ToString()); dataList.Add(gameBrightness); PlayerSettingLocalConfig.Instance.ModifyLocalData(PlayerSettingDataType.ImageSetting, dataList); }