//----------------------------------------------------------------------------------- public void Init(Data.GameData gameData) { m_gameData = gameData; m_stats = new StatsProviderLocal(); m_stats.Load(); if (m_stats.GetConfig().m_strPlayerName.Length == 0) { m_stats.GetConfig().m_strPlayerName = "Player_" + UnityEngine.Random.Range(1000, 9000000).ToString(); m_stats.Save(); } m_adsMan = new Ads.AdsManager(); m_adsMan.Init(); m_netMan = new Net.NetManager(); m_netMan.Init(); m_ui = new UserInterface(); m_ui.Init(); m_ui.SwitchToState(new GameGUI.States.MainMenuParams()); }
/* * Call those lines in the LoadingScreen.Start() function for an example * * DataParser.loadDataJSON(); * */ public static string getMacroContent(string macro) { string[] path = macro.Replace(" ", "").Split(','); if (path.Length == 1) { return(""); // should not happen } Data.GameData data = DataManager.GAME_DATA[path[0]]; int i = 1; object content = null; if (data is SpellData) { content = GameData.getFieldContent <SpellData>((SpellData)data, path[i]); } else if (data is BuffData) { content = GameData.getFieldContent <BuffData>((BuffData)data, path[i]); } i++; while (i < path.Length) // going down nested objects { if (content is Array) { int index = int.Parse(path[i]); if (content is EffectSpell[]) { content = ((EffectSpell[])content)[index]; } if (content is EffectBuff[]) { content = ((EffectBuff[])content)[index]; } if (content is EffectCondition[]) { content = ((EffectCondition[])content)[index]; } } else { if (content is EffectSpell) { content = GameData.getFieldContent <EffectSpell>((EffectSpell)content, path[i]); } else if (content is EffectBuff) { content = GameData.getFieldContent <EffectBuff>((EffectBuff)content, path[i]); } else if (content is EffectHandlerDirectDamage) { content = GameData.getFieldContent <EffectHandlerDirectDamage>((EffectHandlerDirectDamage)content, path[i]).ToString(); i++; } else if (content is EffectHandlerIndirectDamage) { content = GameData.getFieldContent <EffectHandlerIndirectDamage>((EffectHandlerIndirectDamage)content, path[i]).ToString(); i++; } else if (content is EffectHandlerHeal) { content = GameData.getFieldContent <EffectHandlerHeal>((EffectHandlerHeal)content, path[i]).ToString(); i++; } else if (content is EffectHandlerBuff) { content = GameData.getFieldContent <EffectHandlerBuff>((EffectHandlerBuff)content, path[i]).ToString(); i++; } else if (content is EffectHandlerModAP) { content = GameData.getFieldContent <EffectHandlerModAP>((EffectHandlerModAP)content, path[i]).ToString(); i++; } else if (content is EffectHandlerModMP) { content = GameData.getFieldContent <EffectHandlerModMP>((EffectHandlerModMP)content, path[i]).ToString(); i++; } else if (content is EffectConditionTurnNumberAbove) { content = GameData.getFieldContent <EffectConditionTurnNumberAbove>((EffectConditionTurnNumberAbove)content, path[i]).ToString(); i++; } else if (content is EffectConditionTurnNumberBelow) { content = GameData.getFieldContent <EffectConditionTurnNumberBelow>((EffectConditionTurnNumberBelow)content, path[i]).ToString(); i++; } else if (content is EffectConditionHealthAbove) { content = GameData.getFieldContent <EffectConditionHealthAbove>((EffectConditionHealthAbove)content, path[i]).ToString(); i++; } else if (content is EffectConditionHealthBelow) { content = GameData.getFieldContent <EffectConditionHealthBelow>((EffectConditionHealthBelow)content, path[i]).ToString(); i++; } else if (content is EffectConditionAPAbove) { content = GameData.getFieldContent <EffectConditionAPAbove>((EffectConditionAPAbove)content, path[i]).ToString(); i++; } else if (content is EffectConditionAPBelow) { content = GameData.getFieldContent <EffectConditionAPBelow>((EffectConditionAPBelow)content, path[i]).ToString(); i++; } else if (content is EffectConditionMPAbove) { content = GameData.getFieldContent <EffectConditionMPAbove>((EffectConditionMPAbove)content, path[i]).ToString(); i++; } else if (content is EffectConditionMPBelow) { content = GameData.getFieldContent <EffectConditionMPBelow>((EffectConditionMPBelow)content, path[i]).ToString(); i++; } else if (content is EffectConditionHasBuff) { content = GameData.getFieldContent <EffectConditionHasBuff>((EffectConditionHasBuff)content, path[i]).ToString(); i++; } else if (content is EffectConditionHasNotBuff) { content = GameData.getFieldContent <EffectConditionHasNotBuff>((EffectConditionHasNotBuff)content, path[i]).ToString(); i++; } } i++; } return(content.ToString()); }