} // 存储商店售卖哪些道具 public GameData() { //构造函数,设置默认存档 key = SystemInfo.deviceUniqueIdentifier; //设定密钥,根据具体平台设定// // Player Name = "我"; Rank = 1; Gold = 100; // 【以后需要删掉】 CanAvoid = true; CanAttack2 = true; CanAttack3 = true; CanDush = true; // 【以后需要删掉】 // 初始装备 Fit = new IEquip[6]; Fit[(int)FitType.Weapon] = UnityHelper.FindDic(GameMainProgram.Instance.dataBaseMgr.dicEquip, "太刀"); // 初始背包,1~31值为-1 PropNum = new int[32]; for (int i = 1; i < 32; i++) { PropNum[i] = -1; } PropNum[0] = 3; MedicineID = 0; // 其他 HasProp = new bool[32]; HasProp[0] = true; HasProp[1] = true; }
public GameData() { // 构造函数,设置默认存档 key = SystemInfo.deviceUniqueIdentifier; // 设定密钥,根据具体平台设定 HP = 100; // Player Fit = UnityHelper.FindDic(GameMainProgram.Instance.dataBaseMgr.equipDict, "步枪"); }
/// <summary> /// 显示文本信息 /// </summary> /// <param name="stringId">文本的ID</param> /// <returns></returns> public string ShowText(string stringId) { if (SettingSaveData.IsChinese) { return(UnityHelper.FindDic(languageCN_Dict, stringId)); } else { return(UnityHelper.FindDic(languageEN_Dict, stringId)); } }
public void StartDialog(string key, UnityAction dialogCompleteAction = null) { List <string> talks = UnityHelper.FindDic(talksDict, key); if (talks == null || talks.Count == 0) { Debug.LogError("对话内容为空"); return; } UIDialog.StartDialog(talks, dialogCompleteAction); }
/// <summary> /// 在预制的位置生成NPC的Prefab /// </summary> /// <param name="npcName"></param> public void CreateNpc(string npcName) { if (string.IsNullOrEmpty(npcName)) { return; } GameObject go = gameMain.resourcesMgr.LoadAsset(UnityHelper.FindDic(dicNpcPaths, npcName)); INPC npc = null; if (go) { npc = go.GetComponent <INPC>(); } if (npc != null) { npcInScene.Add(npc); npc.Initialize(); } else { Debug.LogError("Npc==null"); } }
public GameData() { //构造函数,设置默认存档 key = SystemInfo.deviceUniqueIdentifier; //设定密钥,根据具体平台设定// // Player Name = "我"; Rank = 1; Gold = 100; CanAttack = true; // 初始装备 Fit = new IEquip[6]; Fit[(int)FitType.Weapon] = UnityHelper.FindDic(GameMainProgram.Instance.dataBaseMgr.equipDict, "太刀"); // 初始背包,1~31值为-1 PropNum = new int[32]; for (int i = 1; i < 32; i++) { PropNum[i] = -1; } PropNum[0] = 3; // 其他 TasksData = new List <TaskData>(); }
public GameData() { //构造函数,设置默认存档 key = SystemInfo.deviceUniqueIdentifier; //设定密钥,根据具体平台设定// // Player Name = "Yuka"; Rank = 1; Gold = 100; // 初始背包 EquipPack = new IEquip[35]; PropPack = new IProp[35]; EquipPack[0] = UnityHelper.FindDic(GameMainProgram.Instance.dataBaseMgr.dicWeapon, "太刀"); EquipPack[1] = UnityHelper.FindDic(GameMainProgram.Instance.dataBaseMgr.dicCloth, "学生服"); EquipPack[2] = UnityHelper.FindDic(GameMainProgram.Instance.dataBaseMgr.dicShoe, "学生鞋"); PropPack[0] = UnityHelper.FindDic(GameMainProgram.Instance.dataBaseMgr.dicMedicine, "回复药"); // 初始装备 Fit = new int[8] { 99, 99, 99, 99, 99, 99, 99, 99 }; // 初始值>34表示未装备 Fit[(int)FitType.Weapon] = 0; Fit[(int)FitType.Cloth] = 1; Fit[(int)FitType.Shoe] = 2; Fit[(int)FitType.Medicine] = 0; }
/// <summary> /// 到显示文本信息 /// </summary> /// <param name="lauguageID">语言的ID</param> /// <returns></returns> public string ShowText(string stringID) { return(UnityHelper.FindDic(dicLauguageCache, stringID)); }