public void Abutton() { confirm = false; ClearCurrentGridPixels(); StartInput(); Vector3 pos = BuildingGridCanvasCtrl.instance.transform.position; GameObject tent = Instantiate(tentPrefab, this.transform); tent.transform.position = pos; int y = (int)pos.y; CreateMapData cmd = FindObjectOfType <CreateMapData>(); int size = cmd.size; for (int x = (int)pos.x; x < (int)pos.x + 4; x++) { for (int z = (int)pos.z; z < (int)pos.z + 3; z++) { cmd.MapDataStr[x + (z * size) + ((y - 1) * size * size)] = "09"; } } cmd.MapDataStr[(int)pos.x + ((int)pos.z * size) + ((int)pos.y * size * size)] = "98"; cmd.SaveDataJson(); progress = PROGRESS.END; PlayerPrefs.SetInt(save, (int)progress); QuestManager.instance.RemoveQueset(questName); ResetQusetList(); StartCoroutine(AbuttonComplete()); }
private void Start() { CMD = FindObjectOfType <CreateMapData>(); MM = FindObjectOfType <MapManager>(); MinimapCanvas = GameObject.Find("MinimapCanvas").transform.GetComponent <Canvas>(); bodyTr = GameObject.Find("Player").transform; IDB = FindObjectOfType <ItemDatabase>(); }
// 새로운 맵 데이터를 생성하여 맵 데이터를 반환하는 함수 public CreateMapData CreateNewMapData(string name) { GameObject temp = new GameObject(name); CreateMapData CM = temp.AddComponent <CreateMapData>(); CM.minimap = FindObjectOfType <MinimapCtrl>(); CM.mapmanager = FindObjectOfType <MapManager>(); CM.CreateTerrain(); CM.Fill_Map(); CM.TreeGrow(); return(CM); }
private void Start() { BigRt = BigTimerInner.GetComponent <RectTransform>(); SmallRt = SmallTimerInner.GetComponent <RectTransform>(); timestate = (TIME)PlayerPrefs.GetInt(saveState, 0); cmd = FindObjectOfType <CreateMapData>(); if (timestate == TIME.FLOW) { time = PlayerPrefs.GetFloat(saveTime, 0); day = PlayerPrefs.GetInt(saveDay, 1); StartCoroutine(SaveTime()); flowTime = true; SmallTimerObject.SetActive(true); } }