Esempio n. 1
0
    // 바닥에 프리팹을 생성하고 맵 데이터에 저장하는 함수
    public void InstanceOnFloor(GameObject prefab, Vector3 position, Item item, string mapcode)
    {
        int x   = Mathf.RoundToInt(position.x);
        int y   = Mathf.RoundToInt(position.y);
        int z   = Mathf.RoundToInt(position.z);
        int idx = x + (y * CMD.size * CMD.size) + (z * CMD.size);

        if (CMD.MapDataStr[idx - (y * CMD.size * CMD.size)].Contains("01") &&
            CMD.MapDataStr[idx] == "")
        {
            MM.CreatePrefab(prefab, position, item.itemID, item.itemCount);
            CMD.MapDataStr[idx] = mapcode;
            CMD.SaveDataJson();
        }
    }
Esempio n. 2
0
    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());
    }