Esempio n. 1
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    void CreateData()
    {
        Levemapmanager l = new Levemapmanager();

        for (int i = 0; i < lstLevel.Count; i++)
        {
            LevelProperty levelmap = new LevelProperty();
            if (i <= level)
            {
                levelmap.Stt     = i;
                levelmap.KeyLock = 1;
                levelmap.Star    = 0;
            }
            else
            {
                levelmap.Stt     = i;
                levelmap.KeyLock = 0;
                levelmap.Star    = 0;
            }
            l.LevelMaps.Add(levelmap);
        }
        var obj1 = JsonConvert.SerializeObject(l);

        ObscuredPrefs.SetString("DataMap", obj1);
        ReadData();
    }
Esempio n. 2
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 public CharacterStatus(LevelProperty property)
 {
     m_hp      = property.hp;
     m_attack  = property.attack;
     m_defence = property.defence;
     m_speed   = property.speed;
 }
Esempio n. 3
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 public void OnLevelLoaded(LevelProperty prop)
 {
     uIGamePlayScreenController.AssignGameObject(uIGamePlayGameObject);
     uIGamePlayGameObject.SetActive(true);
     uIMainScreenGameObject.SetActive(false);
     uILevelScreenGameObject.SetActive(false);
     uIGamePlayScreenController.Initiate(prop);
 }
Esempio n. 4
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    internal override void OnInitialize(params object[] parameters)
    {
        string name  = (string)parameters[0];
        int    level = (int)parameters[1];

        LevelProperty property = LevelTable.GetProperty(level);

        SetInfo(name, property);
    }
Esempio n. 5
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    public static LevelProperty GetProperty(int level)
    {
        LevelProperty property = s_datas.Find(rhs => rhs.level == level);

        if (null == property)
        {
            UnityEngine.Debug.Log("찾으려는 Data가 존재하지 않습니다.");
            return(null);
        }

        return(property);
    }
 public void LoadLevel(LevelProperty prop)
 {
     foreach (Transform tmp in levelsGameObject.transform)
     {
         if (tmp.tag == "Level_" + prop.levelNumber.ToString())
         {
             tmp.gameObject.SetActive(true);
             tmp.GetComponent <CameraPropertyRequirement>().Init();
             continue;
         }
         tmp.gameObject.SetActive(false);
     }
     uIManager.OnLevelLoaded(prop);
 }
 internal void Initiate(LevelProperty prop)
 {
     paused                = false;
     levelProperty         = prop;
     uIManager             = UIManager.Instance();
     isInitialized         = true;
     uILevelScreenManager  = UILevelScreenManager.Instance();
     pauseButtonGameObject = UtilFunctions.GetChildGameObjectWithTag(gameObject, TagHolder.PAUSE_BUTTON);
     pauseButtonGameObject.GetComponent <Button>().onClick.AddListener(OnPauseClicked);
     homeButtonOject = UtilFunctions.GetGameObjectWithTagRecursive(gameObject, TagHolder.HOME_BUTTON);
     homeButtonOject.GetComponent <Button>().onClick.AddListener(GoHome);
     textField             = UtilFunctions.GetGameObjectWithTagRecursive(gameObject, TagHolder.TEXT_FIELD);
     nextLevelButtonObject = UtilFunctions.GetGameObjectWithTagRecursive(gameObject, TagHolder.NEXT_LEVEL_BUTTON);
     nextLevelButtonObject.GetComponent <Button>().onClick.AddListener(LoadNextLevel);
     gameOverImage = UtilFunctions.GetChildGameObjectWithTag(gameObject, TagHolder.GAME_OVER_IMAGE);
     gameOverImage.SetActive(false);
 }
 private void CreateLevelButtons(GameObject clonePanel, float levelsPerPanel)
 {
     for (int i = 0; i < levelsPerPanel; i++)
     {
         if (remainingNumberOfLevelsButton > 0)
         {
             GameObject button = Instantiate(LevelButton);
             button.transform.SetParent(clonePanel.transform);
             button.SetActive(true);
             LevelProperty prop = button.AddComponent <LevelProperty>();
             prop.levelNumber = totalLevels - remainingNumberOfLevelsButton + 1;
             prop.isCompleted = true;
             prop.isLocked    = GameStateManager.GetLevelLockedState(prop.levelNumber) == "Locked";
             button.GetComponent <Button>().onClick.AddListener(prop.OnLevelButtonPressed);
             UtilFunctions.GetChildGameObjectWithTag(button, "LockButtonImage").SetActive(prop.isLocked);
             UtilFunctions.GetChildGameObjectWithTag(button, "LevelText").GetComponent <TextMeshProUGUI>().text = (prop.levelNumber).ToString();
             UtilFunctions.GetChildGameObjectWithTag(button, "LevelText").SetActive(true);
             listOfLevelProperty.Add(prop);
             remainingNumberOfLevelsButton--;
         }
     }
 }
Esempio n. 9
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        public int CompareTo(object obj)
        {
            NeedTasks other = (NeedTasks)obj;

            var byLev = LevelProperty.CompareTo(other.LevelProperty);

            if (byLev != 0)
            {
                return(-byLev);
            }

            var byLevTo = ToLevelProperty.CompareTo(other.ToLevelProperty);

            if (byLevTo != 0)
            {
                return(-byLevTo);
            }

            var byInd = StaticMetods.PersProperty.Tasks.IndexOf(TaskProperty).CompareTo(StaticMetods.PersProperty.Tasks.IndexOf(other.TaskProperty));

            return(-byInd);
        }
 public void SetUp()
 {
     mSut = new LevelProperty(new ReadOnlyCollection <IProperty>(new List <IProperty>()));
 }
Esempio n. 11
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 set => SetValue(LevelProperty, value);
 internal void LoadNextLevel(LevelProperty levelProperty)
 {
     LoadLevel(listOfLevelProperty[levelProperty.levelNumber]);
 }
Esempio n. 13
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 public void SetUp()
 {
     mSut = new LevelProperty();
 }
Esempio n. 14
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 protected void SetInfo(string name, LevelProperty property)
 {
     m_name   = name;
     m_status = new CharacterStatus(property);
 }
 private init => SetValue(LevelProperty, value);