Esempio n. 1
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    public void On_SelectCharaterUI(int index, int count)
    {
        RecvCharaterInfo info = CharaterManager.Instance.Get_CharaterInfo(index);

        SelectWindow[count].GetComponent <SelectCharaterInfo_Action>().SelectCharaterInfo(info.Level, info.Name, info.Type);
        SelectWindow[count].SetActive(true);
    }
Esempio n. 2
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    IEnumerator C_StartState()
    {
        RecvCharaterInfo[] SelectCharaterInfos = new RecvCharaterInfo[3];

        for (int index = 0; index < SelectCharaters.Count; index++)
        {
            if (SelectCharaters[index] == 0)
            {
                continue;
            }

            SelectCharaterInfos[index] = CharaterManager.Instance.Get_CharaterInfo(SelectCharaters[index]);
        }

        AsyncOperation async = SceneManager.LoadSceneAsync("Stage");

        transform.DestroyChildren();

        while (!async.isDone)
        {
            yield return(null);
        }

        GameStateManager.Get_Inctance().StartState(SelectCharaterInfos);
    }
Esempio n. 3
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    private void ReadyViewSelectCharaterInfo(RecvCharaterInfo data)
    {
        GameObject Info = Instantiate(SelectCharaterInfo_Prefab, SelectCharaterView.transform) as GameObject;

        Info.name = data.Name;
        Info.transform.localScale = Vector3.one;
        Info.GetComponent <CaraterInfo_Action>().Set_CharaterInfo(data.Index, data.Name, data.Attack, data.Defense, data.Type, data.Star);

        SelectCharaterView.GetComponent <UIGrid>().repositionNow = true;
    }
Esempio n. 4
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    //php에서 보낸 아이템의 모든 정보를 가져와 CharaterInfos에 저장하는 함수.
    public void ReplyCharaterInfo(string json)
    {
        // JsonReader.Deserialize() : 원하는 자료형의 json을 만들 수 있다
        Dictionary <string, object> dataDic = (Dictionary <string, object>)JsonReader.Deserialize(json, typeof(Dictionary <string, object>));

        foreach (KeyValuePair <string, object> info in dataDic)
        {
            RecvCharaterInfo data = JsonReader.Deserialize <RecvCharaterInfo>(JsonWriter.Serialize(info.Value));

            CharaterInfos.Add(data.Index, data);
            ReadyViewSelectCharaterInfo(CharaterInfos[data.Index]);
        }
        View_GetCharaterInfo(GameManager.Get_Inctance().GetCharaters);
    }
Esempio n. 5
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    public void Set_Info(RecvCharaterInfo Info)
    {
        Init_Infomation = Info;
        Level           = Init_Infomation.Level;
        Speed           = Init_Infomation.Speed;


        // HP, Attack, SkillPoint를 초기화한다.
        Hp         = Init_Infomation.Hp;
        BaseAttack = Init_Infomation.Attack;
        SkillPoint = Init_Infomation.Skillpoint;

        // Skill버튼에 스페셜스킬 함수를 연동한다.
        PlayerSkill_Manager.Get_Inctance().Set_Skill(this, transform.parent.name);
    }
Esempio n. 6
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    public void View_GetCharaterInfo(List <int> Indexs)
    {
        for (int i = 0; i < Indexs.Count; i++)
        {
            GameObject       Info = Instantiate(CharaterInfo_Prefab, CharaterInfoView.transform) as GameObject;
            RecvCharaterInfo data = Get_CharaterInfo(Indexs[i]);
            Info.name = data.Name;
            Info.transform.localScale = Vector3.one;
            Info.GetComponent <CharaterInfo_Action>().Set_CharaterInfo(data.Name, data.Level, data.Star, data.Type);

            CharaterInfoView.GetComponent <UIGrid>().repositionNow = true;

            // GameManager에 캐릭터 Get하는 부분 구현

            Set_ButtonCharaterDetailedInfo(Info.GetComponent <UIButton>(), data.Index);
        }
    }
Esempio n. 7
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    public void Set_Charater_DetailedInfo(int index)
    {
        RecvCharaterInfo data = CharaterManager.Instance.Get_CharaterInfo(index);

        Index              = index;
        Label_Name.text    = data.Name;
        Type.spriteName    = data.Type;
        Label_attack.text  = data.Attack.ToString();
        Label_defense.text = data.Defense.ToString();

        Touchskill_Icon.spriteName   = data.Name + "_TouchSkill";
        Specialskill_Icon.spriteName = data.Name + "_SpecialSkill";

        Touchskill_Explanation.text   = data.Touch_text;
        Specialskill_Explanation.text = data.Special_text;

        if (UI_Charater.transform.FindChild("UI_" + data.Name) != null)
        {
            GameObject Charater = UI_Charater.transform.FindChild("UI_" + data.Name).gameObject;
            Charater.SetActive(true);
        }
        else
        {
            GameObject CharaterPrefab = Resources.Load("Prefabs/UI/Charater/UI_" + data.Name) as GameObject;
            GameObject Charater       = Instantiate(CharaterPrefab, UI_Charater.transform) as GameObject;
            Charater.transform.localPosition = Vector3.zero;
            Charater.transform.localScale    = Vector3.one;
            Charater.transform.localRotation = Quaternion.identity;
            Charater.name = "UI_" + data.Name;
        }

        for (int i = 0; i < UI_Charater.transform.childCount; i++)
        {
            if (UI_Charater.transform.GetChild(i).name.Equals("UI_" + data.Name))
            {
                continue;
            }

            UI_Charater.transform.GetChild(i).gameObject.SetActive(false);
        }

        gameObject.SetActive(true);
    }