public List <SituationData> Load_SituationXML() { List <SituationData> return_data = new List <SituationData>(); TextAsset txtAsset = (TextAsset)Resources.Load("xml/situation"); XmlDocument xmlDoc = new XmlDocument(); Debug.Log(txtAsset.text); xmlDoc.LoadXml(txtAsset.text); // 전체 아이템 가져오기 예제. XmlNodeList all_nodes = xmlDoc.SelectNodes("Root/text"); foreach (XmlNode node in all_nodes) { // 수량이 많으면 반복문 사용. SituationData mower = new SituationData { no = int.Parse(node.SelectSingleNode("no").InnerText), key = node.SelectSingleNode("key").InnerText, situation = node.SelectSingleNode("situation").InnerText }; return_data.Add(mower); } return(return_data); }
private void SetElementsActive(SituationData situation, Transform currentField, int iteration, Vector3 lastPoint, int length) { Vector3 position = new Vector3(0, 0, dimensions[2] / 2 * iteration); int total = 0; foreach (var element in situation.Elements) { total += sm.bonus[element.element.Score]; } foreach (var element in situation.Elements) { int index = element.element.Index; elements[index, indexes[index]].transform.SetParent(currentField); elements[index, indexes[index]].transform.localPosition = element.localPosition + position; elements[index, indexes[index]].transform.localRotation = Quaternion.Euler(element.localRotation); elements[index, indexes[index]].transform.localScale = element.localScale; elements[index, indexes[index]].gameObject.SetActive(true); elements[index, indexes[index]].transform.SetParent(null); elements[index, indexes[index]].scoreBonus = sm.bonus[element.element.Score] / (float)total * sm.total[situation.Difficulty] * length; currentElements.Add(elements[index, indexes[index]]); indexes[index] = (indexes[index] + 1) % maxIndex; } foreach (var point in situation.Path) { AddPathPoint(point + position, currentField); } AddPathPoint(lastPoint, currentField); }
public void SetData(SituationData data) { curData = data; if (data == null) { txt_btn.text = "Coming\nSoon"; txt_btn.fontSize = 45; btn.enabled = false; GetComponent <Image>().color = new Color(0.0f, 0.0f, 0.0f, 0.3f); } else { // lock check txt_btn.text = "상황" + data.no; btn.enabled = true; } }
public void SetList() { SituationData situationData = FindObjectOfType <SaveHandler>().CUR_SITU; txt_situation.text = situationData.situation; List <ChoiceData> situationDatas = GetXmlManager().choiceDatas; string cur_key = situationData.key; foreach (ChoiceData data in situationDatas) { if (data.situation_key == cur_key) { GameObject item = Instantiate(listItem, parent); item.GetComponent <ListItemChoice>().SetData(data); } } }