// Use this for initialization void Start() { //PlayerPrefs.DeleteAll(); if (!PlayerPrefs.HasKey("CurrentProfile")) { PlayerPrefs.SetInt("CurrentProfile", -1); } profileCamera = Camera.main.GetComponent <ProfileCamera>(); crew = new Profile.Avatar[3]; profiles = new Profile[4]; for (int i = 0; i < profiles.Length; i++) { profiles[i] = new Profile(); profiles[i].LoadProfile(i); // float avatarOffset = 3; SetProfileBoard(i); } SkillDataBase.SetSkills(); SetProfileBoardButtonActive(true); acceptButton.gameObject.SetActive(false); }
public ActorModule() { this.m_ActorLogicDataDic = new Dictionary <string, ActorLogicData>(); List <ActorData> actorList = ConfigCtrller.Instance.Actor.GetActors(); string actorUIDPrefix = "actor{0}"; string skillUIDPrefix = "skill{0}"; int actorUIDCounter = 1; int skillUIDCounter = 1; foreach (var actorData in actorList) { List <SkillLogicDataBase> skillList = new List <SkillLogicDataBase>(); foreach (var acotrSkillID in actorData.Skills) { ActorSkillData actorSkillData = ConfigCtrller.Instance.Skill.GetActorSkillDataByID(acotrSkillID); List <SkillDataBase> skillDataBaseList = new List <SkillDataBase>(); foreach (var skillID in actorSkillData.SkillIDs) { SkillDataBase skillDataBase = ConfigCtrller.Instance.Skill.GetSkillDataBaseByID(skillID); skillDataBaseList.Add(skillDataBase); } SkillLogicDataBase skillLogicData = null; string skillUID = string.Format(skillUIDPrefix, skillUIDCounter); switch (actorSkillData.SkillType) { case SkillType.Normal: break; case SkillType.First: case SkillType.Active: skillLogicData = new ActiveSkillLogicData(skillUID, actorSkillData, skillDataBaseList); break; case SkillType.Passive: skillLogicData = new PassiveSkillLogicData(skillUID, actorSkillData, skillDataBaseList); break; case SkillType.Trigger: skillLogicData = new TriggerSkillLogicData(skillUID, actorSkillData, skillDataBaseList); break; case SkillType.Weather: skillLogicData = new WeatherSkillLogicData(skillUID, actorSkillData, skillDataBaseList); break; default: break; } skillUIDCounter++; if (skillLogicData != null) { skillList.Add(skillLogicData); } } string actorUID = string.Format(actorUIDPrefix, actorUIDCounter++); ActorLogicData actorLogicData = new ActorLogicData(actorUID, actorData, skillList); this.m_ActorLogicDataDic.Add(actorUID, actorLogicData); } this.InitBattleArray(); }
void Awake() { if (ProfileManager.currentProfile == null && PlayerPrefs.GetInt("CurrentProfile") != -1) { ProfileManager.currentProfile = new Profile(); ProfileManager.currentProfile.LoadProfile(PlayerPrefs.GetInt("CurrentProfile")); SkillDataBase.SetSkills(); } }
protected override void Start() { base.Start(); skillDB = GameObject.FindGameObjectWithTag("SkillDataBase").GetComponent <SkillDataBase>(); errorMessageWindow = GameObject.Find("ErrorMessage").GetComponent <ErrorMessageWindow>(); errorMessageWindow.InitErrorMessageWindow(); nullColor = new Vector4(1, 1, 1, 0.4f); InitSelectSquare(); InitSkillListPanel(); InitSkillSetPanel(); }
private void ParseSkillDataBase(DataRow row, SkillDataBase data) { data.ID = int.Parse(row["ID"].ToString()); data.Name = row["Name"].ToString(); data.Description = row["Description"].ToString(); data.Icon = row["Icon"].ToString(); data.EffectTarget = row.IsNull("EffectTarget") ? (ActorType?)null : (ActorType)Enum.Parse(typeof(ActorType), row["EffectTarget"].ToString()); data.ChangeAttribute = row.IsNull("ChangeAttribute") ? (AttributeType?)null : (AttributeType)Enum.Parse(typeof(AttributeType), row["ChangeAttribute"].ToString()); data.ChangeRateOrVale = row.IsNull("ChangeRateOrVale") ? (RateOrValueType?)null : (RateOrValueType)Enum.Parse(typeof(RateOrValueType), row["ChangeRateOrVale"].ToString()); data.ChangeValue = row.IsNull("ChangeValue") ? (float?)null : float.Parse(row["ChangeValue"].ToString()); data.ShieldType = row.IsNull("ShieldType") ? (ShieldType?)null : (ShieldType)Enum.Parse(typeof(ActorType), row["ShieldType"].ToString()); }
/// <summary> /// 初始化 /// </summary> /// <param name="data"></param> public void InitEnemy(int id, GridData gridData) { ActorData actorData = ConfigCtrller.Instance.Actor.GetActorDataByID(id); List <SkillLogicDataBase> skillList = new List <SkillLogicDataBase>(); foreach (var acotrSkillID in actorData.Skills) { ActorSkillData actorSkillData = ConfigCtrller.Instance.Skill.GetActorSkillDataByID(acotrSkillID); List <SkillDataBase> skillDataBaseList = new List <SkillDataBase>(); foreach (var skillID in actorSkillData.SkillIDs) { SkillDataBase skillDataBase = ConfigCtrller.Instance.Skill.GetSkillDataBaseByID(skillID); skillDataBaseList.Add(skillDataBase); } SkillLogicDataBase skillLogicData = null; switch (actorSkillData.SkillType) { case SkillType.Normal: break; case SkillType.First: case SkillType.Active: skillLogicData = new ActiveSkillLogicData(actorSkillData, skillDataBaseList); break; case SkillType.Passive: skillLogicData = new PassiveSkillLogicData(actorSkillData, skillDataBaseList); break; case SkillType.Trigger: skillLogicData = new TriggerSkillLogicData(actorSkillData, skillDataBaseList); break; case SkillType.Weather: skillLogicData = new WeatherSkillLogicData(actorSkillData, skillDataBaseList); break; default: break; } if (skillLogicData != null) { skillList.Add(skillLogicData); } } ActorLogicData actorLogicData = new ActorLogicData(actorData, skillList); this.Init(actorLogicData); }
public bool Update() { if (Input.GetKeyDown(KeyCode.Alpha1)) { skill = SkillDataBase.GetSkill(SkillType.Fire); } if (Input.GetKeyDown(KeyCode.Alpha2)) { skill = SkillDataBase.GetSkill(SkillType.Figa); } if (Input.GetKeyDown(KeyCode.Alpha3)) { skill = SkillDataBase.GetSkill(SkillType.Kearu); } return(skill.Update(unit)); }
void OnPointerDragBegin(PointerEventData data) { if (m_data.GetData().m_Active) { m_SkillObject = GameObject.Instantiate(m_data) as SkillDataBase; m_SkillObject.transform.SetParent(GameObject.Find("SkillUI").transform, false); m_SkillObject.gameObject.tag = "Skill_Temp"; m_SkillObject.GetComponent <Image>().raycastTarget = false; m_SkillObject.GetComponent <Image>().color = new Color(0.5f, 0.5f, 0.5f); if (m_SkillObject.transform.childCount >= 2) { m_SkillObject.transform.GetChild(1).gameObject.SetActive(false); } } }
protected override void InitManager() { base.InitManager(); //Awake에서 실행되던 것들 SkillPanelList = new DragAndDropItem[4]; SkillPanelQueue = new Queue <DragAndDropItem>(); preSetList = new List <int>(); //Start에서 실행되던 것들 //스킬 관련 초기화. SkillDB = GameObject.FindGameObjectWithTag("SkillDataBase").GetComponent <SkillDataBase>(); string[] tempList = PlayManage.Instance.SkillPreSet.Split(','); EnrollSkillPanelList(); for (int i = 0; i < tempList.Length; i++) { preSetList.Add(int.Parse(tempList[i])); } StartCoroutine(InitSkillPanel()); SkillPanelQueue = new Queue <DragAndDropItem>(); }
public bool CheckEquationAnswer(int index, int guess) { if (index != currentEquationIndex) { return(false); } if (guess == currentEquation.answer) { Skill skill = SkillDataBase.GetSkill(currentEquation.type, currentEquation.answer); skill.AddProgress(ProfileManager.currentProfileIndex, .1f); currentEquation.status = Equation.Status.Correct; return(true); } else { Debug.Log("Wrong Answer"); currentEquation.status = Equation.Status.Incorrect; //NextEquation (); return(false); } }
// Start is called before the first frame update void Start() { EventTrigger_Init(); m_data = GetComponent <SkillDataBase>(); m_dragend = false; }
// Start is called before the first frame update void Awake() { m_Skill = GetComponentInChildren <SkillDataBase>(); content_x = 0f; content_y = 618.4f; }
public void SetUp() { BattleCanvas.Instance.OnActive(unit); skill = SkillDataBase.GetSkill(SkillType.Fire); }
public override void Init(ActorBevBase actor, SkillLogicDataBase logicData, SkillDataBase configData) { base.Init(actor, logicData, configData); this.m_ActiveSkillLogicData = (ActiveSkillLogicData)logicData; this.m_ActiveSkillData = (ActiveSkillData)configData; }
public virtual void Init(ActorBevBase actor, SkillDataBase data) { this.Actor = actor; }
public virtual void Init(ActorBevBase actor, SkillLogicDataBase logicData, SkillDataBase configData) { this.Actor = actor; }