コード例 #1
0
        /// <summary>
        /// 引数で渡された構造体のスプライトリストの中からどのスプライトを使用するか選択する
        /// </summary>
        /// <param name="selectedTextStruct"></param>
        /// <returns></returns>
        private AudioClip SelectVoice(CharaType selectedTextStruct, int randomNo)
        {
            var VoiceList           = selectedTextStruct.voiceList;
            var selectedVoiceSprite = VoiceList[randomNo];

            return(selectedVoiceSprite);
        }
コード例 #2
0
        /// <summary>
        /// 引数で渡された構造体のスプライトリストの中からどのスプライトを使用するか選択する
        /// </summary>
        /// <param name="selectedTextStruct"></param>
        /// <returns></returns>
        private Sprite SelectText(CharaType selectedTextStruct, int randomNo)
        {
            var TextList           = selectedTextStruct.textList;
            var selectedTextSprite = TextList[randomNo];

            return(selectedTextSprite);
        }
コード例 #3
0
        private int ChooseRundomIntUntilListCount(CharaType selectedTextStruct)
        {
            var TextList = selectedTextStruct.textList;
            int randomNo = Random.Range(0, TextList.Count);

            return(randomNo);
        }
コード例 #4
0
ファイル: CharaViewerItem.cs プロジェクト: tnsgud9/CloneKing
    public override void Initialize(int enumIndex)
    {
        _charaType = (CharaType)enumIndex;

        InitializeComponents();
        UpdateWidgets();
    }
コード例 #5
0
ファイル: Const.cs プロジェクト: Toshizabeth/Ling
        public static Const.TileFlag ToTileFlag(this CharaType self)
        {
            switch (self)
            {
            case CharaType.Player: return(Const.TileFlag.Player);

            case CharaType.Enemy: return(Const.TileFlag.Enemy);

            default:
                Utility.Log.Error("CharaTypeからTileFlagへの変換ができません " + self);
                return(Const.TileFlag.None);
            }
        }
コード例 #6
0
        public static void LoadCharaData(TreeNode rootNode, CharaType type)
        {
            string folder = type.GetFolder();
            string prefix = type.GetPrefix();

            string charaDir = Path.Combine(Properties.Settings.Default.GameDirectory, String.Format("client/chara/{0}/", folder));

            if (!Directory.Exists(charaDir))
            {
                rootNode.Nodes.Add(new TreeNode("!error - directory does not exist"));
                return;
            }

            string cmnDir  = Path.Combine(charaDir, "cmn");
            string cmnFile = null;

            if (Directory.Exists(cmnDir))
            {
                cmnFile = Path.Combine(cmnDir, "0001");
            }

            var subdirs = Directory.GetDirectories(charaDir, prefix + "???", SearchOption.TopDirectoryOnly);

            foreach (string subdir in subdirs)
            {
                string dirName = Path.GetFileName(subdir);
                int    modelId = 0;
                if (!Int32.TryParse(dirName.Substring(1), out modelId))
                {
                    continue;
                }

                CharaModelData charaModel = new CharaModelData();
                charaModel.CharaType       = type;
                charaModel.ModelId         = modelId;
                charaModel.ModelPath       = subdir;
                charaModel.ModelCommonFile = cmnFile;

                TreeNode node = new TreeNode(dirName);
                if (LoadModel(charaModel, node))
                {
                    rootNode.Nodes.Add(node);
                }
            }
        }
コード例 #7
0
        public void CreateNewPlayer()
        {
            CharaType charaType = CharaType.VirtualGuy;

            object obj;

            if (PhotonNetwork.player.CustomProperties.TryGetValue("CharaType", out obj))
            {
                charaType = (CharaType)obj;
            }

            string player_prefab_name = "Prefabs/PlayerChara";

            switch (charaType)
            {
            case CharaType.VirtualGuy:
                player_prefab_name = "Prefabs/PlayerChara Prototype";
                break;

            case CharaType.Devil:
                player_prefab_name = "Prefabs/PlayerChara Prince2";
                break;
            }

            Vector3 start_location = new Vector3(0, 0, 0);


            if (!PhotonNetwork.offlineMode)
            {
                PhotonNetwork.Instantiate(player_prefab_name, start_location, Quaternion.identity, 0);
            }
            else
            {
                var go = Instantiate(Resources.Load(player_prefab_name), start_location, Quaternion.identity) as GameObject;

                // Temp Code
                var playerController = go.GetComponent <PlayerController>();
                playerController.enabled = true;
                playerController.BindMainCameraTarget();
                playerController.Initialize();
            }
        }
コード例 #8
0
        private static string GetPrefix(this CharaType type)
        {
            switch (type)
            {
            case CharaType.Monster:
                return("m");

            case CharaType.BgObject:
                return("b");

            case CharaType.Player:
                return("c");

            case CharaType.Weapon:
                return("w");

            default:
                throw new InvalidOperationException("Unknown CharaType");
            }
        }
コード例 #9
0
        private static string GetFolder(this CharaType type)
        {
            switch (type)
            {
            case CharaType.Monster:
                return("mon");

            case CharaType.BgObject:
                return("bgobj");

            case CharaType.Player:
                return("pc");

            case CharaType.Weapon:
                return("wep");

            default:
                throw new InvalidOperationException("Unknown CharaType");
            }
        }
コード例 #10
0
    public void LoadData()
    {
        BinaryFormatter bf = new BinaryFormatter();
        FileStream      fs = File.Open(Application.persistentDataPath + "/PlayerInfo/" + this.EntityName + ".dat", FileMode.Open);
        CharacterInfo   ci = (CharacterInfo)bf.Deserialize(fs);

        fs.Close();

        this.experience    = ci.experience;
        this.level         = ci.level;
        this.position      = ci.position;
        this.CurrentHealth = ci.CurrentHealth;
        //Debug.Log(this.CurrentHealth);
        this.MaxHealth          = ci.MaxHealth;
        this.CurrentMagicPoints = ci.CurrentMagicPoints;
        this.MaxMagicPoints     = ci.MaxMagicPoints;
        this.PhysAttack         = ci.PhysAttack;
        this.PhysDefense        = ci.PhysDefense;
        this.MagAttack          = ci.MagAttack;
        this.MagDefense         = ci.MagDefense;
        this.Speed = ci.Speed;
        this.Chara = ci.Chara;
        //Effects = ci.Effects;
    }