public void setCharacterStatValuesUI(CharacterInformation_item characterStat) { for (int i = 0; i < statDisplays.Length; i++) { string name = statDisplays[i].name; switch (name) { case "health": statDisplays[i].ValueText.text = characterStat.health_origin.ToString(); break; case "damage": statDisplays[i].ValueText.text = characterStat.damage_origin.ToString(); break; case "weaponRange": statDisplays[i].ValueText.text = characterStat.weaponRange_origin.ToString(); break; case "speed": statDisplays[i].ValueText.text = characterStat.speed_origin.ToString(); break; case "defense": statDisplays[i].ValueText.text = characterStat.defense_origin.ToString(); break; case "criticalDamage": statDisplays[i].ValueText.text = characterStat.criticalDamage_origin.ToString(); break; case "criticalRate": statDisplays[i].ValueText.text = characterStat.criticalRate_origin.ToString(); break; default: statDisplays[i].ValueText.text = "There are no cases"; break; } } }
public void setCharExplainPanel(CharacterInformation_item charInfo) { charName.text = charInfo.name; charLevel.text = "Lv " + charInfo.level.ToString(); health.transform.GetChild(0).GetComponent <Text>().text = charInfo.health_origin.ToString(); health.transform.GetChild(2).GetComponent <Text>().text = charInfo.health_item.ToString(); damage.transform.GetChild(0).GetComponent <Text>().text = charInfo.damage_origin.ToString(); damage.transform.GetChild(2).GetComponent <Text>().text = charInfo.damage_item.ToString(); defense.transform.GetChild(0).GetComponent <Text>().text = charInfo.defense_origin.ToString(); defense.transform.GetChild(2).GetComponent <Text>().text = charInfo.defense_item.ToString(); weaponRange.transform.GetChild(0).GetComponent <Text>().text = charInfo.weaponRange_origin.ToString(); weaponRange.transform.GetChild(2).GetComponent <Text>().text = charInfo.weaponRange_item.ToString(); speed.transform.GetChild(0).GetComponent <Text>().text = charInfo.speed_origin.ToString(); speed.transform.GetChild(2).GetComponent <Text>().text = charInfo.speed_item.ToString(); criticalDamage.transform.GetChild(0).GetComponent <Text>().text = charInfo.criticalDamage_origin.ToString(); criticalDamage.transform.GetChild(2).GetComponent <Text>().text = charInfo.criticalDamage_item.ToString(); criticalRate.transform.GetChild(0).GetComponent <Text>().text = charInfo.criticalRate_origin.ToString(); criticalRate.transform.GetChild(2).GetComponent <Text>().text = charInfo.criticalRate_item.ToString(); }
void Awake() { AccountID = GameObject.Find("AccountID_DontDestroy").GetComponent <AccountID>().theID; jsonEquippableItems = new List <JsonEquippableItem>(); characterStat = new CharacterInformation_item(); EP = GameObject.Find("Equipment Panel"); equipmentPanel = EP.GetComponent <EquipmentPanel>(); IV = GameObject.Find("Inventory"); inventory = IV.GetComponent <Inventory>(); UIManager = GameObject.Find("UIManager"); character = UIManager.GetComponent <Character>(); jsonLoadItem = UIManager.GetComponent <JsonLoadItem>(); characterStats = jsonLoadItem.characterStats; // print(characterStats[0].ID_Character_Global); allEquippedItems = UIManager.GetComponent <JsonLoadItem>().allEquippedItems; GameObject CP = GameObject.Find("charID_DontDestroy"); // toCode = CP.GetComponent<fromCharToCode>(); }
public void Awake() { AccountID = GameObject.Find("AccountID_DontDestroy").GetComponent <AccountID>().theID; string jsonData = File.ReadAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + AccountID.ToString() + "/userInformation.json"); theUserInfo = JsonConvert.DeserializeObject <UserInformation>(jsonData); moneyText.text = theUserInfo.money.ToString(); gemText.text = theUserInfo.gem.ToString(); //load(); print("json load awake"); characterStat = new CharacterInformation_item(); unequippedItems = new List <EquippableItem>(); equippedItems = new List <EquippableItem>(); jsonData = File.ReadAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + AccountID.ToString() + "/ItemsInfo.json"); jsonEquippableItem = JsonConvert.DeserializeObject <List <JsonEquippableItem> >(jsonData); jsonData = null; jsonData = File.ReadAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + AccountID.ToString() + "/CharacterInfo.json"); characterStats = JsonConvert.DeserializeObject <List <CharacterInformation_item> >(jsonData); characterStat = characterStats[charID]; setAllEquippedItem(); loadOnScene(); print("json load done: " + equippedItems.Count + ", " + unequippedItems.Count); }
public void loadOnScene() { print("jsonLoad current char id: " + charID); characterStat = characterStats[charID]; for (int i = 0; i < allEquippedItems[charID].Count; i++) { equippedItems.Add(allEquippedItems[charID][i]); } print("equipped item: " + equippedItems.Count + ", unequppied item: " + unequippedItems.Count); }
public void setInitialItemStatUI(List <EquippableItem> equippedItems, CharacterInformation_item characterStat) { equippedItemStat = new EquippableItem(); this.characterStat = characterStat; Debug.Log("set initialize"); for (int i = 0; i < equippedItems.Count; i++) { equippedItemStat.healthAdd += equippedItems[i].healthAdd; equippedItemStat.healthMulti += characterStat.health_origin * (equippedItems[i].healthAdd / 100); equippedItemStat.damageAdd += equippedItems[i].damageAdd; equippedItemStat.damageMulti += characterStat.damage_origin * (equippedItems[i].damageMulti / 100); equippedItemStat.weaponRange += equippedItems[i].weaponRange; equippedItemStat.speedAdd += equippedItems[i].speedAdd; equippedItemStat.speedMulti += characterStat.speed_origin * (equippedItems[i].speedMulti / 100); equippedItemStat.defenseAdd += equippedItems[i].defenseAdd; equippedItemStat.defenseMulti += characterStat.defense_origin * (equippedItems[i].defenseMulti / 100); equippedItemStat.criticalDamageAdd += equippedItems[i].criticalDamageAdd; equippedItemStat.criticalDamageMulti += characterStat.criticalDamage_origin * (equippedItems[i].criticalDamageMulti / 100); equippedItemStat.criticalRateAdd += equippedItems[i].criticalRateAdd; equippedItemStat.criticalRateMulti += characterStat.criticalRate_origin * (equippedItems[i].criticalRateMulti / 100); } for (int i = 0; i < statDisplays.Length; i++) { string name = statDisplays[i].name; switch (name) { case "health": statDisplays[i].ItemStatText.text = (equippedItemStat.healthAdd + equippedItemStat.healthMulti).ToString(); break; case "damage": statDisplays[i].ItemStatText.text = (equippedItemStat.damageAdd + equippedItemStat.damageMulti).ToString(); break; case "weaponRange": statDisplays[i].ItemStatText.text = equippedItemStat.weaponRange.ToString(); break; case "speed": statDisplays[i].ItemStatText.text = (equippedItemStat.speedAdd + equippedItemStat.speedMulti).ToString(); break; case "defense": statDisplays[i].ItemStatText.text = (equippedItemStat.defenseAdd + equippedItemStat.defenseMulti).ToString(); break; case "criticalDamage": statDisplays[i].ItemStatText.text = (equippedItemStat.criticalDamageAdd + equippedItemStat.criticalDamageMulti).ToString(); break; case "criticalRate": statDisplays[i].ItemStatText.text = (equippedItemStat.criticalRateAdd + equippedItemStat.criticalRateMulti).ToString(); break; default: statDisplays[i].ItemStatText.text = "There are no cases"; break; } } }
public void createCharacter_Mine() { List <CharacterInformation_item> characters = new List <CharacterInformation_item>(); string jsonData = File.ReadAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + charCreate_AccountText.text + "/CharacterInfo.json"); characters = JsonConvert.DeserializeObject <List <CharacterInformation_item> >(jsonData); CharacterInformation_item character = new CharacterInformation_item(); character.ID_Character_Global = int.Parse(charCreate_IDCharacterGlobalText.text); character.ID_Character_Account = int.Parse(charCreate_IDCharacterAccountText.text); character.name = charCreate_nameText.text; character.level = 1; character.experience = 1000; character.health_origin = 100; character.damage_origin = 30; character.weaponRange_origin = 10; character.speed_origin = 10; character.defense_origin = 100; character.criticalRate_origin = 50; character.health_item = 0; character.damage_item = 0; character.weaponRange_item = 0; character.speed_item = 0; character.defense_item = 0; character.criticalRate_item = 0; character.health_total = character.health_origin + character.health_item; character.damage_total = character.damage_origin + character.damage_item; character.weaponRange_total = character.weaponRange_origin + character.weaponRange_item; character.speed_total = character.speed_origin + character.speed_item; character.defense_total = character.speed_origin + character.speed_item; character.criticalRate_total = character.criticalRate_origin + character.criticalRate_item; character.maxHealth = character.health_total; character.prefabID = 3; characters.Add(character); string jdata = JsonConvert.SerializeObject(characters); jdata = JValue.Parse(jdata).ToString(Formatting.Indented); File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + charCreate_AccountText.text + "/CharacterInfo.json", jdata); AssetDatabase.Refresh(); }
public void makeCharacterJson() { characters = new List <CharacterInformation_item>(); for (int i = 0; i < 1; i++) { CharacterInformation_item character = new CharacterInformation_item(); character.ID_Character_Global = i; character.ID_Character_Account = i; character.name = "Alice"; character.level = 1; character.experience = 1000; character.health_origin = 100; character.damage_origin = 30; character.weaponRange_origin = 10; character.speed_origin = 10; character.defense_origin = 100; character.criticalRate_origin = 50; character.health_item = 0; character.damage_item = 0; character.weaponRange_item = 0; character.speed_item = 0; character.defense_item = 0; character.criticalRate_item = 0; character.health_total = character.health_origin + character.health_item; character.damage_total = character.damage_origin + character.damage_item; character.weaponRange_total = character.weaponRange_origin + character.weaponRange_item; character.speed_total = character.speed_origin + character.speed_item; character.defense_total = character.speed_origin + character.speed_item; character.criticalRate_total = character.criticalRate_origin + character.criticalRate_item; character.maxHealth = character.health_total; character.prefabID = 3; characters.Add(character); } string jdata = JsonConvert.SerializeObject(characters); jdata = JValue.Parse(jdata).ToString(Formatting.Indented); File.WriteAllText(Application.dataPath + "/Resources/Json_GameInfo/CharacterInfo.json", jdata); }
public void refreshCharStatInfo(int _charID) { charID = _charID; characterStat = characterStats[charID]; //print("characterStat: "+characterStat.ID_Character_Global); }
public void Awake() { characterStat = new CharacterInformation_item(); equippedItemStat = new EquippableItem(); Debug.Log("stat modifier"); }
public void setCharacterLevelUI(CharacterInformation_item characterStat) { characterName.text = characterStat.name; characterLevel.text = characterStat.level.ToString(); characterExp.text = characterStat.experience.ToString() /*+ " / " + characterStat.maxExperience.ToString()*/; }
public void AccountResetter(int accountID) { List <CharacterInformation_item> characters = new List <CharacterInformation_item>(); string jdata = JsonConvert.SerializeObject(characters); jdata = JValue.Parse(jdata).ToString(Formatting.Indented); File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + accountID.ToString() + "/CharacterInfo.json", jdata); string jsonData = File.ReadAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + accountID.ToString() + "/CharacterInfo.json"); characters = JsonConvert.DeserializeObject <List <CharacterInformation_item> >(jsonData); CharacterInformation_item character = new CharacterInformation_item(); character.ID_Character_Global = 0; character.ID_Character_Account = 0; character.name = "Alice"; character.level = 1; character.experience = 1000; character.health_origin = 100; character.damage_origin = 30; character.weaponRange_origin = 10; character.speed_origin = 10; character.defense_origin = 100; character.criticalRate_origin = 50; character.health_item = 0; character.damage_item = 0; character.weaponRange_item = 0; character.speed_item = 0; character.defense_item = 0; character.criticalRate_item = 0; character.health_total = character.health_origin + character.health_item; character.damage_total = character.damage_origin + character.damage_item; character.weaponRange_total = character.weaponRange_origin + character.weaponRange_item; character.speed_total = character.speed_origin + character.speed_item; character.defense_total = character.speed_origin + character.speed_item; character.criticalRate_total = character.criticalRate_origin + character.criticalRate_item; character.maxHealth = character.health_total; character.prefabID = 3; characters.Add(character); jdata = JsonConvert.SerializeObject(characters); jdata = JValue.Parse(jdata).ToString(Formatting.Indented); File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + accountID.ToString() + "/CharacterInfo.json", jdata); AssetDatabase.Refresh(); //______________________________________________________________________________________________________________ List <JsonEquippableItem> jsonEquippedItem = new List <JsonEquippableItem>(); jsonEquippedItem.Add(new JsonEquippableItem("4_0_0_0", "Staff", 0f, 0f, 25f, 30f, 10f, 0f, 0f, 0f, 0f, 30f, 30f, 10f, 50f, false, -1, 0)); jsonEquippedItem.Add(new JsonEquippableItem("5_0_0_0", "Potion", 30f, 30f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, false, -1, 1)); jsonData = JsonConvert.SerializeObject(jsonEquippedItem); jsonData = JValue.Parse(jsonData).ToString(Formatting.Indented); File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + accountID.ToString() + "/ItemsInfo.json", jsonData); //______________________________________________________________________________________________________________ string guid = AssetDatabase.CreateFolder("Assets/Resources/Json_AccountInfo/" + AccountCount.ToString(), "Alice"); string newFolderPath = AssetDatabase.GUIDToAssetPath(guid); //______________________________________________________________________________________________________________ TargetOrderInformation theTargetOrderInformation = new TargetOrderInformation(); theTargetOrderInformation.closeFar = "close"; theTargetOrderInformation.aimOrderArray = new int[] { 4, 3, 0, 2, 1 }; jdata = JsonConvert.SerializeObject(theTargetOrderInformation); jdata = JValue.Parse(jdata).ToString(Formatting.Indented); File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + accountID.ToString() + "/Alice/TargetOrder.json", jdata); //ID 추가해주기 //______________________________________________________________________________________________________________ actionList = new List <Action_CodeModifier>(); actionList.Add(new Action_CodeModifier(1, "useWeapon", "무기 사용", 2, 2, 0f, 0f)); actionList.Add(new Action_CodeModifier(2, "useHealthPotion", "체력 포션 사용", 3, 2, 0f, 0f)); actionList.Add(new Action_CodeModifier(3, "moveForward", "타겟에게 전진", 1, 2, 0f, 0f)); actionList.Add(new Action_CodeModifier(4, "moveBackward", "타겟에게서 후진", 1, 2, 0f, 0f)); actionList.Add(new Action_CodeModifier(5, "moveLeft", "타겟의 좌측으로 이동", 1, 2, 0f, 0f)); actionList.Add(new Action_CodeModifier(6, "moveRight", "타겟의 우측으로 이동", 1, 2, 0f, 0f)); actionList.Add(new Action_CodeModifier(7, "moveNorth", "맵의 위쪽으로 이동", 1, 2, 0f, 0f)); actionList.Add(new Action_CodeModifier(8, "moveSouth", "맵의 아래쪽으로 이동", 1, 2, 0f, 0f)); actionList.Add(new Action_CodeModifier(9, "moveWest", "맵의 왼쪽으로 이동", 1, 2, 0f, 0f)); actionList.Add(new Action_CodeModifier(10, "moveEast", "맵의 오른쪽으로 이동", 1, 2, 0f, 0f)); jdata = JsonConvert.SerializeObject(actionList); jdata = JValue.Parse(jdata).ToString(Formatting.Indented); File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + accountID.ToString() + "/Alice/ActionData.json", jdata); //ID 추가해주기 AssetDatabase.Refresh(); }