コード例 #1
0
    private void archieveEnter()
    {
        DataOfPlayer dataOfPlayer = DataOfPlayer.getInstance(0, 0, Vector3.zero, 0, null, false);

        if (dataOfPlayer != null && dataOfPlayer.isArchieve)
        {
            //设置人物位置
            GameObject player = GameObject.FindGameObjectWithTag("Player");
            player.GetComponent <PlayerState>().Hp = dataOfPlayer.playerData.Hp;
            player.GetComponent <PlayerState>().Mp = dataOfPlayer.playerData.Mp;
            player.transform.position = dataOfPlayer.playerData.playerPosition;
            setCollecter(dataOfPlayer.playerData.collectors);//设置硬币已经得到数
            //重新设置硬币
            GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("Coin");
            foreach (GameObject i in gameObjects)
            {
                Destroy(i);
            }
            foreach (Vector3 i in dataOfPlayer.coins)
            {
                Instantiate(coins, i, Quaternion.identity);
            }
            dataOfPlayer.setArchieve(false);
        }
    }
コード例 #2
0
ファイル: ArchieveFinal.cs プロジェクト: Joker765/Slime2
    public int LoadArch()
    {
        string         name;
        Vector3        v3 = Vector3.zero;
        List <Vector3> coins = new List <Vector3>();
        int            scene = 0, collecters = 0;
        float          hp = 0, mp = 0;

        //将data中的object存入
        foreach (Item i in data.items)
        {
            if (i.tag == "Player")
            {
                name       = i.name;
                v3         = new Vector3((float)i.x, (float)i.y, (float)i.z);
                hp         = (float)i.Hp;
                mp         = (float)i.Mp;
                collecters = i.collectors;
            }
            if (i.tag == "Scene")
            {
                scene = i.scene;
            }
            if (i.tag == "Coin")
            {
                coins.Add(new Vector3((float)i.x, (float)i.y, (float)i.z));
            }
            DataOfPlayer.getInstance(hp, mp, v3, collecters, coins, true);
        }
        return(scene);
    }