コード例 #1
0
        public static DropAnnounceInfo CreateItemInfo(uint id, int num, out bool is_rare)
        {
            is_rare = false;
            ItemTable.ItemData itemData = Singleton <ItemTable> .I.GetItemData(id);

            if (itemData == null)
            {
                return(null);
            }
            DropAnnounceInfo dropAnnounceInfo = new DropAnnounceInfo();
            int haveingItemNum = MonoBehaviourSingleton <InventoryManager> .I.GetHaveingItemNum(id);

            haveingItemNum        = Mathf.Min(haveingItemNum, MonoBehaviourSingleton <UserInfoManager> .I.userInfo.constDefine.ITEM_NUM_MAX);
            dropAnnounceInfo.text = StringTable.Format(STRING_CATEGORY.IN_GAME, 2000u, itemData.name, num, haveingItemNum);
            if (!GameDefine.IsRare(itemData.rarity))
            {
                dropAnnounceInfo.color = COLOR.NORMAL;
            }
            else
            {
                dropAnnounceInfo.color = COLOR.RARE;
                is_rare = true;
            }
            return(dropAnnounceInfo);
        }
コード例 #2
0
ファイル: GameRPGManager.cs プロジェクト: foxgame/Sword
 void clearStage()
 {
     GameDefine.DestroyAll(transBackground);
     GameDefine.DestroyAll(transUnit);
     GameDefine.DestroyAll(transCell);
     GameDefine.DestroyAll(transEvent);
 }
コード例 #3
0
    public void setDirection(int x, int y)
    {
        GameAnimationDirection dir = GameDefine.getDirection(gameMovement.PosX, gameMovement.PosY,
                                                             x, y);

        gameMovement.setDirection(dir);
    }
コード例 #4
0
ファイル: GameRPGManager.cs プロジェクト: foxgame/Sword
    public void initPos(int i)
    {
        GameRPGPosInfo info = activeInfo.Pos[i];

//        GameRPGSceneMovement.instance.moveTo( info.MapPosX , info.MapPosY );

        GameMusicManager.instance.playMusic(0, "Music/Music_" + GameDefine.getString2(info.Music));

        string path = "Prefab/RPG/Rpgman";

        GameObject obj = Instantiate <GameObject>(Resources.Load <GameObject>(path));

        gameAnimation = obj.GetComponent <GameAnimation>();
        obj.name      = "Rpgman";

        gameAnimation.playAnimationRPG(GameAnimationType.Stand, GameAnimationDirection.South, null);

        Transform trans = obj.transform;

        trans.SetParent(transUnit);
        trans.localScale = new Vector3(1.0f, 1.0f, 1.0f);

        movement = obj.AddComponent <GameRPGMovement>();
        movement.setPos(info.PosX, info.PosY);
        movement.setDirection((GameAnimationDirection)info.Direction);

        GameRPGSceneMovement.instance.followPos(movement.PosBattleX, movement.PosBattleY);
    }
コード例 #5
0
    public void moveTo(int x, int y, int sx, int sy, bool follow, OnEventOver over, bool delay = false)
    {
#if UNITY_EDITOR
        Debug.Log("GameBattleCursor moveTo " + x + " " + y);
#endif

        moveToX = x;
        moveToY = y;

        moveToXReal = GameDefine.getBattleX(x);
        moveToYReal = GameDefine.getBattleY(y);

        posXSpeed = sx;
        posYSpeed = sy;

        isMoving = true;

        isFollow = follow;

        onEventOver = over;

        if (delay && posX == x && posY == y)
        {
            time = -0.5f;
        }
        else
        {
            time = 0.0f;
        }
    }
コード例 #6
0
    public void setValue(int hp)
    {
        if (start)
        {
            pos = movePos;
            updatePosition();
        }

        if (hp < 0)
        {
            hp = 0;
        }

        float v = hp / (float)maxHP;

        movePos = (101.0f - v * 101.0f);
        dis     = 0.0f;

        textHP.text = GameDefine.getBigInt(hp.ToString(), true);

        if (right)
        {
            transYellow.anchoredPosition = new Vector2(2 + movePos, 0.0f);
        }
        else
        {
            transYellow.anchoredPosition = new Vector2(-2 - movePos, 0.0f);
        }

        white.gameObject.SetActive(true);

        times = 10;

        start = true;
    }
コード例 #7
0
    //---------------------------------------------------------------

    /*
     *  @brief      カメラの回転
     */
    //---------------------------------------------------------------
    public void RotateCamera(float v, float h)
    {
        if (!m_camera)
        {
            return;
        }

        angle_yaw += h * ROTATE_UNIT_ANGLE * GameDefine.FPSDeltaScale();
        if (angle_yaw > 360.0f)
        {
            angle_yaw -= 360.0f;
        }
        if (angle_yaw < 0)
        {
            angle_yaw += 360.0f;
        }
        angle_pitch += v * ROTATE_UNIT_ANGLE * GameDefine.FPSDeltaScale();
        if (angle_pitch > 360.0f)
        {
            angle_pitch -= 360.0f;
        }
        if (angle_pitch < 0.0f)
        {
            angle_pitch += 360.0f;
        }

        totalRotation = Quaternion.Euler(angle_pitch, angle_yaw, 0.0f);
        m_camera.transform.rotation = totalRotation;
    }
コード例 #8
0
ファイル: GameBattleManager.cs プロジェクト: foxgame/Sword
    public void clearStage()
    {
        for (int j = 0; j < activeBattleStage.Layer.L0.Length; j++)
        {
            if (objsLayer0[j] != null)
            {
                Destroy(objsLayer0[j]);
                objsLayer0[j].gameObject.transform.SetParent(null);
                objsLayer0[j] = null;
            }
        }

        for (int j = 0; j < activeBattleStage.Layer.L1.Length; j++)
        {
            if (objsLayer1[j] != null)
            {
                Destroy(objsLayer1[j]);
                objsLayer1[j].gameObject.transform.SetParent(null);
                objsLayer1[j] = null;
            }
        }

        objsLayer0 = null;
        objsLayer1 = null;

        layerList.Clear();

        GameDefine.DestroyAll(transBackground);
        GameDefine.DestroyAll(transCell);
    }
コード例 #9
0
    /// <summary>
    /// 载入AssetBundle
    /// </summary>
    /// <param name="abname"></param>
    /// <returns></returns>
    public AssetBundle LoadAssetBundle(string abname)
    {
        if (!abname.EndsWith(GameDefine.ExtName))
        {
            abname += GameDefine.ExtName;
        }
        AssetBundle bundle = null;

        if (!bundles.ContainsKey(abname))
        {
            byte[] stream = null;
            string uri    = GameDefine.GetAbDataPath() + abname;
            Debug.LogWarning("LoadFile::>> " + uri);
            LoadDependencies(abname);

            stream = File.ReadAllBytes(uri);
            bundle = AssetBundle.LoadFromMemory(stream); //关联数据的素材绑定
            bundles.Add(abname, bundle);
        }
        else
        {
            bundles.TryGetValue(abname, out bundle);
        }
        return(bundle);
    }
コード例 #10
0
 private void Update()
 {
     if (updateSceneButton != null)
     {
         MAIN_SCENE mAIN_SCENE = GameDefine.SceneNameToEnum(updateSceneButton);
         updateSceneButton = null;
         activeSceneButton = null;
         UpdateSceneButton(mAIN_SCENE, MAIN_SCENE.HOME, UI._SPR_HOME_ACTIVE, UI.SPR_HOME_ACTIVE_DECORATION, UI._SPR_HOME_INACTIVE);
         UpdateSceneButton(mAIN_SCENE, MAIN_SCENE.LOUNGE, UI._SPR_LOUNGE_ACTIVE, UI.SPR_LOUNGE_ACTIVE_DECORATION, UI._SPR_LOUNGE_INACTIVE);
         UpdateSceneButton(mAIN_SCENE, MAIN_SCENE.QUEST, UI._SPR_QUEST_ACTIVE, UI.SPR_QUEST_ACTIVE_DECORATION, UI._SPR_QUEST_INACTIVE);
         UpdateSceneButton(mAIN_SCENE, MAIN_SCENE.STUDIO, UI._SPR_STUDIO_ACTIVE, UI.SPR_STUDIO_ACTIVE_DECORATION, UI._SPR_STUDIO_INACTIVE);
         UpdateSceneButton(mAIN_SCENE, MAIN_SCENE.SHOP, UI._SPR_SHOP_ACTIVE, UI.SPR_SHOP_ACTIVE_DECORATION, UI._SPR_SHOP_INACTIVE);
         if (!isPopMenu)
         {
             activeSceneButton = null;
         }
         if (MonoBehaviourSingleton <OutGameEffectManager> .IsValid())
         {
             if (activeSceneButton != null)
             {
                 MonoBehaviourSingleton <OutGameEffectManager> .I.UpdateSceneButtonEffect(mAIN_SCENE, activeSceneButton);
             }
             else
             {
                 MonoBehaviourSingleton <OutGameEffectManager> .I.ReleaseSceneButtonEffect();
             }
         }
     }
 }
コード例 #11
0
ファイル: GameItemUISlot.cs プロジェクト: foxgame/Sword
    public void setData(GameItem i, bool b, bool bc)
    {
        clear();

        if (i == null)
        {
            return;
        }

        item = i;

        text.text  = i.Name;
        money.text = GameDefine.getBigInt(bc ? i.Price.ToString() : (i.Price / 2).ToString());

        moneyImg.gameObject.SetActive(true);

        if (b)
        {
            icon[(int)item.ItemType].gameObject.SetActive(true);
        }
        else
        {
            icon1[(int)item.ItemType].gameObject.SetActive(true);
        }
    }
コード例 #12
0
ファイル: GameBattleGetItemUI.cs プロジェクト: foxgame/Sword
    public void show(int itemID, int gold, OnEventOver over)
    {
        onEventOver = over;

        show();

        string str;

        if (itemID != GameDefine.INVALID_ID)
        {
            str = GameMessageData.instance.getData(GameMessageType.Get1).message[0][1];

            GameItem item = GameItemData.instance.getData(itemID);

            str = str.Replace("0", item.Name);
        }
        else
        {
            str = GameMessageData.instance.getData(GameMessageType.Get1).message[0][0];

            str = str.Replace("0", GameDefine.getBigInt(gold.ToString()));
        }

        text.text = str;

        time = 0.0f;
    }
コード例 #13
0
    public void clear()
    {
        startWhite    = false;
        startFadeKill = false;
        startFade     = false;

        criticalAnimation = null;

        leftAnimation  = null;
        rightAnimation = null;

        attackerAnimation = null;
        defencerAnimation = null;

        if (floorAnimation != null)
        {
            floorAnimation.clearAnimation();

            Destroy(floorAnimation.gameObject);
            floorAnimation = null;
        }

        GameDefine.DestroyAll(left);
        GameDefine.DestroyAll(right);
    }
コード例 #14
0
    public void moveToBattlePos()
    {
        posBattleX = GameDefine.getBattleX(posX);
        posBattleY = GameDefine.getBattleY(posY);

        updatePosition();
    }
コード例 #15
0
    public bool moveToDirection(int x, int y, bool start, bool follow, int speed, OnEventOver over)
    {
        if (x == posX && y == posY)
        {
            return(false);
        }

        if (startMoving)
        {
            return(false);
        }

        moveSpeed = GameDefine.getMoveSpeed(speed);

        sceneFollow        = follow;
        playStartAnimation = start;
        onEventOver        = over;

        moveBuffer.Clear();

        moveToX = x;
        moveToY = y;

        moveToBattleX = GameDefine.getBattleX(x);
        moveToBattleY = GameDefine.getBattleY(y);

        startAnimation();

        startMoving = true;

        return(true);
    }
コード例 #16
0
 public static bool IsRare(SortCompareData icon_base)
 {
     if (icon_base != null)
     {
         return(GameDefine.IsRare(icon_base.GetRarity()));
     }
     return(false);
 }
コード例 #17
0
    //--------------------------------------------------------------------

    /*
     *  @brief      ターゲットOBJへのオフセット座標を更新する
     */
    //--------------------------------------------------------------------
    void UpdateOffsetPosition(float v, float h)
    {
        float moveX = h * 0.1f * GameDefine.FPSDeltaScale();
        float moveY = v * 0.1f * GameDefine.FPSDeltaScale();

        m_offsetPos.x += moveX;
        m_offsetPos.y += moveY;
    }
コード例 #18
0
 public RankingData( int rank, ulong score, GameDefine.StageType clearedStageType, int playerId, string userName )
 {
     this.rank = rank;
     this.scoreString = score.ToString();
     this.clearedStageType = clearedStageType;
     this.playerId = playerId;
     this.userName = userName;
 }
コード例 #19
0
    //--------------------------------------------------------------------

    /*
     *  @brief      ターゲットOBJを回転させる
     */
    //--------------------------------------------------------------------
    void RotateTargetObj(float v, float h)
    {
        target_yaw   += h * ROTATE_UNIT_ANGLE * GameDefine.FPSDeltaScale();
        target_pitch += v * ROTATE_UNIT_ANGLE * GameDefine.FPSDeltaScale();

        Quaternion rot = Quaternion.Euler(target_pitch, target_yaw, 0.0f);

        m_targetObj.transform.rotation = rot;
    }
コード例 #20
0
    public void jump(int hp, int mp, GameSkillResutlType type, GameSkillOtherEffect otherType, OnEventOver over)
    {
        clear();

        gameObject.SetActive(true);

        onEventOver = over;

        jumpCount = 0;

        RectTransform trans = GetComponent <RectTransform>();

        position = trans.anchoredPosition;

        string str = GameDefine.getBigInt(hp.ToString());

        if (mp != 0)
        {
            str = GameDefine.getBigInt(mp.ToString());
        }

        float ox = 6.0f * str.Length / 2.0f;

        for (int i = 0; i < str.Length; i++)
        {
            GameObject obj = Instantiate <GameObject>(Resources.Load <GameObject>("Prefab/TextUI"));

            trans = obj.GetComponent <RectTransform>();
            trans.SetParent(transform);
            trans.anchoredPosition = new Vector2(-ox + i * 6.0f, 0.0f);
            trans.localScale       = new Vector3(0.5f, 0.5f, 0.5f);

            GameBattleJumpHPUIText jumpText = obj.GetComponent <GameBattleJumpHPUIText>();
            jumpText.jump(-i * 0.1f, onJumpOver);

            Text text = obj.GetComponent <Text>();
            text.text = str.Substring(i, 1);

            if (type == GameSkillResutlType.Cure ||
                otherType == GameSkillOtherEffect.HealAll)
            {
                text.color = new Color(0.0f, 1.0f, 0.0f);
            }

            if (hp < 0 || mp < 0)
            {
                text.color = new Color(0.0f, 1.0f, 0.0f);
            }

            if (mp > 0)
            {
                text.color = new Color(0.0f, 0.9f, 1.0f);
            }

            objs.Add(obj);
        }
    }
コード例 #21
0
 private void OnDrag(InputManager.TouchInfo touch_info)
 {
     //IL_0041: Unknown result type (might be due to invalid IL or missing references)
     //IL_0047: Unknown result type (might be due to invalid IL or missing references)
     if (!(loader == null) && !MonoBehaviourSingleton <UIManager> .I.IsDisable() && MonoBehaviourSingleton <GameSceneManager> .I.GetCurrentSectionName() == nowSectionName)
     {
         loader.get_transform().Rotate(GameDefine.GetCharaRotateVector(touch_info));
     }
 }
コード例 #22
0
 void ChangeTargetDistance(float forward, float back)
 {
     m_targetDistance -= (forward * 0.25f * GameDefine.FPSDeltaScale());
     if (m_targetDistance <= 3.0f)
     {
         m_targetDistance = 3.0f;
     }
     m_targetDistance += (back * 0.25f * GameDefine.FPSDeltaScale());
 }
コード例 #23
0
ファイル: GameBattleSystemUI.cs プロジェクト: foxgame/Sword
    public void show(int x, int y)
    {
        show();
        select(0);
        enable(true);

        transform.localPosition = new Vector3(GameDefine.getBattleXBound(x),
                                              GameDefine.getBattleYBound(y) + GameBattleManager.instance.LayerHeight, 0.0f);
    }
コード例 #24
0
 private void OnDrag(GameObject obj, Vector2 move)
 {
     //IL_0041: Unknown result type (might be due to invalid IL or missing references)
     //IL_0046: Unknown result type (might be due to invalid IL or missing references)
     //IL_0047: Unknown result type (might be due to invalid IL or missing references)
     if (!(playerLoader == null) && !MonoBehaviourSingleton <UIManager> .I.IsDisable() && !(MonoBehaviourSingleton <GameSceneManager> .I.GetCurrentSectionName() != "ProfileTop"))
     {
         playerLoader.get_transform().Rotate(GameDefine.GetCharaRotateVector(move));
     }
 }
コード例 #25
0
    public void moveNext()
    {
        moveToX = moveBuffer[1];
        moveToY = moveBuffer[0];

        moveToBattleX = GameDefine.getBattleX(moveBuffer[1]);
        moveToBattleY = GameDefine.getBattleY(moveBuffer[0]);

        moveBuffer.RemoveRange(0, 2);
    }
コード例 #26
0
    public ReplayData( int seed, int playerId, int stageId, GameDefine.DifficultyType difficulty, GameDefine.PlayStyleType playStyle )
    {
        this.PlayerId = playerId;
        this.StageId = stageId;
        this.Difficulty = difficulty;
        this.PlayStyle = playStyle;
        this.Seed = seed;
        this.IsValid = true;

        this.Version = 100;
    }
コード例 #27
0
    public override void Initialize()
    {
        object[] array = GameSection.GetEventData() as object[];
        baseSkill = (array[0] as SkillItemInfo);
        SkillItemInfo[] array2 = array[1] as SkillItemInfo[];
        material = new SkillItemInfo[array2.Length];
        int i = 0;

        for (int num = array2.Length; i < num; i++)
        {
            material[i] = array2[i];
        }
        total          = (int)(baseSkill.growCost * (float)material.Length);
        isEquipConfirm = false;
        isRareConfirm  = false;
        int j = 0;

        for (int num2 = material.Length; j < num2; j++)
        {
            if (isRareConfirm && isEquipConfirm && isExceedConfirm)
            {
                break;
            }
            if (!isRareConfirm && GameDefine.IsRare(material[j].tableData.rarity))
            {
                isRareConfirm = true;
            }
            if (!isEquipConfirm && material[j].isAttached)
            {
                isEquipConfirm = true;
            }
            if (!isExceedConfirm && material[j].IsExceeded())
            {
                isExceedConfirm = true;
            }
        }
        Array.Sort(material, delegate(SkillItemInfo l, SkillItemInfo r)
        {
            ulong num3 = (ulong)(((long)r.tableData.rarity << 61) + (long)((ulong)(uint)(-1 - (int)r.tableData.id) << 16) + r.level);
            ulong num4 = (ulong)(((long)l.tableData.rarity << 61) + (long)((ulong)(uint)(-1 - (int)l.tableData.id) << 16) + l.level);
            int num5   = (num3 != num4) ? ((num3 > num4) ? 1 : (-1)) : 0;
            if (num5 == 0)
            {
                num5 = ((r.exp != l.exp) ? ((r.exp > l.exp) ? 1 : (-1)) : 0);
                if (num5 == 0)
                {
                    num5 = ((r.uniqueID != l.uniqueID) ? ((r.uniqueID > l.uniqueID) ? 1 : (-1)) : 0);
                }
            }
            return(num5);
        });
        isExceed = baseSkill.IsLevelMax();
        base.Initialize();
    }
コード例 #28
0
    public int moveTo(int x, int y, byte cb, bool fly, GameUnitCampType camp, bool start, bool follow, int speed, OnEventOver over)
    {
        if (x == posX && y == posY)
        {
            return(GameDefine.INVALID_ID);
        }

        if (startMoving)
        {
            return(GameDefine.INVALID_ID);
        }

        moveBuffer.Clear();

        int count = GameBattlePathFinder.instance.findPath(posX, posY, x, y, cb, fly, camp);

        if (count == 0)
        {
            return(GameDefine.INVALID_ID);
        }

        for (int i = count - 3; i >= 0; i--)
        {
            moveBuffer.Add(GameBattlePathFinder.instance.pathResult[i]);
        }

        int cost = 0;

        for (int i = 0; i < moveBuffer.Count / 2; i++)
        {
            int xx = moveBuffer[i * 2 + 1];
            int yy = moveBuffer[i * 2];

            cost += GameBattleUnitMovement.instance.getCellCost(xx, yy);
        }

        moveSpeed = GameDefine.getMoveSpeed(speed);

        sceneFollow        = follow;
        playStartAnimation = start;
        onEventOver        = over;
        canFollow          = GameCameraManager.instance.canFollow(posBattleX, posBattleY,
                                                                  GameBattleManager.instance.LayerHeight);


        moveNext();

        startAnimation();

        startMoving = true;

        return(cost);
    }
コード例 #29
0
    public void updateText()
    {
        if (bagUI0.Enabled)
        {
            itemText.text = bagUI0.getItemDes();
        }
        else
        {
            itemText.text = bagUI1.getItemDes();
        }

        moneyText.text = GameDefine.getBigInt(GameUserData.instance.Gold.ToString());
    }
コード例 #30
0
    void RotateRocket()
    {
        float lh = Input.GetAxis("Horizontal");

        if (lh > 0.25f || lh < -0.25f)
        {
            rocketRot += (lh * 1.0f) * GameDefine.FPSDeltaScale();

            Quaternion rot = Quaternion.AngleAxis(rocketRot, transform.up);

            transform.FindChild("chairs").FindChild("chairs:root").FindChild("chairs:barrel").rotation = rot;
        }
    }
コード例 #31
0
    public void updateData()
    {
        GameBattleStage stage = GameBattleManager.instance.ActiveBattleStage;

        title.text       = stage.SDES.Title;
        win.text         = stage.SDES.Win;
        lose.text        = stage.SDES.Lose;
        proficiency.text = stage.SDES.Proficiency;

        int    enemyCount    = GameBattleUnitManager.instance.getEnemyCount();
        string enemyCountStr = enemyCount.ToString();

        if (enemyCount < 10)
        {
            enemyCountStr = enemyCountStr.Insert(0, "0");
        }

        int    userCount    = GameBattleUnitManager.instance.getUserCount();
        string userCountStr = userCount.ToString();

        if (userCount < 10)
        {
            userCountStr = userCountStr.Insert(0, "0");
        }

        int    npcCount    = GameBattleUnitManager.instance.getNpcCount();
        string npcCountStr = npcCount.ToString();

        if (npcCount < 10)
        {
            npcCountStr = npcCountStr.Insert(0, "0");
        }

        int    turnCount    = GameBattleTurn.instance.Turn;
        string turnCountStr = turnCount.ToString();

        if (turnCount < 10)
        {
            turnCountStr = turnCountStr.Insert(0, "00");
        }
        else if (turnCount < 100)
        {
            turnCountStr = turnCountStr.Insert(0, "0");
        }


        enemy.text = GameDefine.getBigInt(enemyCountStr);
        user.text  = GameDefine.getBigInt(userCountStr);
        npc.text   = GameDefine.getBigInt(npcCountStr);
        turn.text  = GameDefine.getBigInt(turnCountStr);
    }
コード例 #32
0
ファイル: GameBattleJumpHPUI.cs プロジェクト: foxgame/Sword
    public void jump(GameBattleAttackResultSide side, int hp, OnEventOver over)
    {
        clear();

        gameObject.SetActive(true);

        RectTransform trans = GetComponent <RectTransform>();

        if (side == GameBattleAttackResultSide.Right)
        {
            trans.anchoredPosition = new Vector2(-40.0f, 30.0f);
        }
        else
        {
            trans.anchoredPosition = new Vector2(54.0f, -24.0f);
        }

        position = trans.anchoredPosition;

        onEventOver = over;

        jumpCount = 0;


        string str = GameDefine.getBigInt(hp.ToString());

        float ox = 6.0f * str.Length / 2.0f;

        for (int i = 0; i < str.Length; i++)
        {
            GameObject obj = Instantiate <GameObject>(Resources.Load <GameObject>("Prefab/TextUI"));

            trans = obj.GetComponent <RectTransform>();
            trans.SetParent(transform);
            trans.anchoredPosition = new Vector2(-ox + i * 6.0f, 0.0f);
            trans.localScale       = new Vector3(0.5f, 0.5f, 0.5f);

            GameBattleJumpHPUIText jumpText = obj.GetComponent <GameBattleJumpHPUIText>();
            jumpText.jump(-i * 0.1f, onJumpOver);

            Text text = obj.GetComponent <Text>();
            text.text = str.Substring(i, 1);

            if (hp < 0)
            {
                text.color = new Color(0.0f, 1.0f, 0.0f, 1.0f);
            }

            objs.Add(obj);
        }
    }
コード例 #33
0
		public static BrilliantButton Get(GameDefine.ButtonType type)
		{
			switch(type)
			{
			case GameDefine.ButtonType.Left:
				return instance.left;
			case GameDefine.ButtonType.Right:
				return instance.right;
			case GameDefine.ButtonType.Top:
				return instance.top;
			case GameDefine.ButtonType.Bottom:
				return instance.bottom;
			case GameDefine.ButtonType.Decide:
				return instance.decide;
			case GameDefine.ButtonType.Cancel:
				return instance.cancel;
			}

			Assert.IsTrue(false, "不正な値です type = " + type);
			return null;
		}
 public void StageClear( GameDefine.DifficultyType difficulty, int id )
 {
     this.StageClearFrag[(int)difficulty][id] = true;
 }
コード例 #35
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 public void Insert( GameDefine.DifficultyType difficulty, int rank, RankingData data )
 {
     GetData( difficulty ).Data[rank] = data;
 }
コード例 #36
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 public void End( GameDefine.StageType stageType )
 {
     this.StageType = stageType;
     this.TimeStamp = System.DateTime.Now.Ticks;
 }
コード例 #37
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 public RankingDataList GetData( GameDefine.DifficultyType difficulty )
 {
     return GetData( (int)difficulty );
 }
コード例 #38
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ファイル: GameDefine.cs プロジェクト: yinweli/project_battle
 void Awake()
 {
     pthis = this;
 }
コード例 #39
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 public void SetBossType( GameDefine.BossType bossType )
 {
     this.BossType = bossType;
     ReferenceManager.Instance.refUILayer.BroadcastMessage( GameDefine.StartBossBattleMessage, SendMessageOptions.DontRequireReceiver );
 }
 /// <summary>
 /// 引数の難易度のゲームをクリアしたことあるか返す.
 /// </summary>
 /// <returns><c>true</c> if this instance is clear game the specified difficulty; otherwise, <c>false</c>.</returns>
 /// <param name="difficulty">Difficulty.</param>
 public bool IsClearGame( GameDefine.DifficultyType difficulty )
 {
     return this.StageClearFrag[(int)difficulty].FindIndex( s => s == false ) == -1;
 }
 /// <summary>
 /// 引数の難易度のステージIDをクリアしているか返す.
 /// </summary>
 /// <returns><c>true</c> if this instance is clear the specified difficulty id; otherwise, <c>false</c>.</returns>
 /// <param name="difficulty">Difficulty.</param>
 /// <param name="id">Identifier.</param>
 public bool IsClear( GameDefine.DifficultyType difficulty, int id )
 {
     return this.StageClearFrag[(int)difficulty][id];
 }
 private Color GetColor( GameDefine.DifficultyType type )
 {
     return difficultyColor[(int)type];
 }