コード例 #1
0
    public void SetEnemyDataInfo(ListEnemiesInfo enemyList, bool ForceSave = false)
    {
        enemiesDataInfo = enemyList;

        if (ForceSave)
        {
            Utility.WriteDataToJSON <ListEnemiesInfo>(Constants.JSONIndex.DATA_ENEMY, ref enemiesDataInfo);
        }
    }
コード例 #2
0
    // Use this for initialization
    void Start()
    {
        playerDataInfo = MasterManager.ManagerGlobalData.GetPlayerDataInfo();
        currentTier    = playerDataInfo.playerTier == 0 ? 1 : playerDataInfo.playerTier;

        enemyDataInfo = MasterManager.ManagerGlobalData.GetEnemyDataInfo();
        enemyData     = new List <ListDataInfo>();

        //Button btn = test.GetComponent<Button>();
        //btn.onClick.AddListener(findRandomEnemyData);
        findRandomEnemyData();
    }
コード例 #3
0
    public void LoadallData()
    {
        playerDataInfo  = Utility.ReadDataFromJSON <ListDataInfo>(Constants.JSONIndex.DATA_PLAYER);
        enemiesDataInfo = Utility.ReadDataFromJSON <ListEnemiesInfo>(Constants.JSONIndex.DATA_ENEMY);
        itemDataInfo    = Utility.ReadDataFromJSON <ListItemsInfo>(Constants.JSONIndex.DATA_ITEM);
        envData         = Utility.ReadDataFromJSON <EnvironmentData>(Constants.JSONIndex.DATA_ENVIRONMENT);
        workData        = Utility.ReadDataFromJSON <ListWorkInfo>(Constants.JSONIndex.DATA_WORK);
        config          = Utility.ReadDataFromJSON <Configuration>(Constants.JSONIndex.DATA_CONFIG);
        creditData      = Utility.ReadDataFromJSON <ListCreditInfo>(Constants.JSONIndex.DATA_CREDIT);

        Debug.Log("All Data Loaded");
        //Debug.Log(enemiesStatus[0].statsList[0].Agility);
    }
コード例 #4
0
    // Use this for initialization
    void Start()
    {
        tierText.text = tier.ToString();
        this.startinAvaliablePoints = (this.BaseStats * skillPointsPerTier) * tier;
        enemyDropDown.ClearOptions();
        enemyList = MasterManager.ManagerGlobalData.GetEnemyDataInfo();

        List <string> data = new List <string>();

        for (int i = 0; i < enemyList.enemyData.Count; i++)
        {
            data.Add(enemyList.enemyData[i].statsList[0].Name);
        }
        enemyDropDown.AddOptions(data);
        Reset();
    }