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); }
public void ResetWork() { if (workProgress == WorkProgress.Is_Working) { bReservedResetWork = true; return; } if (playerData == null) { playerData = MasterManager.ManagerGlobalData.GetPlayerDataInfo(); } //clear list workList.Clear(); playerData.workIndexList.Clear(); ListWorkInfo allWorkInfo = MasterManager.ManagerGlobalData.GetAllWorkData(); int listSize = allWorkInfo.workList.Count; int[] randomIndecies = new int[listSize]; for (int i = 0; i < listSize; ++i) { randomIndecies[i] = i; } //random pick int temp, randomIndex, actualIndex; for (int i = 0; i < availiableWorkNum; ++i) { randomIndex = Random.Range(0, listSize); actualIndex = randomIndecies[randomIndex]; workList.Add(allWorkInfo.workList[actualIndex]); playerData.workIndexList.Add(actualIndex); //move the element to the end the list temp = randomIndecies[randomIndex]; randomIndecies[randomIndex] = randomIndecies[listSize - 1]; randomIndecies[listSize - 1] = temp; listSize--; } //current work page setup SetCurrentWork(); }
void Awake() { playerData = MasterManager.ManagerGlobalData.GetPlayerDataInfo(); //only at once if (TownManager.Instance.IsitFirstPlay()) { ResetWork(); } else { ListWorkInfo allWorkInfo = MasterManager.ManagerGlobalData.GetAllWorkData(); for (int i = 0; i < playerData.workIndexList.Count; ++i) { int actualIndex = playerData.workIndexList[i]; workList.Add(allWorkInfo.workList[actualIndex]); } //only if there is still work availiable in the work list if (workList.Count > 0) { SetCurrentWork(); } else { Current.GetComponentInChildren <WorkWindow>().SetWorkWindow("", "", ""); goldText.text = ""; staminaText.text = ""; TimeText.text = ""; } } bMoving = false; bReservedResetWork = false; workProgress = WorkProgress.Is_Ready; }