//Initialize Methods of Class private void Init() { prefab_inputArea = Resources.Load("Prefabs/InputArea") as GameObject; uiRoot = GameObject.Find("UI Root").transform; inputArea = Instantiate(prefab_inputArea, uiRoot); inputBtn = inputArea.transform.GetChild(0).gameObject; inputArea.SetActive(false); currentState = Character.BehaviourState.INIT; rb2D = gameObject.GetComponent <Rigidbody2D>(); playerInf = gameObject.GetComponent <PlayerInf>(); }
// Use this for initialization void Start() { PlayerInf pinf = new PlayerInf(); pinf.lv = 10; pinf.moneyLeft = 66; pinf.itemInBag = new List <int>() { 0, 2, 3, 4, 19 }; unitData unit1 = new unitData(); unit1.Now_Attack = 20; unit1.Now_Attack_Speed = 90; unit1.Now_Max_Life = 199; RoleRecord role1 = new RoleRecord(2); role1.data = unit1; Debug.Log("role1.data: NowAtk:" + unit1.Now_Attack); unitData_Profile ud_pf = unit1.getProflie(); Debug.Log("unitData: baseAttack:" + ud_pf.base_attack + " atkSpeed:" + ud_pf.attack_speed_reinforce + " maxLife:" + ud_pf.max_life_point); role1.itemNos = new List <int>() { 1, 1, 2, 3 }; unitData unit2 = new unitData(); unit2.Now_Mag_Reinforce = 50; unit2.Now_Mag_Resistance = 97; unit2.Now_Armor = 35; RoleRecord role2 = new RoleRecord(0); role2.data = unit2; role2.skillNos = new List <int>() { 1, 2, 26, 10 }; role2.location = new vec2i(1, 1); pinf.army.Add(role1); pinf.army.Add(role2); pinf.saveInf(); PlayerInf newInf = PlayerInf.loadInf(); newInf.printInf(); }
protected void initForPlayerInf(PlayerInf inf) { foreach (RoleRecord role in inf.army) { Debug.Log("創建頭像 location:" + role.location); if (role.location == null) { createHead(role); } else { createHead(1, role); } } }
public void buy() { PlayerInf player = dataWarehouse.main.nowData; if (player.moneyLeft >= itemInf.Price && !soldOut) { player.itemInBag.Add(no); player.moneyLeft -= itemInf.Price; Icon.color = new Color(0.5f, 0.5f, 0.5f); buyButtom.gameObject.SetActive(false); dataWarehouse.main.updateBagItem(player.itemInBag); dataWarehouse.main.onPlayerUpdate(); onSoldOut(no); } }
public void createNewArchive() { Debug.Log("創建新檔案"); nowData = new PlayerInf(); nowData.army.Add(new RoleRecord(1)); nowData.army[0].index = 0; nowData.army[0].skillNos.Add(1); nowData.army[0].skillNos.Add(5); nowData.army[0].itemNos.Add(1); nowData.army[0].itemNos.Add(2); nowData.army[0].careers = new List <int>() { 5 }; nowData.army.Add(new RoleRecord(2)); nowData.army[1].index = 1; nowData.army[1].skillNos.Add(1); nowData.army[1].skillNos.Add(8); nowData.army[1].skillNos.Add(10); nowData.army[1].careers = new List <int>() { 6 }; nowData.army.Add(new RoleRecord(0)); nowData.army[2].index = 2; nowData.army[2].skillNos = new List <int>() { 1, 59 }; nowData.army[2].careers = new List <int>() { 5 }; nowData.army[2].data.Now_Max_Life = 800; nowData.army[2].data.Now_Life_Recover = 2; //加一點測試用的裝備 //nowData.itemInBag.Add(1); //nowData.itemInBag.Add(2); //nowData.itemInBag.Add(3); for (int n = 0; n < 17; n++) { nowData.itemInBag.Add(n); nowData.itemInBag.Add(n); nowData.itemInBag.Add(n); } //給點初始資金 nowData.moneyLeft = 100; }
// Use this for initialization void Start() { PlayerInf data = new PlayerInf(); data.army.Add(new RoleRecord(1)); data.itemInBag.Add(0); data.itemInBag.Add(1); data.itemInBag.Add(5); data.printInf(); data.saveInf(); print("save file!"); PlayerInf dataLoaded = PlayerInf.loadInf(); print("load file!"); dataLoaded.printInf(); Debug.Log(dataLoaded.army.Count); Debug.Log(dataLoaded.army[0].race); //dataLoaded. }
public void buy() { PlayerInf player = dataWarehouse.main.nowData; int price = 0; foreach (int careerno in roleInf.careers) { price += careerList.main.objects[careerno].Price; } if (player.moneyLeft >= price && !soldOut) { player.army.Add(roleInf); player.moneyLeft -= price; Icon.color = new Color(0.5f, 0.5f, 0.5f); buyButtom.gameObject.SetActive(false); onSoldOut(roleInf); dataWarehouse.main.onPlayerUpdate(); dataWarehouse.main.onArmyUpdate(); } }
// Use this for initialization void Start() { var serializedData = (byte[])null; PlayerInf playerData = new PlayerInf(); playerData.lv = 100; playerData.moneyLeft = 2; playerData.army = new List <RoleRecord>() { new RoleRecord(2) }; playerData.itemInBag = new List <int>() { 1, 2, 5 }; var serializer = new XmlSerializer(typeof(PlayerInf)); using (var ms = new MemoryStream()) { using (var sw = new StreamWriter(ms, Encoding.UTF8)) { serializer.Serialize(sw, playerData); serializedData = ms.ToArray(); } } PlayerInf newInf; // Deserialization using (var ms = new MemoryStream(serializedData)) { using (var sr = new StreamReader(ms, Encoding.UTF8)) { newInf = (PlayerInf)serializer.Deserialize(sr); } } newInf.printInf(); }
void Update() { Vector3 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition); pos.z = 0; transform.position = pos; if (Input.GetMouseButtonUp(0)) { Destroy(gameObject); GameObject obj = castItem.main.cast(); if (obj == null)//放開後沒有點到頭像 { Debug.Log("item幻影 cast"); if (srcRoleIndex < 0) {//是背包裡的物品 //不做改變 } else//角色上的物品 { Debug.Log("srcRoleIndex:" + srcRoleIndex + " srcItemIndex" + srcItemIndex); int itemNo = dataWarehouse.main.nowData.army[srcRoleIndex].itemNos[srcItemIndex]; PlayerInf player = dataWarehouse.main.nowData; player.army[srcRoleIndex].itemNos.RemoveAt(srcItemIndex); player.itemInBag.Add(itemNo); dataWarehouse.main.updateBagItem(player.itemInBag); dataWarehouse.main.updateNowRoleItems(player.army[srcRoleIndex].itemNos); dataWarehouse.main.denyNowRoleAttr(itemList.main.objects[itemNo].Attributes); } } else if (obj.tag == "itemBar") { if (srcRoleIndex < 0) {//是背包裡的物品,將這個背包裡的物品裝備到角色身上 equipBar bar = obj.GetComponent <equipBar>(); PlayerInf player = dataWarehouse.main.nowData; int itemNo = player.itemInBag[srcItemIndex]; player.itemInBag.RemoveAt(srcItemIndex); bar.role.itemNos.Add(itemNo); //player.army[bar.role.index].itemNos.Add(itemNo); dataWarehouse.main.updateBagItem(player.itemInBag); dataWarehouse.main.updateNowRoleItems(bar.role.itemNos); dataWarehouse.main.updateNowRoleAttr(itemList.main.objects[itemNo].Attributes); } else//角色上的物品 { //不做改變 } } else if (obj.tag == "itemIcon") { showItemInf inf = obj.GetComponent <showItemInf>(); if (inf.ownerIndex == srcRoleIndex)//包括背包的-1如果所有者相同則只是自己換自己的沒事會發生 { } else if (srcRoleIndex < 0)//如果是從背包裏掏出來的裝備 { PlayerInf player = dataWarehouse.main.nowData; int itemNo = player.itemInBag[srcItemIndex]; player.itemInBag[srcItemIndex] = inf.itemNo; player.army[inf.ownerIndex].itemNos[inf.itemIndex] = itemNo; dataWarehouse.main.updateBagItem(player.itemInBag); dataWarehouse.main.updateNowRoleItems(player.army[inf.ownerIndex].itemNos); dataWarehouse.main.updateNowRoleAttr(itemList.main.objects[itemNo].Attributes); dataWarehouse.main.denyNowRoleAttr(itemList.main.objects[inf.itemNo].Attributes); } else //從角色身上掏出的東西 { PlayerInf player = dataWarehouse.main.nowData; int itemNo = player.army[srcRoleIndex].itemNos[srcItemIndex]; player.army[srcRoleIndex].itemNos[srcItemIndex] = inf.itemNo; player.itemInBag[inf.itemIndex] = itemNo; dataWarehouse.main.updateBagItem(player.itemInBag); dataWarehouse.main.updateNowRoleItems(player.army[srcRoleIndex].itemNos); dataWarehouse.main.updateNowRoleAttr(itemList.main.objects[inf.itemNo].Attributes); dataWarehouse.main.denyNowRoleAttr(itemList.main.objects[itemNo].Attributes); } } } }
public void updatePanel(PlayerInf inf) { deleteHeads(true); initForPlayerInf(inf); }
public void loadArchive() { Debug.Log("加載檔案"); nowData = PlayerInf.loadInf(); nowData.printInf(); }
// Use this for initialization void Start() { chessBoard = new ChessBoard(5, 8); PlayerInf playdata = dataWarehouse.main.nowData; foreach (RoleRecord unit in playdata.army) { if (unit.location != null) { Dictionary <string, object> unitDic = new Dictionary <string, object>() { { STR_POS_X, unit.location.x }, { STR_POS_Y, unit.location.y }, { STR_PLAYER_NO, 1 }, { STR_INF, unit } }; unitControler controler = createUnit(unitDic); } } List <RoleRecord> enemys = dataWarehouse.main.currentEnemy; foreach (RoleRecord enemy in enemys) { Dictionary <string, object> enemyDic = new Dictionary <string, object>() { { STR_POS_X, enemy.location.x }, { STR_POS_Y, enemy.location.y }, { STR_PLAYER_NO, 0 }, { STR_INF, enemy } }; createUnit(enemyDic); } //完成了所有單位的創建 List <BasicControler> units = new List <BasicControler>(); foreach (unitControler unit in chessBoard.Units) { units.Add((BasicControler)unit); } foreach (unitControler unit in units) { ((BasicControler)unit).GetComponent <SkillBelt>().aftAllUnitInit(this); } /* * roleInformation inf = new roleInformation(new unitData(),new List<int>(){1,7},0); * Dictionary<string, object> testdata = new Dictionary<string, object>() { { STR_POS_X, 0 }, { STR_POS_Y, 1 }, { STR_PLAYER_NO, 1 }, { STR_INF, inf} }; * unitControler controler = createUnit(testdata); * ((BasicControler)controler).gameObject.name = "單位1"; * * roleInformation inf3 = new roleInformation(new unitData(), new List<int>() { 0}, 2); * Dictionary<string, object> testdata3 = new Dictionary<string, object>() { { STR_POS_X, 0 }, { STR_POS_Y, 2 }, { STR_PLAYER_NO, 1 }, { STR_INF, inf3 } }; * unitControler controler3 = createUnit(testdata3); * ((BasicControler)controler3).gameObject.name = "單位3"; * * roleInformation inf4 = new roleInformation(new unitData(), new List<int>() { 0 }, 2); * Dictionary<string, object> testdata4 = new Dictionary<string, object>() { { STR_POS_X, 0 }, { STR_POS_Y, 3 }, { STR_PLAYER_NO, 1 }, { STR_INF, inf4 } }; * unitControler controler4 = createUnit(testdata4); * ((BasicControler)controler4).gameObject.name = "單位4"; * * roleInformation inf5 = new roleInformation(new unitData(), new List<int>() { 0,11 }, 2); * Dictionary<string, object> testdata5 = new Dictionary<string, object>() { { STR_POS_X, 1 }, { STR_POS_Y, 1 }, { STR_PLAYER_NO, 1 }, { STR_INF, inf5 } }; * unitControler controler5 = createUnit(testdata5); * ((BasicControler)controler5).gameObject.name = "單位5"; * //組1--------------------------------------------------------------------------------------------------- * roleInformation inf2 = new roleInformation(new unitData(), new List<int>() { 0, 13,14 }, 1); * Dictionary<string, object> testdata2 = new Dictionary<string, object>() { { STR_POS_X, 0 }, { STR_POS_Y, 1 }, { STR_PLAYER_NO, 0 }, { STR_INF, inf2 } }; * unitControler controler2 = createUnit(testdata2); * ((BasicControler)controler2).gameObject.name = "單位2";*/ /*roleInformation inf6 = new roleInformation(new unitData(), new List<int>() { 0, 5, 6, 10 }, 1); * Dictionary<string, object> testdata6 = new Dictionary<string, object>() { { STR_POS_X, 1 }, { STR_POS_Y, 1 }, { STR_PLAYER_NO, 0 }, { STR_INF, inf6 } }; * unitControler controler6 = createUnit(testdata6); * ((BasicControler)controler6).gameObject.name = "單位6";*/ }