// 만들어든 직원 리스트에 세팅을하는 부분 public void SetSelectEmp(ST_EMPLOYEE_INFO temp, int job) { if (job == 0) { SetEmpData(ref listSelectEmployee_01, temp); } else if (job == 1) { SetEmpData(ref listSelectEmployee_02, temp); } else if (job == 2) { SetEmpData(ref listSelectEmployee_03, temp); } for (int i = 0; i < listSelectEmployee.Count; ++i) { if (!listSelectEmployee[i].isActive && listSelectEmployee[i] != null) { listSelectEmployee[i].isActive = true; listSelectEmployee[i].SetMyInfo(temp); listSelectEmployee[i].gameObject.SetActive(true); //listSelectEmployee[i].StInfo = temp; break; } } }
// 직원 리스트를 만들어줌 public void CreatSelectEmployee(ST_EMPLOYEE_INFO temp) { Employeeitems Metemp = new Employeeitems(); // Employee Setting Metemp.isActive = false; Metemp.nNum = listSelectEmployee.Count + 1; Metemp.StInfo = new ST_EMPLOYEE_INFO(temp); Metemp.StInfo.Money = (Metemp.StInfo.State1 / 2f) + (Metemp.StInfo.State2 / 2f); // 프리팹 만들어줌 GameObject tempobj = (GameObject)Instantiate(pfEmpItem); tempobj.GetComponent <Employeeitems>().SetMyInfo(Metemp); tempobj.transform.parent = panel_grid.transform; tempobj.transform.localScale = Vector3.one; tempobj.transform.localPosition = Vector3.one; listSelectEmployee.Add(tempobj.GetComponent <Employeeitems>()); //패널 크기 세팅 필요 if (listSelectEmployee.Count % 2 == 0) { tr_Grid.anchoredPosition = new Vector2(tr_Grid.anchoredPosition.x, (fItemHegit * (listSelectEmployee.Count))); tr_Grid.sizeDelta = new Vector2(tr_Grid.sizeDelta.x, Mathf.Abs((fItemHegit * (listSelectEmployee.Count))) / 2f); } else { tr_Grid.anchoredPosition = new Vector2(tr_Grid.anchoredPosition.x, (fItemHegit * (listSelectEmployee.Count + 1))); tr_Grid.sizeDelta = new Vector2(tr_Grid.sizeDelta.x, Mathf.Abs((fItemHegit * (listSelectEmployee.Count + 1))) / 2f); } // }
public void ReSetInfo() { StInfo = new ST_EMPLOYEE_INFO(0.0f, 0.0f, 0.0f, 0.0f, 0, "Empty", JOB.J_PRO, 0); tName.text = StInfo.Name; tHp.text = StInfo.State1.ToString(); tAbllity.text = StInfo.State2.ToString(); iFace.sprite = EmployeeInfo.instance.GetEmpFace(0); }
public void SetMyInfo(ST_EMPLOYEE_INFO temp) { StInfo = temp; StInfo.Money = (temp.State1 / 2f) + (temp.State2 / 2f) + (temp.State3 / 2f) + (temp.State4 / 2f); tName.text = temp.Name; tHp.text = "체력 : " + temp.State1.ToString(); tAbllity.text = "역량 : " + temp.State2.ToString(); iFace.sprite = EmployeeInfo.instance.GetEmpFace(temp.MyFaceidx); }
void ReSetEmpData(ref List <ST_EMPLOYEE_INFO> templist, int job) { templist.Clear(); for (int i = 0; i < 10; ++i) { ST_EMPLOYEE_INFO temp = new ST_EMPLOYEE_INFO(Random.Range(1, 11), Random.Range(1, 11), 0.0f, 0.0f, 0, "Test", (JOB)job, EmployeeInfo.instance.GetRandomIdx()); templist.Add(temp); } }
// 리스트중 한개만 추가 public bool AddMyEmp(ST_EMPLOYEE_INFO temp) { for (int i = 0; i < listMyEmployee.Count; ++i) { if (!listMyEmployee[i].isActive) { listMyEmployee[i].isActive = true; listMyEmployee[i].SetMyInfo(temp); return(true); } } return(false); }
// public void BuyEmp(Employeeitems items) { GameManager.instance.listMyEmp.Add(items.StInfo); GameManager.instance.PlusMyMoney(items.StInfo.Money); DataSaveLoad.instance.SaveData(GameManager.instance.listMyEmp, LTEXT.GetKey(KEYSTR.K_EMP)); // 해당 직원 삭제 DeleteEmployee(items, (int)items.StInfo.MyJob); // 직원 다시 복구 ST_EMPLOYEE_INFO temp = new ST_EMPLOYEE_INFO(Random.Range(1, 11), Random.Range(1, 11), 0.0f, 0.0f, 0, "Test", items.StInfo.MyJob, EmployeeInfo.instance.GetRandomIdx()); SetSelectEmp(temp, (int)items.StInfo.MyJob); }
public void SetMyInfo(Employeeitems temp) { isActive = temp.isActive; nNum = temp.nNum; StInfo = temp.StInfo; tName.text = StInfo.Name; tHp.text = StInfo.State1.ToString(); tAbllity.text = StInfo.State2.ToString(); StInfo.Money = (StInfo.State1 / 2f) + (StInfo.State2 / 2f) + (StInfo.State3 / 2f) + (StInfo.State4 / 2f); //if(!isActive ) iFace.sprite = EmployeeInfo.instance.GetEmpFace(temp.StInfo.MyFaceidx); }
public void InitMyEmpList() { listMyEmployee.Clear(); // 직원 리스트 초기화, 후에 직원 최대 값으로 변경 for (int i = 0; i < 10; ++i) { ST_EMPLOYEE_INFO temp = new ST_EMPLOYEE_INFO(0.0f, 0.0f, 0.0f, 0.0f, 0, "Test", (JOB)Random.Range(0, 3), 0); CreatMyEmployee(temp); } for (int i = 0; i < GameManager.instance.listMyEmp.Count; ++i) { AddMyEmp(GameManager.instance.listMyEmp[i]); } }
// Use this for initialization void Start() { // 직원 리스트 초기화, 후에 직원 최대 값으로 변경 for (int i = 0; i < 10; ++i) { ST_EMPLOYEE_INFO temp = new ST_EMPLOYEE_INFO(Random.Range(1, 11), Random.Range(1, 11), 0.0f, 0.0f, 0, "Test", JOB.J_PRO, EmployeeInfo.instance.GetRandomIdx()); CreatSelectEmployee(temp); } for (int i = 0; i < 10; ++i) { SetSelectEmp(listSelectEmployee[i].StInfo, 0); } Enable(false); }
public ST_EMPLOYEE_INFO(ST_EMPLOYEE_INFO temp) { State1 = temp.State1; State2 = temp.State2; State3 = temp.State3; State4 = temp.State4; MaxState1 = temp.State1; MaxState2 = temp.State2; MaxState3 = temp.State3; MaxState4 = temp.State4; Money = temp.Money; Name = temp.Name; MyJob = temp.MyJob; MyFaceidx = temp.MyFaceidx; }
void DeleteEmpData(ref List <ST_EMPLOYEE_INFO> templist, ST_EMPLOYEE_INFO temp) { templist.Remove(temp); }
void SetEmpData(ref List <ST_EMPLOYEE_INFO> templist, ST_EMPLOYEE_INFO temp) { templist.Add(temp); }
public void AddEmp(ST_EMPLOYEE_INFO stinfo) { GameManager.instance.listMyEmp.Add(stinfo); DataSaveLoad.instance.SaveData(GameManager.instance.listMyEmp, LTEXT.GetKey(KEYSTR.K_EMP)); }