コード例 #1
0
ファイル: GameSaver.cs プロジェクト: angsamuel/Campaign
    public List <Army> LoadArmies(SavableArmies sa)
    {
        GameObject     gameControllerObject = GameObject.Find("GameController") as GameObject;
        GameController gameController       = gameControllerObject.GetComponent <GameController>();

        List <Army> la = new List <Army>();

        for (int i = 0; i < sa.savableArmies.Length; ++i)
        {
            GameObject armyObject = Instantiate(army, new Vector3(1000, 1000, -1000), Quaternion.identity) as GameObject;
            Army       a          = armyObject.GetComponent <Army>();

            a.leader     = LoadCharacter(sa.savableArmies[i].leader);
            a.soldiers   = sa.savableArmies[i].soldiers;
            a.position.x = sa.savableArmies[i].posX;
            a.position.y = sa.savableArmies[i].posY;
            a.isStored   = sa.savableArmies[i].isStored;

            //objectives
            a.primaryObjective      = sa.savableArmies[i].primaryObjective;
            a.primaryObjectiveLoc.x = sa.savableArmies[i].primaryObjectivePosX;
            a.primaryObjectiveLoc.y = sa.savableArmies[i].primaryObjectivePosY;

            a.secondaryObjective      = sa.savableArmies[i].primaryObjective;
            a.secondaryObjectiveLoc.x = sa.savableArmies[i].secondaryObjectivePosX;
            a.secondaryObjectiveLoc.y = sa.savableArmies[i].secondaryObjectivePosY;

            armyObject.transform.position = new Vector3(1000, 1000, -1000);
            la.Add(a);
            gameController.grid [sa.savableArmies [i].posX, sa.savableArmies [i].posY].GetComponent <Tile>().occupant = a;
        }
        return(la);
    }
コード例 #2
0
ファイル: GameSaver.cs プロジェクト: angsamuel/Campaign
    public SavableArmies SaveArmies(List <Army> la)
    {
        SavableArmies sa = new SavableArmies();

        sa.savableArmies = new SavableArmy[la.Count];
        for (int i = 0; i < la.Count; ++i)
        {
            sa.savableArmies[i]          = new SavableArmy();
            sa.savableArmies[i].leader   = SaveCharacter(la[i].leader);
            sa.savableArmies[i].soldiers = la[i].soldiers;
            sa.savableArmies[i].posX     = (int)la[i].position.x;
            sa.savableArmies[i].posY     = (int)la[i].position.y;
            sa.savableArmies[i].isStored = la[i].isStored;

            //objectives
            sa.savableArmies[i].primaryObjective     = la[i].primaryObjective;
            sa.savableArmies[i].primaryObjectivePosX = (int)la[i].primaryObjectiveLoc.x;
            sa.savableArmies[i].primaryObjectivePosY = (int)la[i].primaryObjectiveLoc.y;

            sa.savableArmies[i].secondaryObjective     = la[i].secondaryObjective;
            sa.savableArmies[i].secondaryObjectivePosX = (int)la[i].secondaryObjectiveLoc.x;
            sa.savableArmies[i].secondaryObjectivePosY = (int)la[i].secondaryObjectiveLoc.y;
        }
        return(sa);
    }