private void Initialized() { stage = new StageData(); modelItems = new List <ModelStatus>(); TextAsset modelAsset = Resources.Load("Json/ModelJson.json") as TextAsset; string json = modelAsset.text; stage = Load(); if (stage == null) { return; } bedPrefab = Resources.Load("bed1") as GameObject; foreach (ModelItem e in stage.Models) { switch (e.category) { case (int)CATEGORY.BED: GameObject obj = Instantiate(bedPrefab, new Vector3(0, 0, 10), Quaternion.identity); ModelStatus item = obj.GetComponent <ModelStatus>(); item.ID = e.id; item.Name = e.name; item.Path = e.path; item.IsAnchor = true; obj.name = item.Name; anchorStore.Load(e.path, obj); modelItems.Add(item); break; } } }
/// <summary> /// InspectorのGUIを更新 /// </summary> public override void OnInspectorGUI() { //元のInspector部分を表示 base.OnInspectorGUI(); //ボタンを表示 if (GUILayout.Button("Update")) { StageDataList dataList = target as StageDataList; StageData data = Resources.Load <StageData>("Data/StageData"); foreach (var stage in dataList.Stages) { if (data.Stages.ContainsKey(stage.Id)) { data.Stages[stage.Id] = stage; } else { data.Stages.Add(stage.Id, stage); } } EditorUtility.SetDirty(data); AssetDatabase.SaveAssets(); } }
public SceneData(StageResult stageResult, StageData stageData, bool interAdsWasShown, bool needUnloadAtlasOnWin) { this.stageResult = stageResult; this.stageData = stageData; this.interAdsWasShown = interAdsWasShown; this.needUnloadAtlasOnWin = needUnloadAtlasOnWin; }
public virtual void ProcessKeys2() { if (KClass.Key_Z && LastZ == 0) { MenuItemList[MenuSelectIndex].Click(); OnChangeMenu = TimeMain + 1; } if (!KClass.Key_X && !KClass.Key_ESC || LastX != 0) { return; } StageData.SoundPlay("se_cancel00.wav"); if (StageData.Rep.CanRead) { ReplayInfo repInfo = StageData.GlobalData.LastState.StageData.RepInfo; repInfo.PlayerName = "autosave"; StageData.Rep.SaveRpy(".\\Replay\\AutoSave.rpy", repInfo); } StageData.StateSwitchData = new StateSwitchDataPackage() { NextState = "MainMenu", NeedInit = true, SDPswitch = new StageDataPackage(StageData.GlobalData) }; StageData.Rep.CloseRpy(); }
// Use this for initialization void Start() { stgdt = FindObjectOfType <DataController>().LoadData(); text = GameObject.FindGameObjectWithTag("TextController").GetComponent <Displaytext>(); currentStage = 0; UpdateStage(); }
public HumanMacroData() : base() { //patches = new List<HumanMacroPatch>(); macroStageData = new StageData(HITData.ResultType.Macro, job); stages.Add(macroStageData); }
public void Init(StageData data) { this.stageData = data; this.level = data.level; bossSpawn = map.bossSpawn.GetComponent <BossSpawn> (); StartCoroutine(StartSpawningEnemies()); }
public void CreateData() { List <StageData> list1 = new List <StageData> (); List <StageData> list2 = new List <StageData> (); List <StageData> list3 = new List <StageData> (); for (int i = 0; i < 5; i++) { StageData data = new StageData(new StageDayrobberData(i, i.ToString())); list1.Add(data); } for (int i = 5; i >= 0; i--) { StageData data = new StageData(new StageDayrobberData(i, i.ToString())); list2.Add(data); } for (int i = 10; i >= 5; i--) { StageData data = new StageData(new StageDayrobberData(i, i.ToString())); list3.Add(data); } stageData.Add(ProgramEnum.StageMode.DayRobberStage, list1); stageData.Add(ProgramEnum.StageMode.NormalStage, list2); stageData.Add(ProgramEnum.StageMode.EliteStage, list3); }
public PlatformModel(StageData data, float landPosition) { LandPosition = landPosition; Size = data.PlatformSize; MinX = data.PlatformPlaceMinX; MaxX = data.PlatformPlaceMaxX; }
//アイドルの数のラベルをセットする public void SetIdolCountLabel (StageData stageData) { if (stageData.IdolCount >= 25) { mIdolStageStatusManager.IdolCountLabel = "MAX"; } else { mIdolStageStatusManager.IdolCountLabel = "×" + stageData.IdolCount; } }
protected override bool ExistIn(StageData data) { //厳密にはこれではだめだがまあ…… var nums = new Dictionary <NodeType, int>(); var nodes = data.ToNodesList(); foreach (var nts in nodes) { foreach (NodeType nt in nts) { if (nt == NodeType.None) { continue; } nums[nt] = nums.ContainsKey(nt) ? nums[nt] + 1 : 1; } } foreach (var num in nums.Values) { //本質(ノードの個数が色によって違えばtrue) if (num != nums[nums.Keys.First()]) { return(true); } } return(false); }
public static void CreateStageData(StageData stageData, bool force = false) { //Debug.Log("Create " + stageData.zone.zoneName); PlayerData playerProfile = PlayerSave.GetPlayerData(); if (force) { byte[] key = Convert.FromBase64String(Crypto.cryptoKey); BinaryFormatter binFormat = new BinaryFormatter(); FileStream fileStream = new FileStream(Application.persistentDataPath + "/" + EasyMD5.Hash(playerProfile.playerName + stageData.zone.zoneName) + ".bin", FileMode.Create); using (CryptoStream cryptoStream = Crypto.CreateEncryptionStream(key, fileStream)) { binFormat.Serialize(cryptoStream, stageData); } } else { if (!File.Exists(Application.persistentDataPath + "/" + EasyMD5.Hash(playerProfile.playerName + stageData.zone.zoneName) + ".bin")) { byte[] key = Convert.FromBase64String(Crypto.cryptoKey); BinaryFormatter binFormat = new BinaryFormatter(); FileStream fileStream = new FileStream(Application.persistentDataPath + "/" + EasyMD5.Hash(playerProfile.playerName + stageData.zone.zoneName) + ".bin", FileMode.Create); using (CryptoStream cryptoStream = Crypto.CreateEncryptionStream(key, fileStream)) { binFormat.Serialize(cryptoStream, stageData); } } } }
void CanSelect() { StageData stageData = storyData.GetStageDataByID(curStage); if (stageData.Select > 0) { canPause = false; //Debug.Log("can select" + curStage); SelectData selectData = storyData.GetSelectDataByID(stageData.Select); stage.SetSelect(selectData); //stage.ActAside(true); if (waitSelect != null) { StopCoroutine(waitSelect); waitSelect = null; } waitSelect = WaitSelect(selectData); StartCoroutine(waitSelect); } if (stageData.Select == 0) { canPause = false; canShowMap = false; StartCoroutine(WaitPhone()); } }
/// <summary> /// ステージを生成 /// </summary> /// <param name="stageID"></param> public void LoadStage(string stageID, UnityAction callback) { StageData find = null; ReadAsset(stageID, () => { find = stageScriptable.stageData; if (find != null) { //ステージ生成 SceneControllManager.Instance.loadStageID = ""; var obj = Instantiate(find.prefab) as GameObject; instancedStage = obj.GetComponent <StageManager>(); instancedStage.Initialize(); Debug.Log("ステージ生成成功 : " + stageID); } else { Debug.LogError("ステージがありません : " + stageID); } if (callback != null) { callback(); } }); }
public void Add(StageData stage) { _Stages = _Stages.Append(stage).ToArray(); #if UNITY_EDITOR EditorUtility.SetDirty(this); #endif }
public static void GenerateStageData() { var findAsset = UnityEditor.AssetDatabase.LoadAssetAtPath <StageData>(assetPath); if (findAsset != null) { // edit values init(ref findAsset); EditorUtility.SetDirty(findAsset); AssetDatabase.SaveAssets(); Debug.Log(string.Format("Stage data in {0} is saved successfully.", assetPath)); } else { // create new values StageData asset = ScriptableObject.CreateInstance <StageData>(); AssetDatabase.CreateAsset(asset, assetPath); asset.surfaceList = new List <Surface>(); asset.latitude = 44.4963904f; asset.longitude = 7.5847333f; asset.north = 78.0f; init(ref asset); EditorUtility.SetDirty(asset); AssetDatabase.SaveAssets(); Debug.Log(string.Format("Stage data in {0} is created successfully.", assetPath)); } }
private void InitData() { stageDatas = new List <StageData>(); // 规则3配置 StageData stage1 = new StageData(); stage1.monsId = new int[] { 0, 0, 0, 0, 0, 0 }; stage1.monsNum = new int[] { 1, 2, 3 }; stage1.cond = new int[] { 0, 1, 1 }; stage1.condParm = new int[] { 2, 0, 0 }; stage1.condState = new bool[stage1.cond.Length]; stageDatas.Add(stage1); StageData stage2 = new StageData(); stage2.monsId = new int[] { 1, 1, 1, 1, 1, 1, 1 }; stage2.monsNum = new int[] { 2, 2, 3 }; stage2.cond = new int[] { 0, 1, 1 }; stage2.condParm = new int[] { 2, 0, 0 }; stage2.condState = new bool[stage2.cond.Length]; stageDatas.Add(stage2); StageData stage3 = new StageData(); stage3.monsId = new int[] { 0, 2, 0 }; stage3.monsNum = new int[] { 1, 1, 1 }; stage3.cond = new int[] { 0, 2, 0 }; stage3.condParm = new int[] { 2, 2, 0 }; stage3.condState = new bool[stage3.cond.Length]; stageDatas.Add(stage3); }
public void AddToFirst(StageData stage) { _Stages = new StageData[] { stage }.Concat(_Stages).ToArray(); #if UNITY_EDITOR EditorUtility.SetDirty(this); #endif }
/// <summary> /// StageRunnerに値を代入 /// </summary> private void StageDataCreator() { _stageEvents.Sort((a, b) => (int)(a.Time - b.Time));//時間でソート _stageData = new StageData(_stageEvents, _controlPoints); StageRunner.Instance.SetStageData(_stageData); }
public static StageData GetStageData(string zoneName) { PlayerData playerProfile = PlayerSave.GetPlayerData(); if (File.Exists(Application.persistentDataPath + "/" + EasyMD5.Hash(playerProfile.playerName + zoneName) + ".bin")) { try { byte[] key = Convert.FromBase64String(Crypto.cryptoKey); BinaryFormatter binFormat = new BinaryFormatter(); FileStream fileStream = new FileStream(Application.persistentDataPath + "/" + EasyMD5.Hash(playerProfile.playerName + zoneName) + ".bin", FileMode.Open); using (CryptoStream cryptoStream = Crypto.CreateDecryptionStream(key, fileStream)) { return((StageData)binFormat.Deserialize(cryptoStream)); } } catch { Debug.Log("You trying to change data!"); StageManager stManager = Resources.Load("Scriptable/Stage/Stage Manager") as StageManager; foreach (Stage stage in stManager.listStages) { StageData stageData = new StageData(stage.zone, stage.levels); StageSave.CreateStageData(stageData, true); } return(GetStageData(zoneName)); } } return(null); }
public override void Refresh() { var _params = GetParams(); if (_params.Length >= 1) { StageData = (StageData)_params[0]; } Utility.DestroyAllChildren(ItemRoot); StageName.text = StageData.Name; var dataReader = SqliteManager.Instance.SelectParam("task", "stageid", StageData.Id.ToString()); var dataList = DataBase.GetDataList <TaskData>(dataReader, "id", "content", "des", "todocount"); foreach (var taskData in dataList) { var copyItem = AssetManager.CreatePrefab("TaskItem", ItemRoot); var item = copyItem.GetComponent <TaskItem>(); if (item != null) { item.SetData(taskData); } } }
// 更新 public override void Update() { if (m_StageData.Count == 0) { return; } // 是否可以产生 m_CoolDown -= Time.deltaTime; if (m_CoolDown > 0) { return; } m_CoolDown = m_MaxCoolDown; // 取得上场的角色 StageData theNewEnemy = GetEnemy(); if (theNewEnemy == null) { return; } // 一次产生一个单位 ICharacterFactory Factory = PBDFactory.GetCharacterFactory(); Factory.CreateEnemy(theNewEnemy.emEnemy, theNewEnemy.emWeapon, m_SpawnPosition, m_AttackPosition); }
private void OnStageClicked() { m_lastClickStageTime = Timer.GetRealTimeSinceStartUp(); //更新关卡点击时间 SetStageHelp(false); if (GlobalVars.UseSFX) { NGUITools.PlaySound(CapsConfig.CurAudioList.ButtonClip); } string stageNum = UIButton.current.name.Substring(5); GlobalVars.CurStageNum = System.Convert.ToInt32(stageNum); GlobalVars.CurStageData = StageData.CreateStageData(); GlobalVars.LastStage = GlobalVars.CurStageNum; if (GlobalVars.HeartCount == 0) //若没有心了 { UIWindowManager.Singleton.GetUIWindow <UINoMoreHearts>().NeedOpenStageInfoAfterClose = true; UIWindowManager.Singleton.GetUIWindow <UINoMoreHearts>().ShowWindow(); return; } GlobalVars.CurStageData.LoadStageData(GlobalVars.CurStageNum); UIWindowManager.Singleton.GetUIWindow <UIStageInfo>().ShowWindow(); }
public void CreatePalette(StageData inStageData) { DestroyAllPaletteButtons(); var colorUintArray = inStageData.CreateColorUintArray(); var paletteIndex = 0; paletteButtonList.Clear(); foreach (var colorUint in colorUintArray) { if ((colorUint & 0x00ffffff) == 0x00ffffff) { Debug.LogError("CRITICAL ERROR: Palette color cannot be WHITE!!!"); } var paletteButton = Instantiate(paletteButtonPrefab, transform).GetComponent <PaletteButton>(); paletteButton.SetColor(colorUint); paletteIndexbyColor[colorUint] = paletteIndex; paletteButton.ColorIndex = paletteIndex + 1; paletteIndex++; paletteButtonList.Add(paletteButton); } // 첫 번째 팔레트 기본 선택 상태 if (paletteButtonList.Count > 0) { paletteButtonList[0].Check = true; } stageData = inStageData; }
public int hp = 3; //关卡生命值. public static StageData LoadStage(int stage, int editDimension = 0) { //这里做一个防止关卡越界的处理 if (stage < 1) { stage = 1; Debug.LogError("关卡数小于1"); } TextAsset asset = Resources.Load <TextAsset>(""); string content = null; if (asset != null) { content = asset.text; } StageData data = JsonUtility.FromJson <StageData>(content); //做一些额外的初始化以及生成一些运行时数据. if (data == null) { Debug.LogError("Not found StageData:" + stage); return(null); } data.stageNum = stage; return(data); }
void UpdateNext() { StageData stageData = storyData.GetStageDataByID(curStage); //Debug.Log(stageData.ID.ToString() +" end"); //Debug.Log("last:"+lastStage); if (stageData.Select > 0) { //SelectData selectData = storyData.GetSelectDataByID(stageData.Select); //stage.SetSelect(selectData); //stage.ActAside(true); //StartCoroutine(WaitSelect(selectData)); lastStage = curStage; curStage = storyData.GetDefNextByID(stageData.ID); //stageData.defNext; if (waitSelect != null) { StopCoroutine(waitSelect); } waitSelect = null; UpdataStage(storyData.GetStageDataByID(curStage)); } else if (stageData.Select < 0) { lastStage = curStage; curStage = -stageData.Select; UpdataStage(storyData.GetStageDataByID(curStage)); } else if (stageData.Select == 0) { //StartCoroutine(WaitPhone()); } }
// Remove player & grid private void RemoveItems(StageData stage, int tileIndex) { // Remove player int playerIndex = HasPlayer(stage, tileIndex); if (playerIndex != -1) { PlayerData player = stage.players[playerIndex]; player.tileIndex = -1; } // Remove prop int propIndex = HasProp(stage, tileIndex); if (propIndex != -1) { List <PropData> props = new List <PropData>(); if (stage.props != null) { props.AddRange(stage.props); } props.RemoveAt(propIndex); stage.props = props.ToArray(); } }
IEnumerator WaitPhone()//判断电话输入, { while (true) { if (!stage.inputField.IsActive()) { stage.ActInputF(true); } if (stage.strPhoneNum.Length == 5) { yield return(new WaitForSeconds(0.5f)); StageData stageData = storyData.GetStageDataByPhone(stage.strPhoneNum, lastStage); if (stageData == null) { stage.ActInputF(true); stage.ErrorPhone(); //Debug.Log("error phone"); } else { lastStage = curStage; curStage = stageData.ID; stage.onMaskEnd = Select; stage.SelectMask(); yield break; } } yield return(null); } }
private void OnStageDataRefreshed() { if (mStageT != null) { //-----次数刷新-------- if (mStageT.m_limittime < 0) { SetRapidObjActive(false); } else { SetRapidObjActive(true); StageData sd = ObjectSelf.GetInstance().BattleStageData.GetStageDataByStageId(mStageT.GetID()); int remineTimes = Mathf.Max(0, mStageT.m_limittime - sd.m_FightSum); TEXT_COLOR tc = TEXT_COLOR.WHITE; if (remineTimes > 0) { tc = TEXT_COLOR.WHITE; m_ResetBtn.gameObject.SetActive(false); } else { m_ResetBtn.gameObject.SetActive(true); tc = TEXT_COLOR.RED; } m_RemindTimeTxt.text = GameUtils.getString("fight_fightprepare_content3") + GameUtils.StringWithColor(remineTimes.ToString(), tc) + "/" + mStageT.m_limittime; } } }
void FixedUpdate() { if (isMoveNextPoint || !isPlaying) { return; } if (isWaitEnterNextStage) { if (monsList.Count <= 0) { GoToNextStage(); } return; } if (curStage < stageDatas.Count) { StageData stage = stageDatas[curStage + stageNum % MAX_STAGE_NUM * MAX_LV_NUM]; if (stage.cond[curLv] == 2 && monsList.Count <= 0) { // 立马创建BOSS CreateCurLevelMons(stage); //monsList[i].transform.position = scene.FindChild("BossPos").position; isBossLv = true; ResetCreateTime(); isWaitEnterNextStage = true; } } }
public override void ProcessKeys() { base.ProcessKeys(); if (KClass.Key_Z && LastZ == 0) { MenuItemList[MenuSelectIndex].Click(); OnChangeMenu = TimeMain + 1; } if (!KClass.Key_X && !KClass.Key_ESC || LastX != 0) { return; } OnRemoveMenu = TimeMain + 20; TransparentVelocity = -15f; foreach (BaseMenuItem menuItem in MenuItemList) { BaseMenuItem baseMenuItem = menuItem; PointF originalPosition = MenuItemList[0].OriginalPosition; double x = originalPosition.X; originalPosition = MenuItemList[0].OriginalPosition; double y = originalPosition.Y; PointF pointF = new PointF((float)x, (float)y); baseMenuItem.DestPoint = pointF; menuItem.OnRemove = true; } StageData.SoundPlay("se_cancel00.wav"); }
//中断時の建設完了までの秒数を返す private static double ToFinishConstructionTimeSec (StageData stageData) { double toFinishConstructionTimeSec = ToFinishConstructionTimeMin (stageData) * 60; DateTime dtUpdateDate = DateTime.Parse (stageData.UpdatedDate); DateTime dtExit = DateTime.Parse (PlayerDataKeeper.instance.ExitDate); TimeSpan ts = dtExit - dtUpdateDate; return toFinishConstructionTimeSec - ts.TotalSeconds; }
private void SetSaveData(int star, int stageNumber) { if (star == 0) { return; } List <StageData> clearStageDataList = SaveData.GetClassList(SaveDataKey.clearStageDataList, SaveDataDefaultValue.clearStageDataList); if (stageNumber > clearStageDataList.Count) { //初めてクリア clearStageDataList.Add(new StageData(stageNumber, star)); } else { //以前にクリアしたことあるのでスコアが高ければ保存 StageData stageData = clearStageDataList[stageNumber - 1]; if (star > stageData.evaluation) { clearStageDataList[stageNumber - 1].evaluation = star; } } SaveData.SetClassList(SaveDataKey.clearStageDataList, clearStageDataList); SaveData.Save(); }
//中断時のサボるまでの秒数を返す private static double UntilSleepTimeSecWhenPause (StageData stageData) { //ステージごとのサボるまでの秒数 double untilSleepTimeSec = UntilSleepTimeMin (stageData) * 60; DateTime dtUpdateDate = DateTime.Parse (stageData.UpdatedDate); DateTime dtExit = DateTime.Parse (PlayerDataKeeper.instance.ExitDate); TimeSpan ts = dtExit - dtUpdateDate; return untilSleepTimeSec - ts.TotalSeconds; }
public void Termination() { _StandBys.Clear(); if (_Current != null && _Current.Stage != null) { _Current.Stage.Leave(); _Current = null; } }
/* * This class handles player input, such as pressing the pause button to pause playback, pressing the reset button to reset the level, etc. * It is attached to the Camera prefab. */ // Use this for initialization void Start() { sd = GameObject.FindObjectOfType<StageData> (); float stageWidth = sd.getStageWidth(); float stageHeight = sd.getStageHeight(); minX = (gameObject.GetComponent<Transform> () as Transform).position.x - (stageWidth / 2); minY = (gameObject.GetComponent<Transform> () as Transform).position.y - (stageHeight / 2); maxX = minX + stageWidth; maxY = minY + stageHeight; }
public void InitData() { TextAsset csvTxt = Resources.Load<TextAsset>("Data/stage_table"); List<Dictionary<string, string>> datas = CSVReader.ReadFile(csvTxt); foreach (Dictionary<string, string> data in datas) { StageData stageData = new StageData(); stageData.gameTime = float.Parse(data["game_time"]); stageData.passRequestCount = int.Parse(data["pass_request"]); dataDic.Add(data["stage"], stageData); } }
internal ShortnData() : base() { findStageData = new StageData(ResultType.Find, numParagraphs, job); stages.Add(findStageData); fixStageData = new StageData(ResultType.Fix, numParagraphs, job); stages.Add(fixStageData); verifyStageData = new StageData(ResultType.Verify, numParagraphs, job); stages.Add(verifyStageData); patches = new List<ShortnPatch>(); gottenOneYet = new Dictionary<ResultType, List<List<bool>>>(); }
// Use this for initialization void Start() { active = false; image = GetComponent<Image> (); rTrans = GetComponent<RectTransform> (); image.canvasRenderer.SetAlpha (0); secOnScreen = 1.5f; riseSpeed = 3f; stageData = GameObject.FindObjectOfType<StageData> (); }
public void Init (StageData stage) { mStageData = stage; mSkipConstructionButtonObject = transform.Find ("Container/SkipConstructionButton").gameObject; mContainerObject = transform.FindChild ("Container").gameObject; sleepObject = transform.Find ("Container/Sleep").gameObject; backGroundTexture = GetComponentInChildren<UITexture> (); //工事中かをチェック if (mStageData.FlagConstruction == StageData.IN_CONSTRUCTION) { InitConstruction (); } else { InitNormal (); } }
//レコード1行アップデート public void UpdateRecord (StageData stage) { SQLiteDB sqliteDB = OpenDatabase (); StringBuilder sb = new StringBuilder (); sb.Append ("update " + TABLE_NAME + " set "); sb.Append (FIELD_IDLE_COUNT + " = " + stage.IdolCount + ", "); sb.Append (FIELD_FLAG_CONSTRUCTION + " = " + stage.FlagConstruction + ", "); sb.Append (FIELD_UPDATED_DATE + " = '" + stage.UpdatedDate + "' "); sb.Append ("where " + FIELD_ID + " = " + stage.Id + ";"); MyLog.LogDebug ("sql " + sb.ToString ()); SQLiteQuery sqliteQuery = new SQLiteQuery (sqliteDB, sb.ToString ()); sqliteQuery.Step (); sqliteQuery.Release (); sqliteDB.Close (); }
//IDでステージデータを取得 public StageData SelectById (int id) { SQLiteDB sqliteDB = OpenDatabase (); StageData stage = new StageData (); StringBuilder sb = new StringBuilder (); sb.Append ("select * from " + TABLE_NAME + " "); sb.Append ("where " + FIELD_ID + " = " + id + ";"); SQLiteQuery sqliteQuery = new SQLiteQuery (sqliteDB, sb.ToString ()); while (sqliteQuery.Step ()) { stage = GetStage (sqliteQuery); } sqliteQuery.Release (); sqliteDB.Close (); return stage; }
//レコードをインサート public void InsertData (StageData stageData) { SQLiteDB sqliteDB = OpenDatabase (); StringBuilder sb = new StringBuilder (); sb.Append ("insert into " + TABLE_NAME + " values"); sb.Append ("(" + stageData.Id + ", "); sb.Append ("'" + stageData.AreaName + "', "); sb.Append (stageData.IdolCount + ", "); sb.Append (stageData.FlagConstruction + ", "); sb.Append ("'" + stageData.UpdatedDate + "', "); sb.Append (stageData.AreaId + ");"); SQLiteQuery sqliteQuery = new SQLiteQuery (sqliteDB, sb.ToString ()); sqliteQuery.Step (); sqliteQuery.Release (); sqliteDB.Close (); }
// Use this for initialization void Start() { GameObject camera = GameObject.Find ("Camera"); stageData = GameObject.FindObjectOfType<StageData> (); minX = -stageData.getStageWidth () / 2; maxX = minX + stageData.getStageWidth (); minY = -stageData.getStageHeight () / 2; maxY = minY + stageData.getStageHeight (); t = GetComponent<Transform>(); origin = new Vector3 (t.position.x, t.position.y, t.position.z); staff = GameObject.Find ("staff").GetComponent<StaffBehavior> (); }
void Awake () { StageDao dao = DaoFactory.CreateStageDao (); for (int i = 1; i <= 48; i++) { StageData stage = new StageData (); stage.Id = i; stage.IdolCount = 25; stage.FlagConstruction = StageData.NOT_CONSTRUCTION; stage.UpdatedDate = System.DateTime.Now.ToString (); dao.UpdateRecord (stage); } if (GameObject.FindGameObjectWithTag ("SoundManager") == null) { Instantiate (soundManagerPrefab); Instantiate (characterVoiceManagerPrefab); } }
public void Init (StageData stageData) { mStageData = stageData; mIdolStageContainer = GetComponentInChildren<IdolStageContainer> (); mIdolStageCoinGenerator = GetComponentInChildren<IdolStageCoinGenerator> (); mCharacterGenerator = GetComponentInChildren<CharacterGenerator> (); mIdolStageContainer.FindObjects (); //工事中でなかったら通常状態へ if (mStageData.FlagConstruction == StageData.NOT_CONSTRUCTION) { mTimeSeconds = (float)RemainingSleepTimeSec (); InitNormal (); return; } //建設完了までの秒数 double remainingConstructionTimeSec = RemainingConstructionTimeSec (); //まだ建設が完了していない場合 if (remainingConstructionTimeSec > 0) { mTimeSeconds = (float)remainingConstructionTimeSec; InitConstruction (); return; } //建設完了を貫通した時間 double overTimeSec = -remainingConstructionTimeSec; //建設完了を貫通した時間がサボるまでの時間を超えている場合 UntilSleepTimeDao untilSleepTimeDao = DaoFactory.CreateUntilSleepTimeDao (); int untilSleepTimeSec = untilSleepTimeDao.SelectById (mStageData.Id, mStageData.IdolCount) * 60; if (overTimeSec > untilSleepTimeSec) { mStageData.FlagConstruction = StageData.NOT_CONSTRUCTION; DaoFactory.CreateStageDao ().UpdateRecord (mStageData); InitNormal (); Sleep (); return; } //建設は完了しているがサボるまでは至っていない場合 mTimeSeconds = (float)(untilSleepTimeSec - overTimeSec); mStageData.FlagConstruction = StageData.NOT_CONSTRUCTION; DaoFactory.CreateStageDao ().UpdateRecord (mStageData); InitNormal (); }
void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); playerData = Resources.Load("Data/PlayerData")as PlayerData; monsterData = Resources.Load("Data/MonsterData")as MonsterData; stageData = Resources.Load("Data/StageData")as StageData; equipmentData = Resources.Load("Data/EquipmentData")as EquipmentData; weaponData = Resources.Load("Data/WeaponData")as WeaponData; } else { Destroy(gameObject); } }
private int _shortestLength = -1; // for caching #endregion Fields #region Constructors /// <summary> /// A subclass of HITData that is the Model for a specific Shortn job /// </summary> /// <param name="toShorten">The Range object selected for this task</param> /// <param name="job">The unique job number for this task</param> public ShortnData(Word.Range toShorten, int job) : base(toShorten, job) { findStageData = new StageData(ResultType.Find, numParagraphs, job); stages.Add(findStageData); fixStageData = new StageData(ResultType.Fix, numParagraphs, job); stages.Add(fixStageData); verifyStageData = new StageData(ResultType.Verify, numParagraphs, job); stages.Add(verifyStageData); /* typeMap = new Dictionary<string,ResultType>(); typeMap["find"] = ResultType.Find; typeMap["fix"] = ResultType.Fix; typeMap["verify"] = ResultType.Verify; */ patches = new List<ShortnPatch>(); gottenOneYet = new Dictionary<ResultType, List<List<bool>>>(); }
public CrowdproofData() : base() { findStageData = new StageData(ResultType.Find, numParagraphs, job); stages.Add(findStageData); fixStageData = new StageData(ResultType.Fix, numParagraphs, job); stages.Add(fixStageData); verifyStageData = new StageData(ResultType.Verify, numParagraphs, job); stages.Add(verifyStageData); /* stages[ResultType.Find] = new StageData(ResultType.Find, numParagraphs); stages[ResultType.Fix] = new StageData(ResultType.Fix, numParagraphs); stages[ResultType.Verify] = new StageData(ResultType.Verify, numParagraphs); */ patches = new List<CrowdproofPatch>(); /* typeMap = new Dictionary<string, ResultType>(); typeMap["find"] = ResultType.Find; typeMap["fix"] = ResultType.Fix; typeMap["verify"] = ResultType.Verify; */ }
//public HumanMacroData(Word.Range text, List<String> results) public HumanMacroData(Word.Range toShorten, int job, Separator separator, double reward, int redundancy, string title, string subtitle, string instructions, ReturnType type, TestOrReal test) : base(toShorten, job) { this.text = toShorten; this.separator = separator; //this.results = results; //patches = new List<HumanMacroPatch>(); this.reward = reward; this.redundancy = redundancy; this.title = title; this.subtitle = subtitle; this.instructions = instructions; this.type = type; this.numberReturned = 0; this.test = test; //stages[HITData.ResultType.Macro] = new StageData(HITData.ResultType.Macro); macroStageData = new StageData(HITData.ResultType.Macro, job); stages.Add(macroStageData); //stages[HITData.ResultType.Macro] = new HumanMacroStage(HITData.ResultType.Macro, redundancy); results = new List<string>(); }
//建設中の状態で中断した時に稼いだ金額を計算して返す private static double GeneratedCoinInConstruction (double toFinishConstructionTimeSec, StageData stageData, double sleepTimeSec) { Debug.Log ("建設までの時間は" + toFinishConstructionTimeSec); double generatedCoin = 0; //稼ぐ力 double generateCoinPowerSec = (GenerateCoinPowerMin (stageData)) / 60; while (true) { if (sleepTimeSec <= 0) { break; } //スリープした時間が建設までの時間を上回った時点から加算を開始する if (toFinishConstructionTimeSec <= 0) { generatedCoin += generateCoinPowerSec; } sleepTimeSec--; toFinishConstructionTimeSec--; } Debug.Log ("建設中に稼いだ金額は " + generatedCoin); return generatedCoin; }
//アイドルを生成して親クラスを返す public Character GenerateIdol(StageData stageData){ GameObject idlePrefab = Resources.Load ("Model/Idle/Idle_" + stageData.Id) as GameObject; GameObject idleObject = GenerateIdol (idlePrefab); return idleObject.GetComponent<Character> (); }
protected void ChangeStage(int newIndex) { Pattern.Stage currentStage = Pattern.Stages[newIndex]; currentStageData = new StageData() { Stage = currentStage, Index = newIndex, StartTime = Plugin.GameTime, ShouldEnableBrakeLights = ShouldEnableVehicleBrakeLightsForStage(currentStage) }; }
//DBからコイン生成パワーを返す private static double GenerateCoinPowerMin (StageData stageData) { GenerateCoinPowerDao dao = DaoFactory.CreateGenerateCoinPowerDao (); double generateCoinPower = dao.SelectById (stageData.Id, stageData.IdolCount); return generateCoinPower; }
//DBからサボるまでの分数を返す private static int UntilSleepTimeMin (StageData stageData) { UntilSleepTimeDao dao = DaoFactory.CreateUntilSleepTimeDao (); int untilSleepTimeMin = dao.SelectById (stageData.Id, stageData.IdolCount); return untilSleepTimeMin; }
//DBから建設完了までの分数を返す private static int ToFinishConstructionTimeMin (StageData stageData) { ConstructionTimeDao dao = DaoFactory.CreateConstructionTimeDao (); int toFinishConstructionTimeMin = dao.SelectById (stageData.Id); return toFinishConstructionTimeMin; }
private void ShowMainGUI () { float right = 150f; float top = 0f; float left = 0f; float botton = 20f; float topDifference = 50f; #if !UNITY_EDITOR top = 100f; right = 200f; botton = 60f; left = 10f; topDifference = 90f; #endif #if UNITY_EDITOR Rect pauseRect = new Rect (left, top += topDifference, right, botton); bool clickedPause = GUI.Button (pauseRect, "save prefs"); if (clickedPause) { PlayerDataKeeper.instance.SaveData (); } #endif Rect prefsRect = new Rect (left, top += topDifference, right, botton); bool clickedPrefs = GUI.Button (prefsRect, "セーブデータを削除"); if (clickedPrefs) { Debug.Log ("セーブデータを削除"); PlayerPrefs.DeleteAll (); } Rect deleteDBRect = new Rect (left, top += topDifference, right, botton); bool clickedDeleteDB = GUI.Button (deleteDBRect, "全ステージを削除"); if (clickedDeleteDB) { DatabaseHelper.instance.DeleteDB (); DatabaseHelper.instance.CopyDB (); } Rect releaseAllStageRect = new Rect (left, top += topDifference, right, botton); bool clickedReleaseAllStage = GUI.Button (releaseAllStageRect, "全ステージ解放"); if (clickedReleaseAllStage) { Debug.Log ("全ステージ解放"); StageDao dao = DaoFactory.CreateStageDao (); for (int i = 1; i <= 48; i++) { StageData stage = new StageData (); stage.Id = i; stage.IdolCount = 10; stage.FlagConstruction = StageData.NOT_CONSTRUCTION; stage.UpdatedDate = System.DateTime.Now.ToString (); dao.UpdateRecord (stage); } } Rect unlockAllAreaRect = new Rect (left, top += topDifference, right, botton); bool clickedUnlockArea = GUI.Button (unlockAllAreaRect, "全エリアロック解除"); if (clickedUnlockArea) { int[] clearedPuzzleCountArray = { 1, 1, 1, 1, 1, 1, 1, 1 }; PrefsManager.instance.ClearedPuzzleCountArray = clearedPuzzleCountArray; } Rect decreaseCoinRect = new Rect (left, top += topDifference, right, botton); bool decreaseCoin = GUI.Button (decreaseCoinRect, "コインを1000減らす"); if (decreaseCoin) { PlayerDataKeeper.instance.DecreaseCoinCount (1000); } Rect increaseTicketRect = new Rect (left, top += topDifference, right, botton); bool increaseTicket = GUI.Button (increaseTicketRect, "チケットを100枚増やす"); if (increaseTicket) { PlayerDataKeeper.instance.IncreaseTicketCount (100); } }
//ノーマル状態で中断した時に稼いだ金額を計算して返す private static double GeneratedCoinInNormal (double untilSleepTimeSec, StageData stageData, double sleepTimeSec, double liveTimeSec) { double generatedCoin = 0; //稼ぐ力 double generateCoinPowerSec = (GenerateCoinPowerMin (stageData)) / 60; //中断時のサボるまでの秒数 or 中断した秒数が0になるまで足し続ける while (true) { if (untilSleepTimeSec <= 0) { break; } if (sleepTimeSec <= 0) { break; } //ライブ中は2倍 if (liveTimeSec > 0) { generatedCoin += generateCoinPowerSec * 2; } else { generatedCoin += generateCoinPowerSec; } untilSleepTimeSec--; sleepTimeSec--; liveTimeSec--; } return generatedCoin; }
//サボるまでの時間を返す private double UntilSleepTimeSec(StageData stageData){ DateTime dtNow = DateTime.Now; DateTime dtUpdatedDate = DateTime.Parse (stageData.UpdatedDate); UntilSleepTimeDao untilSleepTimeDao = DaoFactory.CreateUntilSleepTimeDao (); int untilSleepTimeMin = untilSleepTimeDao.SelectById (stageData.Id, stageData.IdolCount); double untilSleepTimeSec = untilSleepTimeMin * 60; TimeSpan ts = dtNow - dtUpdatedDate; return untilSleepTimeSec - ts.TotalSeconds; }
//サボっていたらtrueを返す private bool CheckSleep (StageData stageData) { DateTime dtNow = DateTime.Now; DateTime dtUpdatedDate = DateTime.Parse (stageData.UpdatedDate); UntilSleepTimeDao untilSleepTimeDao = DaoFactory.CreateUntilSleepTimeDao (); int untilSleepTimeMin = untilSleepTimeDao.SelectById (stageData.Id, stageData.IdolCount); double untilSleepTimeSec = untilSleepTimeMin * 60; TimeSpan ts = dtNow - dtUpdatedDate; if (ts.TotalSeconds > untilSleepTimeSec) { return true; } return false; }