//Story씬에서 픽한 정보 _StageInformation에 저장 public void setStoryInfo(StageInformation pickedStage) { print("??"); int stageId = pickedStage.stageLevel - 1; // StoryMode에서 선택한 스테이지 누적해서 Json으로 저장하기 stageInfo.stageID = stageId; stageInfo.stageLevel = pickedStage.stageLevel; stageInfo.stageInfo = pickedStage.stageInfo; stageInfo.money = pickedStage.money; stageInfo.gem = pickedStage.gem; stageInfo.experience = 1000; //Json에서 받아오게 해야된다. stageInfo.awards = new List <JsonStageAwardFormat>(pickedStage.awards); // 선택한 stage에 따라 enemy도 저장 stageInfo.enemyNumber = pickedStage.enemyNumber; stageInfo.enemyIds = new List <int>(pickedStage.enemyIds); // stageInfo.enemyIds = new List<int>(); // stageInfo.enemyIds.Add(0); // stageInfo.enemyIds.Add(1); // stageInfo.enemyIds.Add(2); stageInfo.charNumber = pickedStage.charNumber; stageInfo.enemyStatMultiplier = 1.0f; //stage level에 따라 변동되는 constant print("짱느리네"); }
//age, story, char씬에서 픽한 내용 인게임에 적용시키도록 Resources>GamePlay>gameStageInfo json으로 저장 public void savePickedStageInfoAsJson() { StageInformation stageInfoJson = new StageInformation(); stageInfoJson.ageID = stageInfo.ageID; stageInfoJson.experience = stageInfo.experience; stageInfoJson.money = stageInfo.money; stageInfoJson.gem = stageInfo.gem; stageInfoJson.ageName = stageInfo.ageName; stageInfoJson.ageInfo = stageInfo.ageInfo; stageInfoJson.emblemID = stageInfo.emblemID; stageInfoJson.emblemInfo = stageInfo.emblemInfo; stageInfoJson.emblemName = stageInfo.emblemName; stageInfoJson.stageID = stageInfo.stageID; stageInfoJson.stageLevel = stageInfo.stageLevel; stageInfoJson.stageInfo = stageInfo.stageInfo; stageInfoJson.awards = new List <JsonStageAwardFormat>(stageInfo.awards); stageInfoJson.enemyNumber = stageInfo.enemyNumber; stageInfoJson.enemyIds = stageInfo.enemyIds; stageInfoJson.charNumber = stageInfo.charNumber; stageInfoJson.enemyStatMultiplier = stageInfo.enemyStatMultiplier; stageInfoJson.selectedCharacterIDs = new List <int>(stageInfo.selectedCharacterIDs); string jsonData = JsonConvert.SerializeObject(stageInfoJson, Formatting.Indented); //jsonData = JValue.Parse(jsonData).ToString(Formatting.Indented); File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + AccountID.ToString() + "/gameStageInfo.json", jsonData); AssetDatabase.Refresh(); }
void makeAge(StageInformation _stage) { _stage.ageID = 0; _stage.ageName = "이상한 나라의 앨리스"; _stage.ageInfo = "챕터 1은 이상한 나라의 앨리스입니다.\n붉은 여왕의 분노에 맞서 블러드 루비를 탈환하세요 .\n "; _stage.emblemID = 0; _stage.emblemName = "블러드 루비"; _stage.emblemInfo = "게임 플레이시 카드 병정 1마리 소환 가능"; List <JsonStageAwardFormat> awards = new List <JsonStageAwardFormat>(); JsonStageAwardFormat _award = new JsonStageAwardFormat(); _award.AwardImage = 0; _award.AwardName = "조건1"; _award.AwardInfo = "뫄뫄하는 조건입니다"; awards.Add(_award); _award = new JsonStageAwardFormat(); _award.AwardImage = 1; _award.AwardName = "액션1"; _award.AwardInfo = "뫄뫄하는 액션입니다"; awards.Add(_award); _award = new JsonStageAwardFormat(); _award.AwardImage = 2; _award.AwardName = "아이템1"; _award.AwardInfo = "뫄뫄하는 아이템입니다"; awards.Add(_award); _stage.awards = new List <JsonStageAwardFormat>(awards); }
public void setStageInfo(StageInformation pickedStage) { stageInfo = new StageInformation(); // AgePick에서 저장한 정보 불러오기 TextAsset textData = Resources.Load("Json_AccountInfo/" + AccountID + "/gameStageInfo") as TextAsset; string ageJsonData = textData.text; stageInfo = JsonConvert.DeserializeObject <StageInformation>(ageJsonData); int stageId = pickedStage.stageLevel - 1; // StoryMode에서 선택한 스테이지 누적해서 Json으로 저장하기 stageInfo.stageID = stageId; stageInfo.stageLevel = pickedStage.stageLevel; stageInfo.stageInfo = pickedStage.stageInfo; stageInfo.awards = new List <JsonStageAwardFormat>(pickedStage.awards); // 선택한 stage에 따라 enemy도 저장 textData = Resources.Load("Json_GameInfo/Age " + stageId + "/StageInfo") as TextAsset; string allStageInfo = textData.text; List <StageInformation> stages = JsonConvert.DeserializeObject <List <StageInformation> >(allStageInfo); stageInfo.enemyNumber = stages[stageId].enemyNumber; stageInfo.enemyIds = new List <int>(stages[stageId].enemyIds); stageInfo.charNumber = stages[stageId].charNumber; stageInfo.enemyStatMultiplier = 1.0f; //stage level에 따라 변동되는 constant string jsonData = JsonConvert.SerializeObject(stageInfo); jsonData = JValue.Parse(jsonData).ToString(Formatting.Indented); File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + AccountID.ToString() + "/gameStageInfo.json", jsonData); }
public void makeStageJson() { //스테이지 정보(age + stage) + 맵 level //reward 정보: emeblem, rewards //enemy 정보: enemy id, enemy num, enemy level stages = new List <StageInformation>(); StageInformation stage = new StageInformation(); makeAge(stage); stage.stageID = 0; stage.stageInfo = "카드병정 1마리를 물리치세요"; stage.stageLevel = 1; stage.enemyNumber = 1; List <int> enemyIds = new List <int>(new int[] { 0 }); stage.enemyIds = new List <int>(enemyIds); stage.charNumber = 1; stage.money = 1000; stage.gem = 100; stages.Add(stage); StageInformation stage1 = new StageInformation(); makeAge(stage1); stage1.stageID = 1; stage1.stageInfo = "카드병정 1마리를 물리치세요"; stage1.stageLevel = 2; stage1.enemyNumber = 1; enemyIds = new List <int>(new int[] { 0 }); stage1.enemyIds = new List <int>(enemyIds); stage1.charNumber = 1; stage1.money = 1000; stage1.gem = 100; stages.Add(stage1); StageInformation stage2 = new StageInformation(); makeAge(stage2); stage2.stageID = 2; stage2.stageInfo = "카드병정 2마리를 물리치세요"; stage2.stageLevel = 3; stage2.enemyNumber = 2; enemyIds = new List <int>(new int[] { 0, 1 }); stage2.enemyIds = new List <int>(enemyIds); stage2.charNumber = 1; stage2.money = 1000; stage2.gem = 100; stages.Add(stage2); string jdata = JsonConvert.SerializeObject(stages); jdata = JValue.Parse(jdata).ToString(Formatting.Indented); File.WriteAllText(Application.dataPath + "/Resources/Json_GameInfo/Age0/StageInfo.json", jdata); AssetDatabase.Refresh(); }
public void gameStart(int level, StageInformation stageInfo) { print("uimanager entry"); passData.setStoryInfo(stageInfo); UnityEngine.SceneManagement.SceneManager.LoadScene("CharacterPick"); //UnityEngine.SceneManagement.SceneManager.LoadScene("Resetter"); //StartCoroutine(LoadAsynchronously("CharacterPick")); // sex.allow(); }
void Start() { g_trouble_Script = GameObject.Find("TroubleObj").GetComponent <TroubleScr>(); g_result_Script = GameObject.Find("Stageinformation").GetComponent <ResultScript>(); g_clear_Script = GameObject.Find("Game_Controller").GetComponent <Stage_Clear>(); g_folder_Script = GameObject.Find("Stageinformation").GetComponent <Folder_Script>(); g_information_Script = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); g_game_con_Script = GameObject.Find("Game_Controller").GetComponent <Game_Controller>(); g_player_Script = GameObject.Find("Player_Controller").GetComponent <Playercontroller>(); g_player_anim_Script = this.GetComponent <Player_Animation>(); g_player_obj = this.gameObject; }
void Start() { //ボタンを生むのに必要な情報を取得 g_json_script = GameObject.Find("Stageinformation").GetComponent <JsonArray>(); g_stageInformationScript = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); g_spwern_script = GetComponent <SpwernButton>(); g_stage_image_Script = GameObject.Find("Stage_Image").GetComponent <Stage_Image>(); g_move_counter_Script = GameObject.Find("Stage_Move_Counter").GetComponent <Select_Move_Counter>(); //ボタンの幅を取得 g_move_g_var = g_spwern_script.g_button_y_pos; Debug.Log(g_move_g_var); //横の数を取得 g_side_stage_count = g_json_script.g_stage_side; //縦の数を取得 g_page_var_count = g_spwern_script.g_var_size; //縦の最大数を取得 g_max_var_count = g_json_script.g_stage_max_var; //生成するステージの数を取得 g_max_stageelement = g_json_script.g_stage_array_num; //1ページのステージの数を計算 g_stage_page_count = g_side_stage_count * g_page_var_count; //全部のページが埋まってた場合 if (g_max_stageelement % g_stage_page_count == 0) { //ページ数を計算 g_page_count = g_max_stageelement / g_stage_page_count; g_var_remainder = g_page_var_count; } else { g_page_count = (g_max_stageelement / g_stage_page_count) + 1; Debug.Log(g_page_count); //最後のページのステージの個数 g_stage_remainder = g_max_stageelement % g_stage_page_count; Debug.Log(g_stage_remainder); g_stage_remainder = g_stage_remainder / g_side_stage_count; Debug.Log(g_side_stage_count); if (g_stage_remainder == 0) { g_var_remainder = g_stage_remainder + 1; Debug.Log(g_var_remainder); } else { g_var_remainder = g_stage_remainder + 1; Debug.Log(g_var_remainder); } } }
private void Start() { g_resultScript = GameObject.Find("Stageinformation").GetComponent <ResultScript>(); g_highScoreText = GameObject.Find("high_move_para"); g_scoreJsonScript = GameObject.Find("ScoreInformation").GetComponent <ScoreJsonScript>(); g_stageInformationScript = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); //前の残りて数が現在の残りて数よりも少なかった場合 if (g_scoreJsonScript.g_stageScore.g_stageInfo[g_stageInformationScript.Get_StageNum()].g_trouble < g_resultScript.GetRemaining()) { //ハイスコアを変更させる g_highScoreText.GetComponent <TextMeshProUGUI>().text = g_resultScript.GetRemaining().ToString(); } }
void Start() { #region スクリプトの取得 g_resultScript = GameObject.Find(g_stageInfoName).GetComponent <ResultScript>(); g_jsonArrayScript = GameObject.Find(g_stageInfoName).GetComponent <JsonArray>(); g_stageInformationScript = GameObject.Find(g_stageInfoName).GetComponent <StageInformation>(); g_scoreJsonScript = GameObject.Find("ScoreInformation").GetComponent <ScoreJsonScript>(); #endregion if (g_scoreJsonScript.g_stageScore.g_stageInfo[g_stageInformationScript.Get_StageNum()].g_evaluation < g_resultScript.Trouble()) { //jsonに数値を入れる g_scoreJsonScript.ChangeInfo(g_stageInformationScript.Get_StageNum(), g_resultScript.Trouble(), g_resultScript.GetRemaining()); } }
private void Awake() { g_informatinScript = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); g_jsonname = g_informatinScript.g_playStageName; string datastr = ""; StreamReader reader; reader = new StreamReader(Application.streamingAssetsPath + "/" + g_jsonname); datastr = reader.ReadToEnd(); reader.Close(); //ステージデータを取り込む g_inputJson = JsonUtility.FromJson <InputJson>(datastr); }
/// <summary> /// ゲームをクリアした時に実行される /// </summary> public static void GameClearView() { Debug.Log("ゲームクリア"); GameObject viewPrefab = Resources.Load <GameObject>("Prefabs/[GameClearView]"); Transform target = GameObject.Find("Canvas").transform; GameObject viewObject = Instantiate(viewPrefab, target); Text t = GameObject.Find("Remaining").GetComponent <Text>(); t.text = string.Format("LimitTime : {0:0.0}", Timebar.time); Button nextStage = GameObject.Find("NextRoom").GetComponent <Button>(); string s; //次のステージを取得 if (!StageInformation.GetNextFloor(GameManager.stageLevel, GameManager.stageNum, out s)) { //投げればボタンを表示しない nextStage.gameObject.SetActive(false); } else { //次のステージボタンを押したとき nextStage.onClick.AddListener(() => { string next; //次のステージを取得 StageInformation.GetNextFloor(GameManager.stageLevel, GameManager.stageNum, out next); string[] bff = next.Split('-'); //情報を格納 GameManager.SetStageData(int.Parse(bff[0]), int.Parse(bff[1])); //移動 AudioManager.FadeOut(2); SumCanvasAnimation.MoveScene("GameScene"); }); } //ステージセレクトボタンを押したとき Button select = GameObject.Find("Stage select").GetComponent <Button>(); select.onClick.AddListener(() => { AudioManager.FadeOut(2); SumCanvasAnimation.MoveScene("StageSelectScene"); }); }
protected override void Init() { this.playerDeathManager = this.GetComponent <PlayerDeathManager>(); this.coinScoreManager = this.GetComponent <CoinScoreManager>(); this.playerStageClearManager = this.GetComponent <PlayerStageClearManager>(); if (GameManager.NowStageInformation == null) { var index = this.worldData.GetStageIndex(this.stageData.StageId); var information = new StageInformation(this.worldData.WorldId, index); var request = new MoveStageRequest(information, this.returnToScene); GameManager.ImplyRequest(request); } this.DataInit(GameManager.NowStageInformation); }
public SimpleKMP() { StartPositions = new StartPositions(); EnemyRoutes = new EnemyRoutes(); ItemRoutes = new ItemRoutes(); CheckPoints = new CheckPoints(); Objects = new Objects(); Routes = new Routes(); Area = new Area(); Camera = new Camera(); RespawnPoints = new RespawnPoints(); GliderRoutes = new GliderRoutes(); StageInformation = new StageInformation(); currentCullingRoutes = new List <int>(); }
public SimpleKMP(byte[] data) { KMP kmp_data; kmp_data = new KMP(data); StartPositions = new StartPositions(kmp_data.KartPoint); EnemyRoutes = new EnemyRoutes(kmp_data.EnemyPoint, kmp_data.EnemyPointPath); ItemRoutes = new ItemRoutes(kmp_data.ItemPoint, kmp_data.ItemPointPath); CheckPoints = new CheckPoints(kmp_data.CheckPoint, kmp_data.CheckPointPath); Objects = new Objects(kmp_data.GlobalObject); Routes = new Routes(kmp_data.PointInfo); Area = new Area(kmp_data.Area); Camera = new Camera(kmp_data.Camera); RespawnPoints = new RespawnPoints(kmp_data.JugemPoint); GliderRoutes = new GliderRoutes(kmp_data.GliderPoint, kmp_data.GliderPointPath); StageInformation = new StageInformation(kmp_data.StageInfo); currentCullingRoutes = new List <int>(); }
public void setCharacterInfo(int[] selectedCharacterIDs) { stageInfo = new StageInformation(); // StoryPick에서 저장한 정보 불러오기 TextAsset textData = Resources.Load("Json_GameInfo/gameStageInfo") as TextAsset; string jsonData = textData.text; stageInfo = JsonConvert.DeserializeObject <StageInformation>(jsonData); stageInfo.selectedCharacterIDs = new List <int>(); for (int i = 0; i < stageInfo.charNumber; i++) { stageInfo.selectedCharacterIDs.Add(selectedCharacterIDs[i]); } jsonData = JsonConvert.SerializeObject(stageInfo); jsonData = JValue.Parse(jsonData).ToString(Formatting.Indented); File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + AccountID.ToString() + "/gameStageInfo.json", jsonData); }
//public static saveStageInfo instance; // void Awake(){ // if(instance == null) // instance = this; // else if(instance != this){ // Destroy(gameObject); // } // } public void setAgeInfo(JsonAgeStageFormat age) { stageInfo = new StageInformation(); stageInfo.ageID = age.AgeID; stageInfo.experience = 1000; //Json에서 받아오게 해야된다. stageInfo.money = 1000; //Json에서 받아오게 해야된다. stageInfo.gem = 2; //Json에서 받아오게 해야된다. stageInfo.ageName = age.AgeName; stageInfo.ageInfo = age.AgeInfo; stageInfo.emblemID = age.EmblemSprite; stageInfo.emblemInfo = age.EmblemInfo; stageInfo.emblemName = age.EmblemName; Debug.Log("setAgeInfo: " + stageInfo.ageName); string jsonData = JsonConvert.SerializeObject(stageInfo); jsonData = JValue.Parse(jsonData).ToString(Formatting.Indented); // File.WriteAllText(Application.dataPath + "/Scripts/GamePlay/gameStageInfo.json", jsonData); File.WriteAllText(Application.dataPath + "/Resources/Json_AccountInfo/" + AccountID.ToString() + "/gameStageInfo.json", jsonData); }
void Awake() { AccountID = GameObject.Find("AccountID_DontDestroy").GetComponent <AccountID>().theID; if (GameObject.Find("PassStageInfoBetweenScenes_dontDestroy") != null) { print("loadCharInfo find pass"); passData = GameObject.Find("PassStageInfoBetweenScenes_dontDestroy").GetComponent <passDataBetweenScene>(); _stageInfo = passData.GetComponent <_StageInformation>(); } else { Debug.Log("No dontdestroy"); TextAsset textData = Resources.Load("Json_GameInfo/Age0/StageInfo") as TextAsset; string charJsonData = textData.text; List <StageInformation> stages = JsonConvert.DeserializeObject <List <StageInformation> >(charJsonData); stageInfo = stages[0]; } loadCharsJson(); loadEnemyJson(); }
public void Show(ViewModel viewModel, string imageKey) { if (viewModel is null) { Hide(); return; } _disposablesForModel.DisposeAllAndClear(); SharedViewModel = viewModel; SharedViewModel.State.Subscribe(SubscribeState).AddTo(_disposablesForModel); SharedViewModel.Selected.Subscribe(SubscribeSelect).AddTo(_disposablesForModel); SharedViewModel.HasNotification.SubscribeTo(hasNotificationImage).AddTo(_disposablesForModel); Set(SharedViewModel.hasBoss, imageKey); if (int.TryParse(SharedViewModel.stageNumber, out var stageId)) { buttonText.text = StageInformation.GetStageIdString(stageId); } }
public MoveStageRequest(StageInformation information, SceneObject ReturnToScene) { this.ReturnToScene = ReturnToScene; this.StageInformation = information; }
//초기화 관련 함수들 public void BackToStageSelect() { currentMap = null; _currentStageInfo = null; }
private void Start() { g_scoreJsonScript = GameObject.Find("ScoreInformation").GetComponent <ScoreJsonScript>(); g_stageInformationScript = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); GameObject.Find("Fade_Image").GetComponent <Fade_In_Out>().GameStart_Fade_In(); }
// Start is called before the first frame update void Start() { g_tuto_text = GetComponent <TextMeshProUGUI>(); g_info_script = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); }
// Start is called before the first frame update void Start() { g_task = GetComponent <TextMeshProUGUI>(); g_stage_info = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); }
// Start is called before the first frame update void Start() { g_information_script = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); GameObject.Find("Fade_Image").GetComponent <Fade_In_Out>().GameStart_Fade_In(); }
// Start is called before the first frame update void Start() { g_informationScript = GameObject.Find("StageInformation").GetComponent <StageInformation>(); }
void Start() { g_info_Script = GetComponent <StageInformation>(); }
void Start() { g_info_Script = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); g_fade_Script = GameObject.Find("Fade_Image").GetComponent <Fade_In_Out>(); g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); }