public void Load(SaveStructure st) { List <ClientIdea> clist = st.charactorList_Client; List <HunterIdea> hlist = st.charactorList_Hunter; charaList.Clear(); expireCharaQue.Clear(); visitedToday.Clear(); for (int i = 0; i < clist.Count; i++) { clist[i].SetCharaSprite(); charaList.Add(clist[i]); } for (int i = 0; i < hlist.Count; i++) { hlist[i].SetCharaSprite(); if (hlist[i].DidRentalWeapon()) //무기를 빌린게 이으면 무기를 정보에 따라 뽑아 만듦. { for (int j = 0; j < hlist[i].RentalWeapon.Count; j++) { Weapon weapon = WeaponInfoManager.GetInstance().CreateWeapon( hlist[i].RentalWeapon[j].weaponType, hlist[i].RentalWeapon[j].IsBroken()); hlist[i].RentalWeapon[j] = weapon; } } charaList.Add(hlist[i]); } }
void Init() { selected = null; merchantWeaponDic.Clear(); buyBtn.interactable = false; nowGold = GoldManager.GetInstance().Gold; nowGoldTxt.text = nowGold.ToString(); int merchantWeaponCount = (int)E_Weapon.MAX; nowLang = LanguageManager.GetInstance().Language; for (int i = 0; i < merchantWeaponCount; i++) { string name = ""; string comment = ""; int price = merchantWeaponSheet.dataArray[i].Price; switch (nowLang) { case E_Language.KOREAN: name = weaponInfo.dataArray[i].Namekor; comment = merchantWeaponSheet.dataArray[i].Mwcmtkor; break; case E_Language.ENGLISH: name = weaponInfo.dataArray[i].Nameeng; comment = merchantWeaponSheet.dataArray[i].Mwcmteng; break; } int num = i; GameObject btn = Instantiate(buyWeaponBtn, buyWeaponContent.transform); Weapon weapon = WeaponInfoManager.GetInstance().CreateWeapon((E_Weapon)i); btn.GetComponent <Button>().onClick.AddListener( () => { SelectWeapon(num); } ); merchantWeaponDic.Add(num, new merchantWeapon(btn, weapon, price, comment)); SetTxtsWeaponBtn(weapon, btn, price); } ShowDefaultComment(); GoldAdjustShow(0); }
public void Load(SaveStructure st) { RenewMobEviInven(st.inventoryMobEvi); Dictionary <E_Weapon, int> weaponTemp = st.inventoryWeapon; weaponInventory = new List <weaponInven>(); Dictionary <E_Weapon, int> .Enumerator enu = weaponTemp.GetEnumerator(); while (enu.MoveNext()) { weaponInventory.Add( new weaponInven( WeaponInfoManager.GetInstance().CreateWeapon(enu.Current.Key), enu.Current.Value )); } }
public void OnClickBuy() { if (selected == null) { Debug.LogError("웨폰 구입 선택 오류0"); } merchantWeapon selectedWeapon = merchantWeaponDic[(int)selected]; Weapon weapon = WeaponInfoManager.GetInstance().CreateWeapon(selectedWeapon.weapon.weaponType); List <Weapon> temp = new List <Weapon>(); temp.Add(weapon); Inventory.GetInstance().AddWeaponsToInven(temp); GoldManager.GetInstance().AdjustGold(-1 * selectedWeapon.price, GoldManager.E_PayType.BUY_BY_MERCHANT); HideTab(); ShowTab(); //인벤토리에 넣어주고. //골드 까주고. }
public void NewStartGame() //완전 새로운 게임 시작. { SaveManager.GetInstance().DeleteSavedGame(); SettingUIManager.GetInstance().PauseBtn.interactable = true; Debug.Log("게임매니져 - 뉴스타트게임-"); InGameTimeManager.GetInstance().SetMainTime(1, 1, 1, 1, 1); WholeMonsterRiskManager.GetInstance().Init(); PhaseManager.GetInstance().InitForNewStart(); GoldManager.GetInstance().SetGold(Constant.newStartGolds); QuestManager.GetInstance().QuestDic.Clear(); Inventory.GetInstance().MobEvidenceInven.Clear(); Inventory.GetInstance().WeaponInventory.Clear(); GameEndJudgeManager.GetInstance().InitForNewStart(); CharactorManager.GetInstance().InitForNewStart(); TextManager.GetInstance().DistributedNames.Clear(); //모킹/ for (int i = 0; i < (int)E_Monster.MAX; i++) { for (int j = 0; j < (int)E_Evidence.MAX; j++) { Inventory.GetInstance().AddMobEvi(new QuestPerMob((E_Monster)i, (E_Evidence)j, 3)); } } List <Weapon> temp = new List <Weapon>(); Weapon w = WeaponInfoManager.GetInstance().CreateWeapon(E_Weapon.AXE); temp.Add(w); Inventory.GetInstance().AddWeaponsToInven(temp); //모킹종료 StartCoroutine(LoadingScene("QuestRoom_1", StartNewMorning)); }
IEnumerator Start() { Debug.Log("게임매니저 스타트"); Screen.autorotateToLandscapeLeft = false; Screen.autorotateToLandscapeRight = false; Screen.autorotateToPortrait = false; Screen.autorotateToPortraitUpsideDown = false; //Screen.SetResolution(1920, 1080, false); Screen.SetResolution(1080, 1920, true); Screen.orientation = ScreenOrientation.Landscape; firstLogin = false; object n = new object(); lock (n) { LogInGooglePlay(); } DontDestroyOnLoad(this.gameObject); screenImage.gameObject.SetActive(false); dayOnGoing = false; dayDone = false; timeCursor = 0f; wineDineCursor = 0f; TextManager.GetInstance().Init(); LanguageManager.GetInstance().Init(); MobEviInfoManager.GetInstance().Init(); WeaponInfoManager.GetInstance().Init(); UIGeneralTextsManager.GetInstance().Init(); //이닛단에서 랭귀지 애드 리스너도 함. StartSceneUIManager ssUI = GameObject.Find("StartCanvas").GetComponent <StartSceneUIManager>(); LanguageManager.GetInstance().AddListnerLanguageChange(ssUI.langChanged); ssUI.gameObject.SetActive(false); while (Social.localUser.authenticated == false && false == firstLogin) //인증 되는 거 기다림., 세이브 매니저 이닛도 기다림. { Debug.Log("인증 기다리는중"); yield return(new WaitForSeconds(2f)); } Debug.Log("게임매니저 - 인증 끝 확인"); yield return(new WaitForSeconds(2f)); bool saved = SaveManager.GetInstance().IsThereSavedGame(); if (saved) { Debug.Log("게임매니저 - 세이브 있음 확인."); LanguageManager.GetInstance().SetLanguage(SaveManager.GetInstance().GetSavedGameLang()); } ssUI.gameObject.SetActive(true); ssUI.InitStartUI(); }