コード例 #1
0
        public void LoadLevel(int levelId)
        {
            if (m_levelMapData.ContainsKey(levelId))
            {
                return;
            }

            LevelMapData data = new LevelMapData();
            string       path = Application.streamingAssetsPath + "/Config/Level_" + levelId + ".dat";

            if (path.Contains("file://"))
            {
                WWW loadNetworkwww = new WWW(path);

                while (!loadNetworkwww.isDone)
                {
                }

                data.LoadFromBytes(loadNetworkwww.bytes);
                loadNetworkwww.Dispose();
            }
            else
            {
                byte[] bytes = File.ReadAllBytes(path);
                data.LoadFromBytes(bytes);
            }

            m_levelMapData.Add(levelId, data);
        }
コード例 #2
0
        public void InitLevel(int levelId)
        {
            Clear();

            LevelMapData data = LevelConfig.Instance.GetLevelMapData(levelId);

            foreach (var ballData in data.balls)
            {
                ServerBubble bubble = new ServerBubble(ballData.id, (ELevelBallType)ballData.type, ballData.grids);
                AddBubble(bubble);
            }

            m_nextId = data.maxBallId + 1;
            m_minCol = data.minCol;
        }
コード例 #3
0
ファイル: Battle.cs プロジェクト: Liguangxin1989/EditorTest
        private void Reset()
        {
            OnRestartBattle();
            m_battleField.Reset();
            m_state          = EBattleState.None;
            m_startFightTime = 0;

            Vector2 startPos = new Vector2(-6, 0);

            m_battleField.BattleFieldObj.transform.position = startPos;

            LevelMapData data = LevelConfig.Instance.GetLevelMapData(GameCore.Instance.m_globalData.CurrLevel);

            m_battleField.InitLevel(data);
            m_battleLocalCal.InitLevel(data, m_battleField.Balls);

            m_battleField.IsWaitFireBall = false;
        }
コード例 #4
0
ファイル: LevelMap.cs プロジェクト: Liguangxin1989/EditorTest
        public void Export()
        {
            LevelMapData data = new LevelMapData();

            data.mapType    = MapType;
            data.ballRadius = GridRadius;
            data.minCol     = MaxCol;
            data.maxBallId  = 0;

            foreach (var ball in Balls)
            {
                BallData ballData = new BallData();
                ballData.id     = ball.Value.Id;
                ballData.type   = (int)ball.Value.Type;
                ballData.localX = ball.Value.gameObject.transform.localPosition.x;
                ballData.localY = ball.Value.gameObject.transform.localPosition.y;
                ballData.grids.Add(new GridPosition(ball.Key.col, ball.Key.row));
                ballData.IsRoot = ball.Key.col == 0;
                foreach (var connect in ball.Value.Connections)
                {
                    ballData.connections.Add(connect.Id);
                }

                data.balls.Add(ballData);

                if (ballData.id > data.maxBallId)
                {
                    data.maxBallId = ballData.id;
                }
                if (ball.Key.col < data.minCol)
                {
                    data.minCol = ball.Key.col;
                }
            }

            FileStream      file   = new FileStream(GetLevelDataPath(LevelId), FileMode.Create);
            FileBytesWriter writer = new FileBytesWriter(file);

            data.Write(writer);
            file.Flush();
            file.Close();
        }
コード例 #5
0
ファイル: LevelMap.cs プロジェクト: Liguangxin1989/EditorTest
        public void LoadLevelMap()
        {
            byte[]       databytes = File.ReadAllBytes(GetLevelDataPath(LevelId));
            LevelMapData data      = new LevelMapData();

            data.LoadFromBytes(databytes);
            MapType = (ELevelMapType)data.mapType;

            nextBallId = data.maxBallId + 1;

            foreach (var ballData in data.balls)
            {
                ELevelBallType type   = (ELevelBallType)ballData.type;
                int            col    = ballData.grids[0].col;
                int            row    = ballData.grids[0].row;
                int            ballId = ballData.id;

                GameObject prefab = BallPrefabs[type];
                GameObject ball   = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
                ball.name = string.Format("[{0},{1}][{2}]", col, row, type.ToString());
                ball.transform.SetParent(this.transform);
                ball.transform.localPosition = GridToPosition(col, row);
                ball.hideFlags = HideFlags.HideInHierarchy;
                LevelBall newball = ball.GetComponent <LevelBall>();
                newball.Id = ballId;

                List <LevelBall> connectedBalls = new List <LevelBall>();
                GetConnectedBalls(col, row, connectedBalls);
                foreach (var b in connectedBalls)
                {
                    newball.Connections.Add(b);
                    b.Connections.Add(newball);
                }

                Balls.Add(new GridPosition(col, row), newball);
            }
        }
コード例 #6
0
        public void InitLevel(LevelMapData data)
        {
            foreach (var ball in m_balls.Values)
            {
                GameObject.Destroy(ball);
            }

            m_balls.Clear();

            foreach (var ballData in data.balls)
            {
                GameObject res = BattleResource.Instance.GetBallResource((ELevelBallType)ballData.type);
                if (res != null)
                {
                    GameObject ball = GameObject.Instantiate(res, m_battleField.transform);
                    ball.transform.localPosition = new Vector3(ballData.localX, ballData.localY, 0);
                    m_balls.AddBall(ballData.id, ball, (ELevelBallType)ballData.type);
                }
            }

            m_missionFinishNum = 0;
            m_missionNum       = LevelConfig.Instance.GetLevelInfo(GameCore.Instance.m_globalData.CurrLevel).targetNum;
            UpDataMissionProgress(0);
        }
コード例 #7
0
 public void InitLevel(LevelMapData data, BattleBallInfor balls)
 {
     m_balls = balls;
 }