예제 #1
0
        private void Init_Datas()
        {
            //스테이지 정보...
            for (int i = (int)DATA.STAGE_LEVEL.LEVEL_BEGIN; i < (int)DATA.STAGE_LEVEL.LEVEL_END; ++i)
            {
                List <DATA.GAMEDATA_SPAWN> spawnList = new List <DATA.GAMEDATA_SPAWN>();
                for (int k = 0; k < 10; ++k)
                {
                    DATA.GAMEDATA_SPAWN spawnData = new DATA.GAMEDATA_SPAWN(SpawnInfo.SPAWN_TYPE.SPAWN_TYPE_NORMAL, 1, k * 5);
                    spawnList.Add(spawnData);
                }

                DATA.GAMEDATA_STAGE data = new DATA.GAMEDATA_STAGE(i
                                                                   ,
                                                                   new DATA.GAMEDATA_STAGE_BACKGROUND[]
                {
                    new DATA.GAMEDATA_STAGE_BACKGROUND(DATA.GAMEDATA_STAGE_BACKGROUND.BACKGROUND_TYPE.BACKGROUND_FAR, "backGroundTexture", "backGroundTexture_2"),
                    new DATA.GAMEDATA_STAGE_BACKGROUND(DATA.GAMEDATA_STAGE_BACKGROUND.BACKGROUND_TYPE.BACKGROUND_FAR, "backGroundTexture", "backGroundTexture_1"),
                    new DATA.GAMEDATA_STAGE_BACKGROUND(DATA.GAMEDATA_STAGE_BACKGROUND.BACKGROUND_TYPE.BACKGROUND_FAR, "backGroundTexture", "backGroundTexture_0"),
                    new DATA.GAMEDATA_STAGE_BACKGROUND(DATA.GAMEDATA_STAGE_BACKGROUND.BACKGROUND_TYPE.BACKGROUND_NEAR, "backGroundTexture", "backGroundTexture_3"),
                }
                                                                   , 1280, 600
                                                                   , 0, 0, 1280, 600
                                                                   , spawnList);

                stageDatas.Add(data.Level, data);
            }


            //워크 정보...
            for (int i = (int)DATA.WORK_KIND.WORK_BEGIN; i < (int)DATA.WORK_KIND.WORK_KIND_END; ++i)
            {
                List <DATA.GAMEDATA_WORK_LEVEL> workLevelList = new List <DATA.GAMEDATA_WORK_LEVEL>();
                for (int k = 1; k < 40; ++k)
                {
                    DATA.GAMEDATA_WORK_LEVEL levelData = new DATA.GAMEDATA_WORK_LEVEL(k, k + 5, k * 2, k);
                    workLevelList.Add(levelData);
                }

                DATA.GAMEDATA_WORK data = new DATA.GAMEDATA_WORK(i, workLevelList);
                workDatas.Add(data.workKind, data);
            }


            //유닛정보
            for (int i = (int)DATA.UNIT_KIND.UNIT_BEGIN; i < (int)DATA.UNIT_KIND.UNIT_END; ++i)
            {
                unitStatDatas.Add(i, new List <DATA.GAMEDATA_UNIT_STAT>());
                for (int level = 1; level <= DEFINE.UNIT_MAX_LEVEL; ++level)
                {
                    var statInfo = new DATA.GAMEDATA_UNIT_STAT(i, level);
                    unitStatDatas[i].Add(statInfo);
                }
            }
        }
예제 #2
0
        public DATA.GAMEDATA_WORK_LEVEL GetWorkLevelData(int aKind, int aLevel)
        {
            if (workDatas.ContainsKey(aKind))
            {
                DATA.GAMEDATA_WORK_LEVEL levelData = workDatas[aKind].workLevelInfos.Find((data) =>
                {
                    if (data.Level == aLevel)
                    {
                        return(true);
                    }
                    else
                    {
                        return(false);
                    }
                });
                return(levelData);
            }

            return(null);
        }