public static void DoItList() { bool b = false; if (!b) { return; } DesignConstStorage.DoItList(); }
private void MoveCar() { switch (d_State) { case Drive_State.Wait: return; case Drive_State.Acceleration: case Drive_State.Deceleration: break; case Drive_State.Out_of_control: //여기서는 그냥 뺑뺑이로 밖으로 튀어나가는 연출 보여줄거고 //카메라는 고정시킨다. //그리고 차가 카메라 밖으로 나가면 레이스 끝내는걸로 if (!isGamePlaying) { return; } m_State = Moving_State.OutOfControl; RaceEnd(FinishType.OutOfControl); break; default: Debug.LogError("Wrong State"); break; } CalcCurrentSpeed(); switch (m_State) { case Moving_State.OnCurve: if (_Drive_State == Drive_State.Acceleration) { currentHP -= curveDamage; } else if (_Drive_State == Drive_State.Deceleration) { currentHP += current_Car.Brake * 0.01f; if (currentHP >= current_Car.MaxHP) { currentHP = current_Car.MaxHP; time = 0; } } if (currentHP <= 0) { _Drive_State = Drive_State.Out_of_control; Debug.LogError("Die"); } break; case Moving_State.OnStraight: //코너링 능력치 대비 회복량 조정해야한다 //현재 틱당 1% DesignConstStorage.DoItList(); currentHP += current_Car.Cornering * 0.01f; if (currentHP >= current_Car.MaxHP) { currentHP = current_Car.MaxHP; time = 0; } break; } if (M_State != Moving_State.OutOfControl) { int _checkfactor = (int)(current_Car.Cornering / CurrentSpeed) + 1; _checkfactor = 3; float divideSpeed = CurrentSpeed / (_checkfactor + 1); //Debug.LogError(string.Format("f{0} c{1} s{2} ds{3}", _checkfactor, current_Car.Cornering, CurrentSpeed, divideSpeed)); //이부분 대대적으로 바꿔야 할수도 있다. 191009 기준 //왜냐하면 지나간 정보로 판단하고 있어서 정보 전달이 늦을수도 있거든 //이전 정보가 아니라 미래정보 계산하는 방식으로 변경해야 할수도 있다. //아닌가? 중간중간 처리하면 안해도 될거 같기도 하다. Quaternion preQuat = gameObject.transform.rotation; for (int i = 0; i < _checkfactor; i++) { SetDestination(); Car_Rotation(); MoveTo(divideSpeed); } if (isLastSection) { //마지막 섹션이면 속도 0 되었을때 결과 팝업 if (CurrentSpeed <= 0.0f && m_State != Moving_State.Parking) { RaceEnd(FinishType.Finish); } } else { //마지막 섹션이 아니니까 브레이크 띄면 다시 주행 } curveAngle = Quaternion.Angle(preQuat, gameObject.transform.rotation); isTurnRight = (preQuat.eulerAngles - gameObject.transform.eulerAngles).z >= 0; } CheckMovingState(); }
public void ChangeLogInType() { //https://developer.thebackend.io/unity3d/guide/bmember/signup_login/ //참조해서 아이디 로그인 방식 변환한다. DesignConstStorage.DoItList(); }
PurchaseProcessingResult IStoreListener.ProcessPurchase(PurchaseEventArgs e) { bool isSuccess = true; #if UNITY_ANDROID && !UNITY_EDITOR CrossPlatformValidator validator = new CrossPlatformValidator(GooglePlayTangle.Data(), AppleTangle.Data(), Application.identifier); try { IPurchaseReceipt[] result = validator.Validate(e.purchasedProduct.receipt); for (int i = 0; i < result.Length; i++) { Analytics.Transaction(result[i].productID, e.purchasedProduct.metadata.localizedPrice, e.purchasedProduct.metadata.isoCurrencyCode, result[i].transactionID, null); } } catch (IAPSecurityException) { isSuccess = false; } #elif UNITY_IPHONE #endif BackEnd.BackendReturnObject bro = null; if (isSuccess) { bool isTBCCarge = true; switch (e.purchasedProduct.definition.id) { case "car_5500": case "car_27500": isTBCCarge = false; break; default: isTBCCarge = true; break; } #if UNITY_ANDROID && !UNITY_EDITOR if (isTBCCarge) { bro = BackEnd.Backend.TBC.ChargeTBC(e.purchasedProduct.receipt, ""); } else { bro = BackEnd.Backend.Receipt.IsValidateGooglePurchase(e.purchasedProduct.receipt, ""); } if (bro.IsSuccess()) { } else { return(PurchaseProcessingResult.Pending); } //var asd = bro.GetReturnValuetoJSON()[0]; //var qwe = asd[0]; //값 뭐 들어오나 확인해야 한 DesignConstStorage.DoItList(); //txtLog.text = string.Format("{1}", e.purchasedProduct.receipt, bro.GetReturnValue()); //txtLog.text = string.Format("{0}", asd.ToString()); //txtLog.text = string.Format("{0} {1}", asd.ToString(), qwe.ToString()); //string[] qweqwe = new string[2]; //int qq = 0; //JObject obj = JObject.Parse(bro.GetReturnValue()); //Foreach로 각 테이블 이름 받아옴. //foreach (var a in obj) //{ // string qwoitnwbye = string.Format("{0} {1}", a.Key.ToString(), a.Value); // qweqwe[qq++] = qwoitnwbye; // txtLog.text = string.Format("{0} {1}", a.Key.ToString(), a.Value); // JArray array = JArray.Parse(a.Value.ToString()); // foreach (var s in array) // { // //txtLog.text = string.Format("{0} {1}", , s.ToString()); // qweqwe[qq] = a.Key.ToString(); // int weqg = // } //} //BackEnd.Param param = new BackEnd.Param(); //param.Add(bro.GetReturnValue()); //BackEnd.Backend.GameInfo.InsertLog("1", param); #elif UNITY_IPHONE #else //bro = BackEnd.Backend.TBC.ChargeTBC(e.purchasedProduct.receipt, ""); #endif //if (bro != null) //{ //} //여기서 현금 결제 아이템 제공한다. ProvideItems(e.purchasedProduct.definition.id); //Debug.Log("구매 완료"); // if (e.purchasedProduct.definition.id.Equals(sProductIds[0])) // WealthManager.Instance.IncomeWealth(WealthManager.WealthType.Cash, 100); //else if (e.purchasedProduct.definition.id.Equals(sProductIds[1])) // WealthManager.Instance.IncomeWealth(WealthManager.WealthType.Cash, 500); } else { //txtLog.text = "구매 실패 : 비정상 결제"; // Debug.Log(txtLog.text); //sInfo = null; } sInfo = null; return(PurchaseProcessingResult.Complete); }
public void ClacHowManyLayerOn() { DesignConstStorage.DoItList(); // }