void CreateData() { Levemapmanager l = new Levemapmanager(); for (int i = 0; i < lstLevel.Count; i++) { LevelProperty levelmap = new LevelProperty(); if (i <= level) { levelmap.Stt = i; levelmap.KeyLock = 1; levelmap.Star = 0; } else { levelmap.Stt = i; levelmap.KeyLock = 0; levelmap.Star = 0; } l.LevelMaps.Add(levelmap); } var obj1 = JsonConvert.SerializeObject(l); ObscuredPrefs.SetString("DataMap", obj1); ReadData(); }
public CharacterStatus(LevelProperty property) { m_hp = property.hp; m_attack = property.attack; m_defence = property.defence; m_speed = property.speed; }
public void OnLevelLoaded(LevelProperty prop) { uIGamePlayScreenController.AssignGameObject(uIGamePlayGameObject); uIGamePlayGameObject.SetActive(true); uIMainScreenGameObject.SetActive(false); uILevelScreenGameObject.SetActive(false); uIGamePlayScreenController.Initiate(prop); }
internal override void OnInitialize(params object[] parameters) { string name = (string)parameters[0]; int level = (int)parameters[1]; LevelProperty property = LevelTable.GetProperty(level); SetInfo(name, property); }
public static LevelProperty GetProperty(int level) { LevelProperty property = s_datas.Find(rhs => rhs.level == level); if (null == property) { UnityEngine.Debug.Log("찾으려는 Data가 존재하지 않습니다."); return(null); } return(property); }
public void LoadLevel(LevelProperty prop) { foreach (Transform tmp in levelsGameObject.transform) { if (tmp.tag == "Level_" + prop.levelNumber.ToString()) { tmp.gameObject.SetActive(true); tmp.GetComponent <CameraPropertyRequirement>().Init(); continue; } tmp.gameObject.SetActive(false); } uIManager.OnLevelLoaded(prop); }
internal void Initiate(LevelProperty prop) { paused = false; levelProperty = prop; uIManager = UIManager.Instance(); isInitialized = true; uILevelScreenManager = UILevelScreenManager.Instance(); pauseButtonGameObject = UtilFunctions.GetChildGameObjectWithTag(gameObject, TagHolder.PAUSE_BUTTON); pauseButtonGameObject.GetComponent <Button>().onClick.AddListener(OnPauseClicked); homeButtonOject = UtilFunctions.GetGameObjectWithTagRecursive(gameObject, TagHolder.HOME_BUTTON); homeButtonOject.GetComponent <Button>().onClick.AddListener(GoHome); textField = UtilFunctions.GetGameObjectWithTagRecursive(gameObject, TagHolder.TEXT_FIELD); nextLevelButtonObject = UtilFunctions.GetGameObjectWithTagRecursive(gameObject, TagHolder.NEXT_LEVEL_BUTTON); nextLevelButtonObject.GetComponent <Button>().onClick.AddListener(LoadNextLevel); gameOverImage = UtilFunctions.GetChildGameObjectWithTag(gameObject, TagHolder.GAME_OVER_IMAGE); gameOverImage.SetActive(false); }
private void CreateLevelButtons(GameObject clonePanel, float levelsPerPanel) { for (int i = 0; i < levelsPerPanel; i++) { if (remainingNumberOfLevelsButton > 0) { GameObject button = Instantiate(LevelButton); button.transform.SetParent(clonePanel.transform); button.SetActive(true); LevelProperty prop = button.AddComponent <LevelProperty>(); prop.levelNumber = totalLevels - remainingNumberOfLevelsButton + 1; prop.isCompleted = true; prop.isLocked = GameStateManager.GetLevelLockedState(prop.levelNumber) == "Locked"; button.GetComponent <Button>().onClick.AddListener(prop.OnLevelButtonPressed); UtilFunctions.GetChildGameObjectWithTag(button, "LockButtonImage").SetActive(prop.isLocked); UtilFunctions.GetChildGameObjectWithTag(button, "LevelText").GetComponent <TextMeshProUGUI>().text = (prop.levelNumber).ToString(); UtilFunctions.GetChildGameObjectWithTag(button, "LevelText").SetActive(true); listOfLevelProperty.Add(prop); remainingNumberOfLevelsButton--; } } }
public int CompareTo(object obj) { NeedTasks other = (NeedTasks)obj; var byLev = LevelProperty.CompareTo(other.LevelProperty); if (byLev != 0) { return(-byLev); } var byLevTo = ToLevelProperty.CompareTo(other.ToLevelProperty); if (byLevTo != 0) { return(-byLevTo); } var byInd = StaticMetods.PersProperty.Tasks.IndexOf(TaskProperty).CompareTo(StaticMetods.PersProperty.Tasks.IndexOf(other.TaskProperty)); return(-byInd); }
public void SetUp() { mSut = new LevelProperty(new ReadOnlyCollection <IProperty>(new List <IProperty>())); }
set => SetValue(LevelProperty, value);
internal void LoadNextLevel(LevelProperty levelProperty) { LoadLevel(listOfLevelProperty[levelProperty.levelNumber]); }
public void SetUp() { mSut = new LevelProperty(); }
protected void SetInfo(string name, LevelProperty property) { m_name = name; m_status = new CharacterStatus(property); }
private init => SetValue(LevelProperty, value);