public IEnumerator testCroutine() { yield return(new WaitForSeconds(1)); PlayerPrefsCommon.PlaydataNewLoad(); yield return(new WaitForSeconds(1)); PlayerPrefsCommon.SaveItem(7, 5, 2); yield return(new WaitForSeconds(1)); PlayerPrefsCommon.MaterialPlaydataStringFormat(); yield return(new WaitForSeconds(1)); playerPrefsCommon.SaveItemFiles(); //for (int i = 0; i < PlayerPrefsCommon.MaterialsPlayData.Count; i++) //{ // for (int n = 0; n < PlayerPrefsCommon.MaterialsPlayData[i].Length; n++) // { // Debug.Log(PlayerPrefsCommon.MaterialsPlayData[i][n] + ","); // } //} //for (int i = 0; i < PlayerPrefsCommon.MATERIALS_DATA.Count; i++) //{ // for (int n = 0; n < PlayerPrefsCommon.MATERIALS_DATA[i].Length; n++) // { // Debug.Log(PlayerPrefsCommon.MATERIALS_DATA[i][n] + ","); // } //} }
/// <summary> /// 各ウィンドウの確認画面処理 /// </summary> public void OnClickOk() { //所持アイテム選択画面が動的なら if (ItemSelect.activeInHierarchy) { selectItemType = PlayerPrefsCommon.BooksPlayData[selectNumber][0]; selectItemAtk = PlayerPrefsCommon.BooksPlayData[selectNumber][1]; selectItemMp = PlayerPrefsCommon.BooksPlayData[selectNumber][2]; ItemSelect.SetActive(false); StoneSelect.SetActive(true); EventSystem.current.SetSelectedGameObject(materialfirstObj); switch (selectItemType) { case 1: typename = "Sky"; break; case 2: typename = "MARINE"; break; case 3: typename = "Earth"; break; } selectItemText.text = string.Format("TYPE:{0}\nATK:{1}\nMP:{2}", typename, selectItemAtk, selectItemMp); } else if (StoneSelect.activeInHierarchy) { nextAtk = selectItemAtk + selectAtk; nextMp = selectItemMp + selectMp; StoneSelect.SetActive(false); resultItem.SetActive(true); EventSystem.current.SetSelectedGameObject(resultfirstObj); resultMaterialText.text = string.Format("TYPE:{0}\nATK:{1}\nMP:{2}", typename, nextAtk, nextMp); } else if (resultItem.activeInHierarchy) { //データ保存処理 PlayerPrefsCommon.BooksPlayData[selectNumber][1] = nextAtk; PlayerPrefsCommon.BooksPlayData[selectNumber][2] = nextMp; PlayerPrefsCommon.BookPlaydataStringFormat(); //素材削除 PlayerPrefsCommon.MaterialDataDelete(selectNumber); PlayerPrefsCommon.MaterialPlaydataStringFormat(); resultItem.SetActive(false); itemOkObj.SetActive(false); ItemSelect.SetActive(true); selectText.text = null; EventSystem.current.SetSelectedGameObject(itemfirstObj); } }
private void Awake() { if (PlayerPrefsCommon.BOOKS_DATA.Count == 0 || PlayerPrefsCommon.MATERIALS_DATA.Count == 0) { //保存データが無ければセーブデータ読み込み PlayerPrefsCommon.SaveFilesLoad(); Debug.Log("データ読み込み"); } if (PlayerPrefsCommon.BooksPlayData.Count == 0 || PlayerPrefsCommon.MaterialsPlayData.Count == 0) { //プレイデータが空なら読み込む PlayerPrefsCommon.PlaydataNewLoad(); Debug.Log("プレイデータ読み込み"); } }
private void Awake() { if (PlayerPrefsCommon.BOOKS_DATA.Count == 0 || PlayerPrefsCommon.MATERIALS_DATA.Count == 0) { PlayerPrefsCommon.SaveFilesLoad(); } if (PlayerPrefsCommon.BooksPlayData.Count == 0) { //プレイデータが空なら読み込む PlayerPrefsCommon.PlaydataNewLoad(); } itemType_1 = PlayerPrefsCommon.BooksPlayData[0][0]; itemType_2 = PlayerPrefsCommon.BooksPlayData[1][0]; itemType_3 = PlayerPrefsCommon.BooksPlayData[2][0]; itemATK_1 = PlayerPrefsCommon.BooksPlayData[0][1]; itemATK_2 = PlayerPrefsCommon.BooksPlayData[1][1]; itemATK_3 = PlayerPrefsCommon.BooksPlayData[2][1]; itemPOWER_1 = PlayerPrefsCommon.BooksPlayData[0][2]; itemPOWER_2 = PlayerPrefsCommon.BooksPlayData[1][2]; itemPOWER_3 = PlayerPrefsCommon.BooksPlayData[2][2]; int value = Random.Range(1, 3); enemyType = value; switch (MapManager.SELECT_BATTLE_MODE) { case "Easy": enemyHp = (float)EnemyStatus.EnemyEasy.HP; enemyAtk = (float)EnemyStatus.EnemyEasy.ATK; break; case "Normal": enemyHp = (float)EnemyStatus.EnemyNormal.HP; enemyAtk = (float)EnemyStatus.EnemyNormal.ATK; break; case "Hard": enemyHp = (float)EnemyStatus.EnemyHard.HP; enemyAtk = (float)EnemyStatus.EnemyHard.ATK; break; } }
private IEnumerator DataLoadCoroutine() { if (PlayerPrefsCommon.BOOKS_DATA.Count == 0 || PlayerPrefsCommon.MATERIALS_DATA.Count == 0) { //保存データが無ければセーブデータ読み込み PlayerPrefsCommon.SaveFilesLoad(); yield return(new WaitForSeconds(2)); } if (PlayerPrefsCommon.BooksPlayData.Count == 0 || PlayerPrefsCommon.MaterialsPlayData.Count == 0) { //プレイデータが空なら読み込む PlayerPrefsCommon.PlaydataNewLoad(); yield return(new WaitForSeconds(2)); } yield return(new WaitForSeconds(1)); }
// Update is called once per frame void Update() { //プレイヤーのターンである場合 if (battleTurn == BattleMode.Player) { if (!turnchenge) { if (PlayerStatus.PLAYER_HP <= 0) { battleText.text = "MPが足りない!\n休んでMPの回復を待つことにした"; StartCoroutine(turnCoroutine(BattleMode.Enemy)); turnchenge = true; } else { items.SetActive(true); battleText.text = "自分のターン"; EventSystem.current.SetSelectedGameObject(items); turnchenge = true; } } } //敵のターン if (battleTurn == BattleMode.Enemy) { if (!turnchenge) { turnchenge = true; battleText.text = "敵のターン\n"; PlayerStatus.PLAYER_HP -= enemyAtk; battleText.text += string.Format("敵の攻撃!\n{0}ダメージくらった…!\n", enemyAtk); if (PlayerStatus.PLAYER_HP <= 0) { PlayerStatus.PLAYER_HP = 0; battleText.text = "HPが0になってしまった..."; StartCoroutine(turnCoroutine(BattleMode.Lose)); turnchenge = true; } else { StartCoroutine(turnCoroutine(BattleMode.Player)); turnchenge = true; } } } //勝利した場合 if (battleTurn == BattleMode.Win) { if (!turnchenge) { turnchenge = true; resultObj.SetActive(true); EventSystem.current.SetSelectedGameObject(resultOkbutton); //素材データ作成 int newAtk = Random.Range(1, 7); //ランダムにアタックポイントをつける int newMp = Random.Range(1, 10); //ランダムにマジックポイントをつける int newtype = Random.Range(1, 3); resultText.text = string.Format("ステータス\nATK:{0}\nMP:{1}", newAtk, newMp); //素材データセーブ PlayerPrefsCommon.SaveItem(newAtk, newMp, newtype); PlayerPrefsCommon.MaterialPlaydataStringFormat(); } } if (battleTurn == BattleMode.Lose) { if (!turnchenge) { battleText.text += "私は全力でその場から逃げた"; StartCoroutine(WaitMapLoad()); turnchenge = true; } } if (battleTurn == BattleMode.Escape) { AudioManager2D.Instance.AudioBgm.Stop(); SceneManager.LoadScene("Map"); } }