예제 #1
0
    //參數設定
    public void ReadArgs(ref string args)
    {
        if (args == "")
        {
            return;
        }

        //跳脫字元
        args = RPGCore.Put_Back_EscChar(args);
        //自定義變數
        args = RPGCore.ReadCustomVariables(args);

        //title
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_TITLE))
        {
            title.text = match.Groups["title"].Value;
        }

        //by
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_BY))
        {
            //找到說話的物件,計算位置,將UI放置在該物件旁 (UI座標)
            GameObject talk_by = GameObject.Find(match.Groups["by"].Value);
            if (talk_by != null)
            {
                Vector3 target_top_pos = talk_by.transform.position;

                //在物件上方
                Renderer rend = talk_by.GetComponent <Renderer>();
                if (rend != null)
                {
                    target_top_pos.y += rend.bounds.size.y * 1.5f;
                }
                else
                {
                    target_top_pos.y += 2.5f;
                }

                Vector2 ui_pos = Camera.main.WorldToScreenPoint(target_top_pos);

                //ui_pos.y+=100;

                Wrapper.transform.position = ui_pos;
            }
            else
            {
                Debug.LogError("talk by not found.");
            }
        }

        #region

        //img
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_IMG))
        {
            SetPortraitImg(match.Groups["side"].Value, match.Groups["imgPath"].Value);
        }

        //animation
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_ANIMATION))
        {
            GameObject target = GameObject.Find((match.Groups["objectName"].Value));
            if (target != null)
            {
                Animator animator = target.GetComponent <Animator>();
                if (animator != null)
                {
                    animator.Play((match.Groups["clipName"].Value));
                }
                else
                {
                    Debug.LogError("<animation arg error> animator not found");
                }
            }
        }

        //audio
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_AUDIO))
        {
            string     operation = (match.Groups["operation"].Value);
            GameObject target    = GameObject.Find((match.Groups["objectName"].Value));
            if (target != null)
            {
                AudioSource audioSource = target.GetComponent <AudioSource>();
                if (audioSource != null)
                {
                    if (operation == "play")
                    {
                        audioSource.Play();
                    }
                    else if (operation == "pause")
                    {
                        audioSource.Pause();
                    }
                    else if (operation == "stop")
                    {
                        audioSource.Stop();
                    }
                }
                else
                {
                    Debug.LogError("<audio arg error> audioSource not found");
                }
            }
        }

        //set
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_SET))
        {
            Debug.Log("SET");
            string _key      = Regex.Replace(match.Groups["key"].Value, @"['""]", "");;
            string _value    = match.Groups["value"].Value;
            string _operator = match.Groups["operator"].Value; //optional
            string _value2   = match.Groups["value2"].Value;   //optional

            //判斷value是字典key或值
            bool v1_is_key = Regex.IsMatch(_value, @"['""].*?['""]");
            bool v2_is_key = Regex.IsMatch(_value2, @"['""].*?['""]");

            string v1 = _value, v2 = _value2;
            if (v1_is_key)
            {
                v1 = RPGCore.GetDictValue(Regex.Replace(_value, @"['""]", ""));
            }
            if (v2_is_key)
            {
                v2 = RPGCore.GetDictValue(Regex.Replace(_value2, @"['""]", ""));
            }
            //先做運算
            if (_operator != "")
            {
                int v1_num = int.Parse(v1);
                int v2_num = int.Parse(v2);
                if (_operator == "+")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num + v2_num).ToString());
                }
                if (_operator == "-")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num - v2_num).ToString());
                }
                if (_operator == "*")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num * v2_num).ToString());
                }
                if (_operator == "/")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num / v2_num).ToString());
                }
            }
            else
            {
                //不做運算直接給值
                RPGCore.SetDictionaryValue(_key, v1);
            }
        }


        //其他 (可刪除,或去補齊方法cs檔): 用括號的參數改用統一regex拆解
        foreach (Match match in GetMatch(args, RPGCore.REGEX_FUNC_PARA))
        {
            //方法名稱
            string functionName = match.Groups["func"].Value;
            Debug.Log(functionName);
            string[] paras = match.Groups["para"].Value.Split(',');
            //enable /disable
            if (functionName == "enable")
            {
                foreach (string objName in paras)
                {
                    GameObject target = temp_preparedList.Find(x => x.name.Equals(objName));
                    if (target != null)
                    {
                        target.SetActive(true);
                    }
                }
            }
            if (functionName == "disable")
            {
                foreach (string objName in paras)
                {
                    GameObject target = temp_preparedList.Find(x => x.name.Equals(objName));
                    if (target != null)
                    {
                        target.SetActive(false);
                    }
                }
            }

            //**************** YOUR OWN SCRIPT FUNCTION *****************************
            //Effect 特效
            if (functionName == "effect")
            {
                foreach (string effect_name in paras)
                {
                    if (effect_name == "shake")
                    {
                        //Effecter.cs
                        StartCoroutine(Effecter.Shake(Wrapper, 5, 10, 0.25f));
                        Debug.Log("Do SHAKE");
                    }
                }
            }
            //changeScene(scenetoLoad ) 換場景
            if (functionName == "changeScene")
            {
                //load場景
                string scene_to_load = paras[0];
                SceneManager.LoadScene(scene_to_load);
            }
        }
        #endregion
    }
예제 #2
0
    //參數設定
    public void ReadArgs(ref string args)
    {
        if (args == "")
        {
            return;
        }

        //跳脫字元
        args = RPGCore.Put_Back_EscChar(args);
        //自定義變數
        args = RPGCore.ReadCustomVariables(args);

        //title
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_TITLE))
        {
            title.text = match.Groups["title"].Value;
        }

        //by
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_BY))
        {
            //找到說話的物件,計算位置,將UI放置在該物件旁 (UI座標)
            GameObject talk_by = GameObject.Find(match.Groups["by"].Value);
            if (talk_by != null)
            {
                Vector3 target_top_pos = talk_by.transform.position;

                //在物件上方
                Renderer rend = talk_by.GetComponent <Renderer>();
                if (rend != null)
                {
                    target_top_pos.y += rend.bounds.size.y * 1.5f;
                }
                else
                {
                    target_top_pos.y += 2.5f;
                }

                Vector2 ui_pos = Camera.main.WorldToScreenPoint(target_top_pos);

                //ui_pos.y+=100;

                Wrapper.transform.position = ui_pos;
            }
            else
            {
                Debug.LogError("talk by not found.");
            }
        }

        #region

        //img
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_IMG))
        {
            SetPortraitImg(match.Groups["side"].Value, match.Groups["imgPath"].Value);
        }

        //animation
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_ANIMATION))
        {
            GameObject target = GameObject.Find((match.Groups["objectName"].Value));
            if (target != null)
            {
                Animator animator = target.GetComponent <Animator>();
                if (animator != null)
                {
                    animator.Play((match.Groups["clipName"].Value));
                }
                else
                {
                    Debug.LogError("<animation arg error> animator not found");
                }
            }
        }

        //audio
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_AUDIO))
        {
            string     operation = (match.Groups["operation"].Value);
            GameObject target    = GameObject.Find((match.Groups["objectName"].Value));
            if (target != null)
            {
                AudioSource audioSource = target.GetComponent <AudioSource>();
                if (audioSource != null)
                {
                    if (operation == "play")
                    {
                        audioSource.Play();
                    }
                    else if (operation == "pause")
                    {
                        audioSource.Pause();
                    }
                    else if (operation == "stop")
                    {
                        audioSource.Stop();
                    }
                }
                else
                {
                    Debug.LogError("<audio arg error> audioSource not found");
                }
            }
        }

        //set
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_SET))
        {
            Debug.Log("SET");
            string _key      = Regex.Replace(match.Groups["key"].Value, @"['""]", "");;
            string _value    = match.Groups["value"].Value;
            string _operator = match.Groups["operator"].Value; //optional
            string _value2   = match.Groups["value2"].Value;   //optional

            //判斷value是字典key或值
            bool v1_is_key = Regex.IsMatch(_value, @"['""].*?['""]");
            bool v2_is_key = Regex.IsMatch(_value2, @"['""].*?['""]");

            string v1 = _value, v2 = _value2;
            if (v1_is_key)
            {
                v1 = RPGCore.GetDictValue(Regex.Replace(_value, @"['""]", ""));
            }
            if (v2_is_key)
            {
                v2 = RPGCore.GetDictValue(Regex.Replace(_value2, @"['""]", ""));
            }
            //先做運算
            if (_operator != "")
            {
                int v1_num = int.Parse(v1);
                int v2_num = int.Parse(v2);
                if (_operator == "+")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num + v2_num).ToString());
                }
                if (_operator == "-")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num - v2_num).ToString());
                }
                if (_operator == "*")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num * v2_num).ToString());
                }
                if (_operator == "/")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num / v2_num).ToString());
                }
            }
            else
            {
                //不做運算直接給值
                RPGCore.SetDictionaryValue(_key, v1);
            }
        }

        //Init
        foreach (Match match in GetMatch(args, RPGCore.REGEX_ARGS_INIT))
        {
            Debug.Log("Init");
            string _key      = Regex.Replace(match.Groups["key"].Value, @"['""]", "");;
            string _value    = match.Groups["value"].Value;
            string _operator = match.Groups["operator"].Value; //optional
            string _value2   = match.Groups["value2"].Value;   //optional

            //判斷value是字典key或值
            bool v1_is_key = Regex.IsMatch(_value, @"['""].*?['""]");
            bool v2_is_key = Regex.IsMatch(_value2, @"['""].*?['""]");

            string v1 = _value, v2 = _value2;

            bool key_is_inDict = false;
            RPGCore.GetDictValue(_key, out key_is_inDict);
            //已經在字典裡就不用設值
            if (key_is_inDict)
            {
                return;
            }


            if (v1_is_key)
            {
                v1 = RPGCore.GetDictValue(Regex.Replace(_value, @"['""]", ""));
            }
            if (v2_is_key)
            {
                v2 = RPGCore.GetDictValue(Regex.Replace(_value2, @"['""]", ""));
            }

            //先做運算
            if (_operator != "")
            {
                int v1_num = int.Parse(v1);
                int v2_num = int.Parse(v2);
                if (_operator == "+")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num + v2_num).ToString());
                }
                if (_operator == "-")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num - v2_num).ToString());
                }
                if (_operator == "*")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num * v2_num).ToString());
                }
                if (_operator == "/")
                {
                    RPGCore.SetDictionaryValue(_key, (v1_num / v2_num).ToString());
                }
            }
            else
            {
                //不做運算直接給值
                RPGCore.SetDictionaryValue(_key, v1);
            }
        }


        //其他 (可刪除,或去補齊方法cs檔): 用括號的參數改用統一regex拆解
        foreach (Match match in GetMatch(args, RPGCore.REGEX_FUNC_PARA))
        {
            //方法名稱
            string functionName = match.Groups["func"].Value;
            Debug.Log(functionName);
            string[] paras = match.Groups["para"].Value.Split(',');
            //enable /disable
            if (functionName == "enable")
            {
                foreach (string objName in paras)
                {
                    GameObject target = temp_preparedList.Find(x => x.name.Equals(objName));
                    if (target != null)
                    {
                        target.SetActive(true);
                    }
                }
            }
            if (functionName == "disable")
            {
                foreach (string objName in paras)
                {
                    GameObject target = temp_preparedList.Find(x => x.name.Equals(objName));
                    if (target != null)
                    {
                        target.SetActive(false);
                    }
                }
            }

            //**************** YOUR OWN SCRIPT FUNCTION *****************************
            //Effect 特效
            if (functionName == "effect")
            {
                foreach (string effect_name in paras)
                {
                    if (effect_name == "shake")
                    {
                        //Effecter.cs
                        //StartCoroutine(Effecter.Shake(Wrapper, 5, 10, 0.25f));
                        Debug.Log("Do SHAKE");
                    }
                }
            }
            //changeScene(scenetoLoad ) 換場景
            if (functionName == "changeScene")
            {
                //load場景
                string scene_to_load = paras[0];
                SceneManager.LoadScene(scene_to_load);
            }

            if (functionName == "price")
            {
                string   _item    = paras[0].Trim();
                Merchant merchant = FindObjectOfType <Merchant>();
                if (_item.Equals("wep"))
                {
                    RPGCore.SetDictionaryValue("temp_wep_cost", merchant.selling_weapon.cost.ToString());
                }
                else if (_item.Equals("ammo"))
                {
                    RPGCore.SetDictionaryValue("temp_ammo_cost", merchant.selling_ammo.cost.ToString());
                }
            }

            //buy(item)
            if (functionName == "buy")
            {
                string bought_item = paras[0];
                Debug.Log("BUY " + bought_item);
                if (bought_item.Equals("hp"))
                {
                    int _cost = int.Parse(RPGCore.temp_StoryRecord["temp_hp_cost"]);
                    if (ScoreManager.instance.UsePoint(_cost))
                    {
                        FindObjectOfType <PlayerControl>().Heal(100);
                    }
                    else
                    {
                        RPGCore.temp_StoryRecord["temp_buy_res"] = "0";
                    }
                }
                else if (bought_item.Equals("weapon"))
                {
                    Debug.Log("BUY weapon");
                    if (!FindObjectOfType <Merchant>().BuyWeapon())
                    {
                        RPGCore.temp_StoryRecord["temp_buy_res"] = "0";
                    }
                }
                else if (bought_item.Equals("ammo"))
                {
                    if (!FindObjectOfType <Merchant>().BuyAmmo())
                    {
                        RPGCore.temp_StoryRecord["temp_buy_res"] = "0";
                    }
                }
                else if (bought_item.Equals("nextlv"))
                {
                    FindObjectOfType <Merchant>().NextLv();
                }
                else if (bought_item.Equals("money"))
                {
                    //int _cost = int.Parse(RPGCore.temp_StoryRecord["temp_money_cost"]);

                    BlackScreenEffect bke = FindObjectOfType <BlackScreenEffect>();
                    bke.SetMagnitude(bke.mask_magnitude * 2);
                    ScoreManager.instance.AddScore(500);
                }
            }
        }
        #endregion
    }