예제 #1
0
    //開啟時,一次加回超時的疲勞值
    private void OnEnable()
    {
        //讀檔
        TimeManager.timeData = Save_LoadSystem.LoadTimeData();
        if (TimeManager.timeData == null)
        {
            TimeManager.timeData = new TimeManager.TimeData();
        }

        //總經過時間.秒數/恢復所需時間.秒數 =疲勞值恢復數量
        TimeSpan duration = TimeManager.timeData.NextAPrestoreTime - TimeManager.NowTime;

        Debug.Log("中途時間 " + duration);
        Debug.Log("下個AP時間 " + TimeManager.timeData.NextAPrestoreTime.ToString());
        int _ap = Mathf.FloorToInt((float)duration.TotalSeconds / (TimeManager.NextAP_Gap * 60));

        Debug.Log("<color=red>這期間恢復了 " + _ap + " 疲勞</color>");

        //AP上限
        if (_ap >= 0)
        {
            GM.playerData.AP += _ap;
            if (GM.playerData.AP >= 5)
            {
                GM.playerData.AP = 5;
            }
        }
    }
예제 #2
0
 private void Awake()
 {
     Debug.Log("Load TimeData!");
     //讀檔
     timeData = Save_LoadSystem.LoadTimeData();
     if (timeData == null)
     {
         timeData = new TimeData();
     }
 }
예제 #3
0
    //開啟時,一次加回超時的任務
    private void OnEnable()
    {
        //讀檔
        TimeManager.timeData = Save_LoadSystem.LoadTimeData();
        if (TimeManager.timeData == null)
        {
            TimeManager.timeData = new TimeManager.TimeData();
        }

        //總經過時間.秒數/任務產生所需時間.秒數 =任務增加數量
        TimeSpan duration = TimeManager.timeData.NextMissionTime - TimeManager.NowTime;

        Debug.Log("任務中途時間 " + duration);
        Debug.Log("下個任務時間 " + TimeManager.timeData.NextMissionTime.ToString());

        int _mis = Mathf.FloorToInt((float)duration.TotalSeconds / (TimeManager.NextMissionGap * 60));

        Debug.Log("<color=red>這期間恢復了 " + _mis + " 個任務</color>");

        //產生任務
        if (_mis >= 0)
        {
            //目前任務數量
            int _missinonCount = MissionManager.instance.GetComponents <MissionClass>().Length;
            //任務上限
            _mis = ((_missinonCount + _mis) > 5) ? (5 - _missinonCount) : _mis;

            //增加任務
            for (int i = 0; i < _mis; i++)
            {
                //生產任務
                int _type = UnityEngine.Random.Range(0, 30);

                RamdomAddMission((_type % _missionTypeTotalCount) + 1);
            }
            //刷新頁面
            CreatMissionList();
        }
    }