예제 #1
0
        //---------------------------------------------------
        // Initialize
        //---------------------------------------------------
        public void Initialize(Character character)
        {
            ActionData Master = ApplicationManager.Instance.Master.ActionData;

            for (int i = 0; i < Master.GetLength(); i++)
            {
                ActionData.ActionDataList data = Master.GetData(i);

                if (data.ActionPrefabPath != "")
                {
                    GameObject go         = Instantiate(Resources.Load(data.ActionPrefabPath)) as GameObject;
                    BaseAction baseAction = go.GetComponent <BaseAction>();

                    go.transform.SetParent(gameObject.transform);
                    _actionList.Insert((int)data.ActionType, baseAction);
                    baseAction.Initialize(data.ActionIntervalFrameCount, character);
                }
            }
        }
예제 #2
0
        //---------------------------------------------------
        // CreateData
        //---------------------------------------------------
        static byte[] CreateData(SettingData securityObject, UnityEngine.Object asset)
        {
            securityObject = Resources.Load <SettingData>(SecurityFilePath);

            ActionData actionData = asset as ActionData;

            //アクションデータ
            if ((actionData) != null)
            {
                byte[] hash = Master.CreateActionDataHash(actionData);
                securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.ACTION, hash));

                return(hash);
            }

            BulletData bulletData = asset as BulletData;

            //弾データ
            if (bulletData != null)
            {
                byte[] hash = Master.CreateBulletDataHash(bulletData);
                securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.BULLET, hash));

                return(hash);
            }

            CharacterData characterData = asset as CharacterData;

            //キャラクターデータ
            if (characterData != null)
            {
                byte[] hash = Master.CreateCharacterDataHash(characterData);
                securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.CHARACTER, hash));

                return(hash);
            }

            EffectData effectData = asset as EffectData;

            //エフェクトデータ
            if (effectData != null)
            {
                byte[] hash = Master.CreateEffectDataHash(effectData);
                securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.EFFECT, hash));

                return(hash);
            }

            ItemData itemData = asset as ItemData;

            //アイテムデータ
            if (itemData != null)
            {
                byte[] hash = Master.CreateItemDataHash(itemData);
                securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.ITEM, hash));

                return(hash);
            }

            StageData stageData = asset as StageData;

            //ステージデータ
            if (stageData != null)
            {
                byte[] hash = Master.CreateStageDataHash(stageData);
                securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.STAGE, hash));

                return(hash);
            }

            SeedData seedData = asset as SeedData;

            if (seedData != null)
            {
                byte[] hash = Master.CreateSeedDataHash(seedData);
                securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.SEED, hash));

                return(hash);
            }

            return(null);
        }