public void Initialzie_Stage(string pathName) { List <string[]> kDatas = CSVParser.Load(pathName); if (kDatas == null) { return; } for (int i = 1; i < kDatas.Count; i++) { string[] aStr = kDatas[i]; AssetStage kStage = new AssetStage(); int index = 0; kStage.m_id = int.Parse(aStr[index++]); kStage.m_FireDelayTime = float.Parse(aStr[index++]); kStage.m_BulletSpeed = float.Parse(aStr[index++]); kStage.m_StageKeepTime = int.Parse(aStr[index++]); kStage.m_PlayerHP = int.Parse(aStr[index++]); kStage.m_BulletAttack = int.Parse(aStr[index++]); kStage.m_ItemAppearDelay = float.Parse(aStr[index++]); kStage.m_ItemKeepTime = float.Parse(aStr[index++]); kStage.m_TurretCount = int.Parse(aStr[index++]); m_AssStages.Add(kStage); } kDatas.Clear(); }
//m_HudUI.PrintDurationTime(); public void Initialize() { AssetStage kAssStage = GameMgr.Inst.GetCurAssetStage(); m_maxTime = kAssStage.m_StageKeepTime; SetActionBar(true); m_txtTime.text = ((int)m_maxTime).ToString(); }
public void Init_Stage(int nStage) { m_AssStage = AssetMgr.Inst.GetAssetStage(nStage); m_ActorInfo.Initialize(1); m_EnemyInfo.Initialize(m_AssStage.m_TurretId); m_fDurationTime = 0; m_TurretCount = m_AssStage.m_TurretCount; m_DefultDmg = m_ActorInfo.m_Atk; m_ActorDmg = m_DefultDmg; }
private void SpawnTurret() { if (m_isSpawn) { AssetStage kAssStage = GameMgr.Inst.m_GameInfo.m_AssStage; for (int i = 0; i < kAssStage.m_TurretCount; i++) { CreateTurret(); } m_isSpawn = false; } }
public void ParsingStage() { List <string[]> dataList = CSVParser.Load("TableData/stage"); for (int i = 1; i < dataList.Count; i++) { string[] data = dataList[i]; AssetStage kAssStage = new AssetStage(); kAssStage.m_Id = int.Parse(data[0]); kAssStage.m_MapId = int.Parse(data[1]); kAssStage.m_TurretId = int.Parse(data[2]); kAssStage.m_StageKeepTime = int.Parse(data[3]); kAssStage.m_ItemAppearDelay = int.Parse(data[4]); kAssStage.m_ItemKeepTime = int.Parse(data[5]); kAssStage.m_ItemAppearRange = int.Parse(data[6]); kAssStage.m_TurretCount = int.Parse(data[7]); m_AssStage.Add(kAssStage); } }
public void Init_Stage(string s) { AssetStages.Clear(); StagedataList = CSVParser.Load(s); for (int i = 1; i < StagedataList.Count; i++) { string[] data = StagedataList[i]; AssetStage Stage = new AssetStage(); Stage.Id = int.Parse(data[0]); Stage.FireDelayTime = float.Parse(data[1]); Stage.bulletSpeed = float.Parse(data[2]); Stage.KeepTime = int.Parse(data[3]); Stage.PlayerHP = int.Parse(data[4]); Stage.bulletAttack = int.Parse(data[5]); Stage.itemAppearDelay = int.Parse(data[6]); Stage.itemKeepTime = int.Parse(data[7]); Stage.TurretCount = int.Parse(data[8]); AssetStages.Add(Stage); } }
public void Initialize_Stage(int nStage) { m_AssStage = AssetMgr.Inst.GetAssetStage(nStage); m_ActorInfo.Initialize(m_AssStage.m_PlayerHP); m_fDurationTime = 0; }