Exemplo n.º 1
0
        //---------------------------------------------------
        // CreateActionDataHash
        //---------------------------------------------------
        public static byte[] CreateBulletDataHash(BulletData data)
        {
            string src = "";

            for (int i = 0; i < data.GetLength(); i++)
            {
                src += data.GetData(i).Speed.ToString("f10");
                src += data.GetData(i).RangeBlock.ToString("f10");
                src += data.GetData(i).AttackPower.ToString("f10");
                src += data.GetData(i).LifeFrameCount.ToString("f10");
                src += data.GetData(i).DamageType.ToString();
                src += data.GetData(i).ViewPrefabPath.ToString();
                src += data.GetData(i).SpawnEffectPrefabPath;
            }

            byte[] tempByte = ASCIIEncoding.ASCII.GetBytes(src);
            byte[] hash     = new MD5CryptoServiceProvider().ComputeHash(tempByte);
            return(hash);
        }
Exemplo n.º 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);
        }