private GameDataKeeper() { Debug.Log("Keeper CTOR"); prevSceneName = "Menu"; itemCount = new int[22]; equipmentExist = new bool[14]; itemOnKey = new ItemClass[3]; for (int i = 0; i < 22; i++) { itemCount[i] = 0; } for (int i = 0; i < 14; i++) { equipmentExist[i] = true; } itemOnKey[0] = itemOnKey[1] = itemOnKey[2] = ItemClass.None; //TEST ONLY TEST ONLY TEST ONLY targetSceneName = "StartArea"; currentHealth = 80; maxHealth = 80; currentMagic = 100; maxMagic = 100; currentGold = 1000; currentProcess = GameMainProcessState.NewStart_Tutorial; itemCount[2] = 1; itemCount[3] = 1; itemCount[4] = 1; itemCount[5] = 1; //TEST ONLY TEST ONLY TEST ONLY //Give player the heart stone at first itemCount[(int)ItemClass.HeartStone] = 1; currentEquipment = EquipmentClass.None; //Create buff list playerBuffList = new List <Buff>(); //Sub quests etc. sub_ColorfulClear = sub_ShootingStarClear = sub_StonesClear = sub_MemoriesClear = false; isAutumnNightVisited = false; }
public void ForceSetMainProcess(GameMainProcessState process) { if (process == GameMainProcessState.None) { return; } currentProcess = process; foreach (NPCBase npc in GameObject.FindObjectsOfType <NPCBase>()) { npc.CheckState(); } }