Пример #1
0
    //public bool isDeath;
    //public bool isGround;
    //public bool isSESwitch;

    // Start is called before the first frame update
    void Start()
    {
        Setting = new PlayerSettingData(initialStatus);
        Compo   = new PlayerSettingComponent();

        m_StateMap.Add(StateType.Idle, new PlayerState(Setting, Compo));
        m_StateMap.Add(StateType.Jump, new PlayerStateJump(Setting, Compo));
        m_StateMap.Add(StateType.Sliding, new PlayerStateSliding(Setting, Compo));
        m_StateMap.Add(StateType.Attack, new PlayerStateAttack(Setting, Compo));
        m_StateMap.Add(StateType.Damage, new PlayerStateDamage(Setting, Compo));
        m_StateMap.Add(StateType.Death, new PlayerStateDeath(Setting, Compo));
        m_StateMap.Add(StateType.BossBattle, new PlayerStateBossBattle(Setting, Compo));

        m_CurrentState = m_StateMap[StateType.Idle];

        //アニメータコンポーネントを取得
        Compo.myAnimator = GetComponent <Animator>();

        //走るアニメーションを開始
        //Setting.myAnimator.SetFloat("Speed", 1);

        //Rigidbodyコンポーネントを取得
        Compo.myRigidbody = GetComponent <Rigidbody>();

        //CapsuleColiderコンポーネントを取得
        Compo.myCollider = GetComponent <CapsuleCollider>();

        //BoxColiderコンポーネントを取得
        //Compo.atkCollider = GetComponent<BoxCollider>();

        Compo.myAudio = GetComponent <AudioSource>();

        this.gamedirector = GameObject.Find("GameDirector");

        //Score
        this.score = GameObject.Find("ScoreDirector");

        //Boss
        this.BossSlime = GameObject.Find("BossSlime");

        this.Geometry = this.transform.Find("Geometry");
        this.Sword    = GameObject.Find("Sword");


        this.PlayerHP = Setting.PlayerHP;

        this.isRunning = false;
        this.isDebug   = false;

        this.Pcount = 0;
        //this.isGround = false;
        //this.isSESwitch = true;

        Compo.myAudio.clip = RunningSE;
    }
Пример #2
0
        private void SaveConfig()
        {
            List <PlayerSettingData> dataList = new List <PlayerSettingData>();

            foreach (KeyValuePair <ChatSettingIndex, string> kvp in currentChatSettingTable)
            {
                PlayerSettingData data = new PlayerSettingData(PlayerSettingDataType.ChatSetting, kvp.Key.ToString(), kvp.Value);
                dataList.Add(data);
            }
            if (dataList.Count > 0)
            {
                PlayerSettingLocalConfig.PlayerSettingLocalConfig.Instance.ModifyLocalData(PlayerSettingDataType.ChatSetting, dataList);
            }
        }
Пример #3
0
        private void SaveConfig()
        {
            List <PlayerSettingData> dataList = new List <PlayerSettingData>();

            PlayerSettingData spellType = new PlayerSettingData(PlayerSettingDataType.shortcutsSetting, spellTypeNameInCsv, ((int)CurrentSpellMode).ToString());

            dataList.Add(spellType);

            foreach (KeyValuePair <int, SlotKeyCodeData> kvp in CurrentSlotMap)
            {
                PlayerSettingData data = new PlayerSettingData(PlayerSettingDataType.shortcutsSetting, kvp.Value.szSlotFunction, kvp.Key.ToString(), kvp.Value.szKeySequence, kvp.Value.nAutoCasting.ToString());
                dataList.Add(data);
            }
            if (dataList.Count > 0)
            {
                PlayerSettingLocalConfig.PlayerSettingLocalConfig.Instance.ModifyLocalData(PlayerSettingDataType.shortcutsSetting, dataList);
            }
        }
Пример #4
0
 public PlayerStateSliding(PlayerSettingData setting, PlayerSettingComponent compo) : base(setting, compo)
 {
 }
Пример #5
0
 public PlayerState(PlayerSettingData setting, PlayerSettingComponent compo)
 {
     m_Setting = setting;
     m_Compo   = compo;
 }
Пример #6
0
 public PlayerStateBossBattle(PlayerSettingData setting, PlayerSettingComponent compo) : base(setting, compo)
 {
 }
Пример #7
0
 public PlayerStateDeath(PlayerSettingData setting, PlayerSettingComponent compo) : base(setting, compo)
 {
 }
Пример #8
0
 public PlayerStateAttack(PlayerSettingData setting, PlayerSettingComponent compo) : base(setting, compo)
 {
 }
Пример #9
0
    private static void ExportConfig()
    {
        #region 暂时废弃
        //StreamWriter writer = new StreamWriter(ConfigFileName, false, new System.Text.UTF8Encoding(true));

        //string s = "";
        //s = "ShadowQuality" + "," + currShadowQuality.ToString();
        //writer.WriteLine(s);

        //s = "TextureQuality" + "," + currTextureQuality.ToString();
        //writer.WriteLine(s);

        //s = "PixelLightQuality" + "," + currPixelLightQuality.ToString();
        //writer.WriteLine(s);

        //s = "SceneRenderingQuality" + "," + currSceneRenderingQuality.ToString();
        //writer.WriteLine(s);

        //s = "RealTimeReflectionProbe" + "," + currRealTimeReflectionProbeEnabled;
        //writer.WriteLine(s);

        //s = "TextureAsino" + "," + currAsinoEnabled;
        //writer.WriteLine(s);

        //s = "AutoAdjustQuality" + "," + AutoAdjustQuality;
        //writer.WriteLine(s);

        //s = "ImageQuality" + "," + currImageQuality.ToString();
        //writer.WriteLine(s);

        //s = "EffectQuality" + "," + currEffectQuality.ToString();
        //writer.WriteLine(s);

        //s = "WaterQuality" + "," + currWaterQuality.ToString();
        //writer.WriteLine(s);

        //s = "Resolution" + "," + currResolution;
        //writer.WriteLine(s);

        //s = "WindowType" + "," + currWindowType.ToString();
        //writer.WriteLine(s);

        //s = "SceneRenderingQuality" + "," + currSceneRenderingQuality.ToString();
        //writer.WriteLine(s);

        //writer.Flush();
        //writer.Close();
        //writer = null;
        #endregion

        List <PlayerSettingData> dataList     = new List <PlayerSettingData>();
        PlayerSettingData        imageQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "ImageQuality", currData.currImageQuality.ToString());
        dataList.Add(imageQuality);
        PlayerSettingData shadowQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "ShadowQuality", currData.currShadowQuality.ToString());
        dataList.Add(shadowQuality);
        PlayerSettingData textureQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "TextureQuality", currData.currTextureQuality.ToString());
        dataList.Add(textureQuality);
        //PlayerSettingData pixelLightQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "PixelLightQuality", currPixelLightQuality.ToString());
        //dataList.Add(pixelLightQuality);
        PlayerSettingData sceneRenderingQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "SceneRenderingQuality", currData.currSceneRenderingQuality.ToString());
        dataList.Add(sceneRenderingQuality);
        //PlayerSettingData realTimeReflectionProbe = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "RealTimeReflectionProbe", currRealTimeReflectionProbeEnabled.ToString());
        //dataList.Add(realTimeReflectionProbe);
        //PlayerSettingData textureAsino = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "TextureAsino", currAsinoEnabled.ToString());
        //dataList.Add(textureAsino);
        //PlayerSettingData autoAdjustQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "AutoAdjustQuality", AutoAdjustQuality.ToString());
        //dataList.Add(autoAdjustQuality);
        PlayerSettingData effectQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "EffectQuality", currData.currEffectQuality.ToString());
        dataList.Add(effectQuality);
        //PlayerSettingData waterQuality = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "WaterQuality", currWaterQuality.ToString());
        //dataList.Add(waterQuality);
        PlayerSettingData resolution = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "Resolution", currData.currResolution.ToString());
        dataList.Add(resolution);
        PlayerSettingData windowType = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "WindowType", currData.currWindowType.ToString());
        dataList.Add(windowType);

        PlayerSettingData sSAOEnabled = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "SSAOEnabled", currData.SSAOEnabled.ToString());
        dataList.Add(sSAOEnabled);
        PlayerSettingData fXAAEnabled = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "FXAAEnabled", currData.FXAAEnabled.ToString());
        dataList.Add(fXAAEnabled);
        PlayerSettingData bloomAndFlaresEnabled = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "BloomAndFlaresEnabled", currData.BloomAndFlaresEnabled.ToString());
        dataList.Add(bloomAndFlaresEnabled);
        PlayerSettingData advanceImageEffectEnabled = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "AdvanceImageEffectEnabled", currData.AdvanceImageEffectEnabled.ToString());
        dataList.Add(advanceImageEffectEnabled);
        PlayerSettingData gameBrightness = new PlayerSettingData(PlayerSettingDataType.ImageSetting, "gameBrightness", currData.currGameBrightness.ToString());
        dataList.Add(gameBrightness);

        PlayerSettingLocalConfig.Instance.ModifyLocalData(PlayerSettingDataType.ImageSetting, dataList);
    }