Пример #1
0
        public void Update_Player_Stat_Test()
        {
            Player_Stat          player_Stat = new Player_Stat(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);
            Database_Manipulator manipulator = new Database_Manipulator();

            manipulator.Edit(player_Stat);
        }
Пример #2
0
        public void Delete_Player_Stat_Test()
        {
            Player_Stat          player_Stat = new Player_Stat(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2);
            Database_Manipulator manipulator = new Database_Manipulator();

            manipulator.Delete(player_Stat);
        }
Пример #3
0
 void Start()
 {
     wander           = GetComponent <Wander>();
     theAudio         = FindObjectOfType <AudioManager>();
     thePlayerStat    = FindObjectOfType <Player_Stat>();
     current_interMWT = inter_MoveWaitTime;
 }
Пример #4
0
 // Start is called before the first frame update
 void Start()
 {
     animator      = GetComponent <Animator>();
     thePlayerStat = FindObjectOfType <Player_Stat>();
     currentHp     = hp;
     getGold       = Random.Range(500, 1000);
 }
Пример #5
0
        public void Insert_Player_Stat_Test()
        {
            Player_Stat          player_Stat = new Player_Stat(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
            Database_Manipulator manipulator = new Database_Manipulator();

            manipulator.Insert(player_Stat);
        }
Пример #6
0
    private Player_Stat ProjectPlayerStats(List <int> stat_ids)
    {
        int rush_yards = 0, pass_yards = 0, receiving_yards = 0, tds = 0, fumbles = 0, interceptions_thrown = 0, tackles = 0, forced_fumbles = 0, interceptions = 0;
        int sacks = 0;


        foreach (int id in stat_ids)
        {
            Player_Stat stat = GetPlayerStat(id);

            rush_yards           += stat.Rush_Yards;
            pass_yards           += stat.Pass_Yards;
            receiving_yards      += stat.Receiving_Yards;
            tds                  += stat.TDs;
            fumbles              += stat.Fumbles;
            interceptions_thrown += stat.Interceptions_Thrown;
            tackles              += stat.Tackles;
            sacks                += stat.Sacks;
            forced_fumbles       += stat.Forced_Fumbles;
            interceptions        += stat.Interceptions;
        }

        rush_yards           /= stat_ids.Count;
        pass_yards           /= stat_ids.Count;
        receiving_yards      /= stat_ids.Count;
        tds                  /= stat_ids.Count;
        fumbles              /= stat_ids.Count;
        interceptions_thrown /= stat_ids.Count;
        tackles              /= stat_ids.Count;
        forced_fumbles       /= stat_ids.Count;
        interceptions        /= stat_ids.Count;
        sacks                /= stat_ids.Count;

        return(new Player_Stat(0, 2016, rush_yards, pass_yards, receiving_yards, tds, fumbles, interceptions_thrown, tackles, sacks, forced_fumbles, interceptions));
    }
Пример #7
0
 // Start is called before the first frame update
 void Start()
 {
     instance    = this;
     currentHp   = hp;
     currentMp   = mp;
     currentGage = 0;
     currentExp  = 0;
 }
Пример #8
0
    // Start is called before the first frame update
    void Start()
    {
        p_stat      = GameObject.Find("Player_Manager").GetComponent <Player_Stat>();
        hp          = GameObject.Find("Hp").GetComponent <Text>();
        power       = GameObject.Find("Power").GetComponent <Text>();
        agility     = GameObject.Find("Agility").GetComponent <Text>();
        speed       = GameObject.Find("Speed").GetComponent <Text>();
        Status_Menu = GameObject.Find("Status");

        Status_Menu.SetActive(false);
    }
Пример #9
0
    void Start()
    {
        theStat = FindObjectOfType <Player_Stat>();
        theNPC  = FindObjectOfType <NPCcollisoncheck>();
        theDM   = FindObjectOfType <Dialog_Manager>();

        itemList.Add(new Item(10001, "체력 포션", "체력을 10 회복한다.", Item.ItemType.Use));
        itemList.Add(new Item(10002, "SP 포션", "스킬 게이지를 10 채운다.", Item.ItemType.Use));
        itemList.Add(new Item(10003, "와인", "레티시아가 좋아하는 와인이다.\n선물하려면 레티시아 근처에서\nG를 누르자.\n먹으면 체력을 10 회복한다.", Item.ItemType.Use));
        itemList.Add(new Item(10004, "푸른 방울꽃", "세렌이 좋아하는 꽃이다.\n선물하려면 세렌 근처에서\nG를 누르자.\n먹으면 체력을 10 회복한다.", Item.ItemType.Use));
        itemList.Add(new Item(20001, "롱소드", "기본적인 형태의 장검", Item.ItemType.Equip, 3));
        itemList.Add(new Item(20101, "레더 아머", "가죽으로 만든 가벼운 방어구", Item.ItemType.Equip, 0, 1));
        itemList.Add(new Item(20201, "레티시아의 목걸이", "레티시아가 잃어버린\n목걸이, 다시 가져다 주자.", Item.ItemType.Equip, 0, 1));
    }
Пример #10
0
    private void Awake()
    {
        enemyStat = GetComponent <Enemy_Stat>();
        target    = FindObjectOfType <Player_Stat>();

        rb = GetComponent <Rigidbody2D>();
        if (rb == null)
        {
            rb = gameObject.AddComponent <Rigidbody2D>();
        }
        rb.isKinematic  = false;
        rb.gravityScale = 0;

        rangeAggro = (enemyStat.enemySize == EnemySize.Small) ? Random.Range(20, 30) : Random.Range(15, 25);
    }
Пример #11
0
    private Player_Stat GetPlayerStat(int id)
    {
        string     get_stats_command = "SELECT Rush_Yards, Pass_Yards, Receiving_Yards, TDs, Fumbles, Interceptions_Thrown, Tackles, Sacks, Forced_Fumbles, Interceptions FROM Player_Stats WHERE Player_Stat_Id = " + id;
        SqlCommand command           = new SqlCommand(get_stats_command, connection);

        connection.Open();

        var reader = command.ExecuteReader();

        reader.Read();

        Player_Stat stat = new Player_Stat(0, 2016, reader.GetInt32(0), reader.GetInt32(1), reader.GetInt32(2), reader.GetInt32(3), reader.GetInt32(4), reader.GetInt32(5), reader.GetInt32(6), reader.GetInt32(7), reader.GetInt32(8), reader.GetInt32(9));

        connection.Close();

        return(stat);
    }
Пример #12
0
 void Awake()
 {
     // # 초기값으로 설정되어야 하는 값들 추가하기
     instance           = this;
     healthMax          = 100f;
     RadioActive        = 0f;
     DefaultHealthMax   = 100f;
     DefaultStaminaMax  = 100f;
     Max_Stamina        = DefaultStaminaMax;
     is_Continued_Shot  = false;
     is_Continued_Shot2 = false;
     ChargingSpeed      = 1.2f;
     criticalDamage     = 150f;
     criticalPercent    = 10f;
     dashCool           = 30;
     DashTime           = 0.4f;
     Burning_DMG        = 7f;
     burningTime        = 5f;
     SkillLimit         = 0;
 }
 // Start is called before the first frame update
 void Start()
 {
     TheDM   = FindObjectOfType <Dialog_Manager>();
     theDB   = FindObjectOfType <DataBaseManager>();
     theStat = FindObjectOfType <Player_Stat>();
 }
Пример #14
0
 // Start is called before the first frame update
 void Start()
 {
     targetSwitch   = false;
     playerstat     = GetComponent <Player_Stat>();
     playermovement = GetComponent <Player_Movement>();
 }
Пример #15
0
 // Start is called before the first frame update
 void Start()
 {
     charactercontroller = GetComponent <CharacterController>();
     playerstat          = GetComponent <Player_Stat>();
     playerin            = GetComponent <Player_Input>();
 }
Пример #16
0
 void Awake()
 {
     P_Move = GameObject.Find("Player_Manager").GetComponent <Player_Move>();
     P_Stat = GameObject.Find("Player_Manager").GetComponent <Player_Stat>();
 }
Пример #17
0
 // Start is called before the first frame update
 void Start()
 {
     theInven = FindObjectOfType <Inventory>();
     theStat  = FindObjectOfType <Player_Stat>();
 }
Пример #18
0
 void Awake()
 {
     G_State = GameObject.Find("Game_Manager").GetComponent <Game_State>();
     P_Stat  = GameObject.Find("Player_Manager").GetComponent <Player_Stat>();
 }
Пример #19
0
    public void CallSave()
    {
        theDatabase   = FindObjectOfType <DataBaseManager>();
        thePlayer     = FindObjectOfType <Player_Movement>();
        thePlayerStat = FindObjectOfType <Player_Stat>();
        theEquip      = FindObjectOfType <Equipment>();
        theInven      = FindObjectOfType <Inventory>();

        data.playerX = thePlayer.transform.position.x;
        data.playerY = thePlayer.transform.position.y;
        data.playerZ = thePlayer.transform.position.z;

        data.playerLv         = thePlayerStat.character_Lv;
        data.playerHP         = thePlayerStat.hp;
        data.playerMP         = thePlayerStat.mp;
        data.playerCurrentHP  = thePlayerStat.currentHp;
        data.playerCurrentMP  = thePlayerStat.currentMp;
        data.playerCurrentEXP = thePlayerStat.currentExp;
        data.playerATK        = thePlayerStat.atk;
        data.playerDEF        = thePlayerStat.def;
        data.added_atk        = theEquip.added_atk;
        data.added_def        = theEquip.added_def;

        data.playerGlod = thePlayerStat.Gold;

        //호감도
        data.favorLetitia = thePlayerStat.favorability_Letitia;
        data.favorSeren   = thePlayerStat.favorability_Seren;

        data.mapName = thePlayer.currentMapName;
        //data.sceneName = thePlayer.currentSceneName;

        //이벤트 기록
        data.HasEvent001        = theDatabase.has_event001;
        data.HasEvent002        = theDatabase.has_event002;
        data.HasEventLetitia001 = theDatabase.has_eventLetitia001;
        data.HasEventLetitia002 = theDatabase.has_eventLetitia002;
        data.HasEventLetitia003 = theDatabase.has_eventLetitia003;
        data.HasEventLetitia004 = theDatabase.has_eventLetitia004;
        data.HasEventSeren001   = theDatabase.has_eventSeren001;
        data.HasEventSeren002   = theDatabase.has_eventSeren002;
        data.HasEventSeren003   = theDatabase.has_eventSeren003;
        data.HasEventSeren004   = theDatabase.has_eventSeren004;

        Debug.Log("기초 데이터 성공");

        data.playerItemInventory.Clear();
        data.playerItemInventoryCount.Clear();
        data.playerEquipItem.Clear();

        for (int i = 0; i < theDatabase.var_name.Length; i++)
        {
            data.varNameList.Add(theDatabase.var_name[i]);
            data.varNumberList.Add(theDatabase.var[i]);
        }
        for (int i = 0; i < theDatabase.switch_name.Length; i++)
        {
            data.swNameList.Add(theDatabase.switch_name[i]);
            data.swList.Add(theDatabase.switches[i]);
        }

        List <Item> itemList = theInven.SaveItem();

        for (int i = 0; i < itemList.Count; i++)
        {
            Debug.Log("인벤토리의 아이템 저장 완료 : " + itemList[i].itemID);
            data.playerItemInventory.Add(itemList[i].itemID);
            data.playerItemInventoryCount.Add(itemList[i].itemCount);
        }

        for (int i = 0; i < theEquip.equipItemList.Length; i++)
        {
            data.playerEquipItem.Add(theEquip.equipItemList[i].itemID);
            Debug.Log("장착된 아이템 저장 완료 : " + theEquip.equipItemList[i].itemID);
        }

        BinaryFormatter bf   = new BinaryFormatter();
        FileStream      file = File.Create(Application.dataPath + "/SaveFile.dat");

        bf.Serialize(file, data);
        file.Close();

        Debug.Log(Application.dataPath + "의 위치에 저장했습니다.");
    }
Пример #20
0
 // Start is called before the first frame update
 void Start()
 {
     playerstat = player.GetComponent <Player_Stat>();
 }
Пример #21
0
 // Start is called before the first frame update
 void Start()
 {
     theStat = FindObjectOfType <Player_Stat>();
 }
Пример #22
0
 // Start is called before the first frame update
 void Start()
 {
     thePlayerStat = FindObjectOfType <Player_Stat>();
     theAudio      = FindObjectOfType <AudioManager>();
 }
Пример #23
0
    public void CallLoad()
    {
        BinaryFormatter bf   = new BinaryFormatter();
        FileStream      file = File.Open(Application.dataPath + "/SaveFile.dat", FileMode.Open);

        if (file != null && file.Length > 0)
        {
            data = (Data)bf.Deserialize(file);

            theDatabase   = FindObjectOfType <DataBaseManager>();
            thePlayer     = FindObjectOfType <Player_Movement>();
            thePlayerStat = FindObjectOfType <Player_Stat>();
            theEquip      = FindObjectOfType <Equipment>();
            theInven      = FindObjectOfType <Inventory>();

            thePlayer.currentMapName = data.mapName;
            //thePlayer.currentSceneName = data.sceneName;

            vector.Set(data.playerX, data.playerY, data.playerZ);
            thePlayer.transform.position = vector;

            thePlayerStat.character_Lv = data.playerLv;
            thePlayerStat.hp           = data.playerHP;
            thePlayerStat.mp           = data.playerMP;
            thePlayerStat.currentHp    = data.playerCurrentHP;
            thePlayerStat.currentMp    = data.playerCurrentMP;
            thePlayerStat.currentExp   = data.playerCurrentEXP;
            thePlayerStat.atk          = data.playerATK;
            thePlayerStat.def          = data.playerDEF;

            thePlayerStat.Gold = data.playerGlod;

            //호감도
            thePlayerStat.favorability_Letitia = data.favorLetitia;
            thePlayerStat.favorability_Seren   = data.favorSeren;

            theEquip.added_atk = data.added_atk;
            theEquip.added_def = data.added_def;

            //이벤트 기록
            theDatabase.has_event001        = data.HasEvent001;
            theDatabase.has_event002        = data.HasEvent002;
            theDatabase.has_eventLetitia001 = data.HasEventLetitia001;
            theDatabase.has_eventLetitia002 = data.HasEventLetitia002;
            theDatabase.has_eventLetitia003 = data.HasEventLetitia003;
            theDatabase.has_eventLetitia004 = data.HasEventLetitia004;
            theDatabase.has_eventSeren001   = data.HasEventSeren001;
            theDatabase.has_eventSeren002   = data.HasEventSeren002;
            theDatabase.has_eventSeren003   = data.HasEventSeren003;
            theDatabase.has_eventSeren004   = data.HasEventSeren004;

            theDatabase.var         = data.varNumberList.ToArray();
            theDatabase.var_name    = data.varNameList.ToArray();
            theDatabase.switches    = data.swList.ToArray();
            theDatabase.switch_name = data.swNameList.ToArray();

            for (int i = 0; i < theEquip.equipItemList.Length; i++)
            {
                for (int x = 0; x < theDatabase.itemList.Count; x++)
                {
                    if (data.playerEquipItem[i] == theDatabase.itemList[x].itemID)
                    {
                        theEquip.equipItemList[i] = theDatabase.itemList[x];
                        Debug.Log("장착된 아이템을 로드했습니다 : " + theEquip.equipItemList[i].itemID);
                        break;
                    }
                }
            }


            List <Item> itemList = new List <Item>();

            for (int i = 0; i < data.playerItemInventory.Count; i++)
            {
                for (int x = 0; x < theDatabase.itemList.Count; x++)
                {
                    if (data.playerItemInventory[i] == theDatabase.itemList[x].itemID)
                    {
                        itemList.Add(theDatabase.itemList[x]);
                        Debug.Log("인벤토리 아이템을 로드했습니다 : " + theDatabase.itemList[x].itemID);
                        break;
                    }
                }
            }

            for (int i = 0; i < data.playerItemInventoryCount.Count; i++)
            {
                itemList[i].itemCount = data.playerItemInventoryCount[i];
            }

            theInven.LoadItem(itemList);
            theEquip.ShowText();

            RPGGameManager theGM = FindObjectOfType <RPGGameManager>();
            theGM.LoadStart();

            SceneManager.LoadScene(data.mapName);
        }
        else
        {
            Debug.Log("저장된 세이브 파일이 없습니다");
        }


        file.Close();
    }