public void On_SelectCharaterUI(int index, int count) { RecvCharaterInfo info = CharaterManager.Instance.Get_CharaterInfo(index); SelectWindow[count].GetComponent <SelectCharaterInfo_Action>().SelectCharaterInfo(info.Level, info.Name, info.Type); SelectWindow[count].SetActive(true); }
IEnumerator C_StartState() { RecvCharaterInfo[] SelectCharaterInfos = new RecvCharaterInfo[3]; for (int index = 0; index < SelectCharaters.Count; index++) { if (SelectCharaters[index] == 0) { continue; } SelectCharaterInfos[index] = CharaterManager.Instance.Get_CharaterInfo(SelectCharaters[index]); } AsyncOperation async = SceneManager.LoadSceneAsync("Stage"); transform.DestroyChildren(); while (!async.isDone) { yield return(null); } GameStateManager.Get_Inctance().StartState(SelectCharaterInfos); }
private void ReadyViewSelectCharaterInfo(RecvCharaterInfo data) { GameObject Info = Instantiate(SelectCharaterInfo_Prefab, SelectCharaterView.transform) as GameObject; Info.name = data.Name; Info.transform.localScale = Vector3.one; Info.GetComponent <CaraterInfo_Action>().Set_CharaterInfo(data.Index, data.Name, data.Attack, data.Defense, data.Type, data.Star); SelectCharaterView.GetComponent <UIGrid>().repositionNow = true; }
//php에서 보낸 아이템의 모든 정보를 가져와 CharaterInfos에 저장하는 함수. public void ReplyCharaterInfo(string json) { // JsonReader.Deserialize() : 원하는 자료형의 json을 만들 수 있다 Dictionary <string, object> dataDic = (Dictionary <string, object>)JsonReader.Deserialize(json, typeof(Dictionary <string, object>)); foreach (KeyValuePair <string, object> info in dataDic) { RecvCharaterInfo data = JsonReader.Deserialize <RecvCharaterInfo>(JsonWriter.Serialize(info.Value)); CharaterInfos.Add(data.Index, data); ReadyViewSelectCharaterInfo(CharaterInfos[data.Index]); } View_GetCharaterInfo(GameManager.Get_Inctance().GetCharaters); }
public void Set_Info(RecvCharaterInfo Info) { Init_Infomation = Info; Level = Init_Infomation.Level; Speed = Init_Infomation.Speed; // HP, Attack, SkillPoint를 초기화한다. Hp = Init_Infomation.Hp; BaseAttack = Init_Infomation.Attack; SkillPoint = Init_Infomation.Skillpoint; // Skill버튼에 스페셜스킬 함수를 연동한다. PlayerSkill_Manager.Get_Inctance().Set_Skill(this, transform.parent.name); }
public void View_GetCharaterInfo(List <int> Indexs) { for (int i = 0; i < Indexs.Count; i++) { GameObject Info = Instantiate(CharaterInfo_Prefab, CharaterInfoView.transform) as GameObject; RecvCharaterInfo data = Get_CharaterInfo(Indexs[i]); Info.name = data.Name; Info.transform.localScale = Vector3.one; Info.GetComponent <CharaterInfo_Action>().Set_CharaterInfo(data.Name, data.Level, data.Star, data.Type); CharaterInfoView.GetComponent <UIGrid>().repositionNow = true; // GameManager에 캐릭터 Get하는 부분 구현 Set_ButtonCharaterDetailedInfo(Info.GetComponent <UIButton>(), data.Index); } }
public void Set_Charater_DetailedInfo(int index) { RecvCharaterInfo data = CharaterManager.Instance.Get_CharaterInfo(index); Index = index; Label_Name.text = data.Name; Type.spriteName = data.Type; Label_attack.text = data.Attack.ToString(); Label_defense.text = data.Defense.ToString(); Touchskill_Icon.spriteName = data.Name + "_TouchSkill"; Specialskill_Icon.spriteName = data.Name + "_SpecialSkill"; Touchskill_Explanation.text = data.Touch_text; Specialskill_Explanation.text = data.Special_text; if (UI_Charater.transform.FindChild("UI_" + data.Name) != null) { GameObject Charater = UI_Charater.transform.FindChild("UI_" + data.Name).gameObject; Charater.SetActive(true); } else { GameObject CharaterPrefab = Resources.Load("Prefabs/UI/Charater/UI_" + data.Name) as GameObject; GameObject Charater = Instantiate(CharaterPrefab, UI_Charater.transform) as GameObject; Charater.transform.localPosition = Vector3.zero; Charater.transform.localScale = Vector3.one; Charater.transform.localRotation = Quaternion.identity; Charater.name = "UI_" + data.Name; } for (int i = 0; i < UI_Charater.transform.childCount; i++) { if (UI_Charater.transform.GetChild(i).name.Equals("UI_" + data.Name)) { continue; } UI_Charater.transform.GetChild(i).gameObject.SetActive(false); } gameObject.SetActive(true); }