public void LoadUserData() { bool _fileExist = true; string fileDir = Application.persistentDataPath + "/Saves"; System.IO.DirectoryInfo _dr = new System.IO.DirectoryInfo(fileDir); if (_dr.Exists == false) { _dr.Create(); } cSaveLoad.LoadData <cPlayerInfo>(saveString, ref _fileExist); //생성된 데이터가 없을 때 if (_fileExist == false) { //재화 초기화 cGold money = new cGold(); cRock rock = new cRock(); cDia dia = new cDia(); cJewerly[] jewerly = new cJewerly[5]; for (byte i = 0; i < jewerly.Length; i++) { jewerly[i] = new cJewerly(); } cSoul[] soul = new cSoul[4]; for (byte i = 0; i < soul.Length; i++) { soul[i] = new cSoul(); } //무기 레벨 초기화 cProperty axeLevel = new cProperty("AxeLevel", 1); cAxe tAxe = new cAxe(cWeaponTable.GetAxeInfo(axeLevel)); //스킬레벨 초기화 byte[] skillLevel = new byte[4]; for (byte i = 0; i < 4; i++) { skillLevel[i] = 3; } //점령지 점령 여부 초기화 bool[] flaged = new bool[15]; for (byte i = 0; i < flaged.Length; i++) { flaged[i] = false; } //보스 점령 여부 초기화 bool[] bossDone = new bool[5]; for (byte i = 0; i < bossDone.Length; i++) { bossDone[i] = false; } //퀵슬롯 아이템 넘버 초기화 short[] quickSlotItemNum = new short[4]; for (byte i = 0; i < 4; i++) { quickSlotItemNum[i] = -1; } //보석상점 가격 초기화 cJewerly[] pPrevStorePrice = new cJewerly[5]; cJewerly[] pAvStorePrice = new cJewerly[5]; cJewerly[] pCurStorePrice = new cJewerly[5]; for (byte i = 0; i < 5; i++) { pPrevStorePrice[i] = new cJewerly("보석", i * 1000 + 100); pAvStorePrice[i] = new cJewerly("보석", i * 1000 + 100); pCurStorePrice[i] = new cJewerly("보석", i * 1000 + 100); } cProperty pClothCoupon = new cProperty("clothCoupon", 0); bool[] pMyWeaponsId = new bool[15]; for (byte i = 0; i < pMyWeaponsId.Length; i++) { pMyWeaponsId[i] = true; } pMyWeaponsId[0] = true; pMyWeaponsId[1] = true; pMyWeaponsId[2] = true; byte pCurWeaponId = 0; bool[] pMyClothesId = new bool[17]; for (byte i = 0; i < pMyClothesId.Length; i++) { pMyClothesId[i] = true; } pMyClothesId[0] = true; pMyClothesId[1] = true; pMyClothesId[2] = true; byte pCurClothId = 0; _playerInfo = new cPlayerInfo("이름입니다.", tAxe, skillLevel, flaged, bossDone, quickSlotItemNum, this.GetComponent <cInventory>(), money, rock, dia, jewerly, soul, pPrevStorePrice, pAvStorePrice, pCurStorePrice, pClothCoupon, pMyWeaponsId, pCurWeaponId, pMyClothesId, pCurClothId); SaveUserData(); Debug.Log("Initialized Done - CreatedInitData"); } //기존 데이터가 있으면.. else { _playerInfo = new cPlayerInfo(cSaveLoad.LoadData <cPlayerInfo>(saveString), this.GetComponent <cInventory>()); Debug.Log("Initialized Done - Data Exists"); } }
public cPlayerInfo(cPlayerInfo pPi, cInventory pInventory) { clothCoupon = new cProperty("clothCoupon", pPi.clothCoupon.value); myWeaponsId = new bool[pPi.myWeaponsId.Length]; for (byte i = 0; i < pPi.myWeaponsId.Length; i++) { myWeaponsId[i] = pPi.myWeaponsId[i]; } curWeaponId = pPi.curWeaponId; myClothesId = new bool[pPi.myClothesId.Length]; for (byte i = 0; i < pPi.myClothesId.Length; i++) { myClothesId[i] = pPi.myClothesId[i]; } curClothId = pPi.curClothId; prevStorePrice = new cJewerly[5]; avStorePrice = new cJewerly[5]; curStorePrice = new cJewerly[5]; for (byte i = 0; i < 5; i++) { prevStorePrice[i] = new cJewerly(pPi.prevStorePrice[i]._name, pPi.prevStorePrice[i].value); avStorePrice[i] = new cJewerly(pPi.avStorePrice[i]._name, pPi.avStorePrice[i].value); curStorePrice[i] = new cJewerly(pPi.curStorePrice[i]._name, pPi.curStorePrice[i].value); } weapon = new cAxe(pPi.weapon); skillLevel = new byte[4]; for (byte i = 0; i < skillLevel.Length; i++) { skillLevel[i] = pPi.skillLevel[i]; } flaged = new bool[15]; for (byte i = 0; i < flaged.Length; i++) { flaged[i] = pPi.flaged[i]; } bossDone = new bool[5]; for (byte i = 0; i < bossDone.Length; i++) { bossDone[i] = pPi.bossDone[i]; } quickSlotItemNum = new short[4]; for (byte i = 0; i < quickSlotItemNum.Length; i++) { quickSlotItemNum[i] = pPi.quickSlotItemNum[i]; } inventory = pInventory; inventory.Init(); this.nickName = pPi.nickName; inventory.GetMoney().value = pPi.money.value; inventory.GetRock().value = pPi.rock.value; inventory.GetDia().value = pPi.dia.value; for (byte i = 0; i < pPi.jewerly.Length; i++) { inventory.GetJewerly()[i].value = pPi.jewerly[i].value; } for (byte i = 0; i < pPi.soul.Length; i++) { inventory.GetSoul()[i].value = pPi.soul[i].value; } if (pPi.item_equip != null) { for (byte i = 0; i < pPi.item_equip.Length; i++) { inventory.GetItemEquip().Add(pPi.item_equip[i]); } } if (pPi.item_use != null) { for (byte i = 0; i < pPi.item_use.Length; i++) { inventory.GetItemUse().Add(pPi.item_use[i]); } } if (pPi.item_etc != null) { for (byte i = 0; i < pPi.item_etc.Length; i++) { inventory.GetItemEtc().Add(pPi.item_etc[i]); } } }