Пример #1
0
    //데이터 동기화
    public void SyncData()
    {
        money   = new cGold();
        rock    = new cRock();
        dia     = new cDia();
        jewerly = new cJewerly[inventory.GetJewerly().Count];
        for (byte i = 0; i < jewerly.Length; i++)
        {
            jewerly[i] = new cJewerly();
        }
        soul = new cSoul[inventory.GetSoul().Count];
        for (byte i = 0; i < soul.Length; i++)
        {
            soul[i] = new cSoul();
        }

        money.value = inventory.GetMoney().value;
        rock.value  = inventory.GetRock().value;
        dia.value   = inventory.GetDia().value;
        for (byte i = 0; i < jewerly.Length; i++)
        {
            jewerly[i].value = inventory.GetJewerly()[i].value;
        }
        for (byte i = 0; i < soul.Length; i++)
        {
            soul[i].value = inventory.GetSoul()[i].value;
        }

        item_equip = new cItem_equip[inventory.GetItemEquip().Count];
        for (byte i = 0; i < inventory.GetItemEquip().Count; i++)
        {
            item_equip[i] = new cItem_equip(inventory.GetItemEquip()[i]);
        }

        item_use = new cItem_use[inventory.GetItemUse().Count];
        for (byte i = 0; i < inventory.GetItemUse().Count; i++)
        {
            item_use[i] = new cItem_use(inventory.GetItemUse()[i]);
        }

        item_etc = new cItem_etc[inventory.GetItemEtc().Count];
        for (byte i = 0; i < inventory.GetItemEtc().Count; i++)
        {
            item_etc[i] = new cItem_etc(inventory.GetItemEtc()[i]);
        }
    }
Пример #2
0
    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");
        }
    }