//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]); } }
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"); } }