public void Parse(string name, out Dictionary<int, MazeData> kvDic) { LoadFile(name); kvDic = new Dictionary<int, MazeData>(); while(!EndOfRow) { int col = 0; MazeData data = new MazeData(); data.Kid = ReadInt(col++); data.StartCol = ReadInt(col++); data.StartRow = ReadInt(col++); data.BlockSize = ReadFloat(col++); data.Cols = ReadInt(col++); data.Rows = ReadInt(col++); data.LinkRate = ReadFloat(col++); data.PassageRate = ReadFloat(col++); data.MonsterMaxCount = ReadInt(col++); data.NPCMaxCount = ReadInt(col++); data.ExplorationMaxCount = ReadInt(col++); data.GlobalExplorationCountDic = ReadDictionary<ExplorationType, int>(col++); kvDic.Add(data.Kid, data); NextLine(); } }
public void Init() { startTicks = DateTime.Now.Ticks; Data = MazeDataManager.Instance.CurrentMazeData; if(RandomUtils.Seed == 0) { RandomUtils.Seed = UnityEngine.Random.Range(0, 20140413); } }
public void Init() { mazeData = MazeDataManager.Instance.CurrentMazeData; MazeBuilder builder = new MazeBuilder(mazeData); mazeTable = builder.Build(); StartNode = mazeTable.GetNode(mazeData.StartCol, mazeData.StartRow); InitGlobalExplorationPositions(); // TestGlobalExplorationPositions(); }
public void Dispose() { blockDic.Clear(); mockNodeSet.Clear(); globalExplorationNodeList.Clear(); ToDeleteNodeList.Clear(); ToCreateNodeList.Clear(); prevAroundList.Clear(); mazeTable = null; StartNode = null; mazeData = null; }
void Awake() { ConfigManager.Instance.InitAllData(); Maze.Instance.Init(); blockProxy = new BlockProxy(); ApplicationFacade.Instance.RegisterProxy(blockProxy); ApplicationFacade.Instance.RegisterMediator(new BlockMediator()); mazeData = MazeDataManager.Instance.CurrentMazeData; PreloadAssets(mazeData.Kid); }
public MazeDataConfig () { MazeDataDic = new Dictionary<int, MazeData>(); MazeData data; data = new MazeData(); data.Kid = 1; data.Cols = 30; data.Rows = 30; data.StartCol = 15; data.StartRow = 15; data.LinkRate = 0.5f; data.PassageRate = 0.9f; data.BlockSize = 10f; data.MonsterMaxCount = 2; data.NPCMaxCount = 2; data.ExplorationMaxCount = 3; MazeDataDic.Add(data.Kid, data); }
public MazeBuilder(MazeData data) { this.mazeData = data; }