public void InitData(CastleData data) { m_NameUI.text = data.m_name; m_Surr.text = data.m_Surr; m_Reso.text = data.m_Reso; m_Content.text = data.m_Content; }
private void GetData(MemoryMappedViewAccessor viewAccessor) { Attacks = new AttackData[MemoryAddresses.Attacks.Length]; viewAccessor.ReadArray(MemoryAddresses.Attacks.Address, Attacks, 0, MemoryAddresses.Attacks.Length); Castles = new CastleData[MemoryAddresses.Castles.Length]; viewAccessor.ReadArray(MemoryAddresses.Castles.Address, Castles, 0, MemoryAddresses.Castles.Length); DefaultKnights = new DefaultKnightData[MemoryAddresses.DefaultKnights.Length]; viewAccessor.ReadArray(MemoryAddresses.DefaultKnights.Address, DefaultKnights, 0, MemoryAddresses.DefaultKnights.Length); Classes = new ClassData[MemoryAddresses.Classes.Length]; viewAccessor.ReadArray(MemoryAddresses.Classes.Address, Classes, 0, MemoryAddresses.Classes.Length); Items = new ItemData[MemoryAddresses.Items.Length]; viewAccessor.ReadArray(MemoryAddresses.Items.Address, Items, 0, MemoryAddresses.Items.Length); SpecialAttacks = new SpecialAttackData[MemoryAddresses.SpecialAttacks.Length]; viewAccessor.ReadArray(MemoryAddresses.SpecialAttacks.Address, SpecialAttacks, 0, MemoryAddresses.SpecialAttacks.Length); Spells = new SpellData[MemoryAddresses.Spells.Length]; viewAccessor.ReadArray(MemoryAddresses.Spells.Address, Spells, 0, MemoryAddresses.Spells.Length); Skills = new SkillData[MemoryAddresses.Skills.Length]; viewAccessor.ReadArray(MemoryAddresses.Skills.Address, Skills, 0, MemoryAddresses.Skills.Length); #if WORK_IN_PROGRESS monstersInSummon = new MonsterInSummonData[MemoryAddresses.MonstersInSummon.Length]; viewAccessor.ReadArray(MemoryAddresses.MonstersInSummon.Address, monstersInSummon, 0, MemoryAddresses.MonstersInSummon.Length); statGrowth = new StatGrowthData[MemoryAddresses.StatGrowth.Length]; thisViewAccessor.ReadArray(MemoryAddresses.StatGrowth.Address, statGrowth, 0, MemoryAddresses.StatGrowth.Length); #endif }
private static void AddCastle(List <StringGridRow> list) { string assetName = s_TotalDataName[0]; CastleDataTotal BData = ScriptableObject.CreateInstance <CastleDataTotal>(); for (int i = 1; i < list.Count; i++) { string[] s_array = list[i].Strings; CastleData Data = ScriptableObject.CreateInstance <CastleData>(); int index = 0; if (int.TryParse(s_array[0], out index) == false) { continue; } Data.m_index = index; Data.m_name = s_array[1]; Data.m_Surr = s_array[2]; Data.m_Reso = s_array[3]; Data.m_GetType = ReturnValue(s_array[4]); Data.m_Content = s_array[5]; AssetDatabase.DeleteAsset("Assets/G_ScriptableUnit/" + assetName + i + ".asset"); AssetDatabase.CreateAsset(Data, AssetDatabase.GenerateUniqueAssetPath("Assets/G_ScriptableUnit/" + assetName + i + ".asset")); BData.m_TotalData.Add(Data); } AssetDatabase.DeleteAsset("Assets/G_ScriptableObject/" + assetName + ".asset"); AssetDatabase.CreateAsset(BData, AssetDatabase.GenerateUniqueAssetPath("Assets/G_ScriptableObject/" + assetName + ".asset")); AssetDatabase.SaveAssets(); }
public void SetInit(CastleData data, CastleNode node) { m_CastleData = data; m_Index = data.m_index; m_CastleName = data.m_name; m_CastleNode = node; m_ButtonAni.m_Need = false; }
private void SetCastleDataToDicData(string [] s_array) { GameGlobalValue.m_DicCastleData.Clear(); CastleData data = new CastleData(); data.m_index = int.Parse(s_array[0]); data.m_name = s_array[1]; data.m_Surr = s_array[2]; data.m_Reso = s_array[3]; GameGlobalValue.m_DicCastleData.Add(data.m_index, data); }
public static WorldObjectData GetData(string name) { WorldObjectData data = null; switch (name) { case "Person": data = new PersonData(); break; case "Castle": data = new CastleData(); break; case "Tree": data = new TreeData(); break; case "Rock": data = new RockData(); break; case "Trap": data = new TrapData(); break; case "FakeTree": data = new FakeTreeData(); break; case "Cottage": data = new CottageData(); break; case "Candle": data = new CandleData(); break; case "Water": data = new WaterData(); break; case "Bridge": data = new BridgeData(); break; default: break; } return(data); }
public void CastFromUnsafeStructsTest() { CastleData firstCastleData = memoryAccessor.Castles[0]; Assert.AreEqual("Hervery", memoryAccessor.DereferenceString(firstCastleData.Name)); DefaultKnightData firstDefaultKnight = memoryAccessor.DefaultKnights[0]; Assert.AreEqual(1, firstDefaultKnight.Level); ClassData classData = memoryAccessor.Classes[0]; Assert.AreEqual("Fighter", memoryAccessor.DereferenceString(classData.Name)); SpecialAttackData firstSpecialAttackData = memoryAccessor.SpecialAttacks[0]; Assert.AreEqual("Howl Fire", memoryAccessor.DereferenceString(firstSpecialAttackData.Name)); SpellData firstSpellData = memoryAccessor.Spells[0]; Assert.AreEqual("Heal", memoryAccessor.DereferenceString(firstSpellData.Name)); }
public void RefreshData() { for (int i = 0; i < m_TotalCastle.Length; i++) { m_TotalCastle[i].SetInit(m_TotalCastleObject.m_TotalData[i], m_CastleNode); CastleData data = m_TotalCastleObject.m_TotalData[i]; m_CastleType[data.m_index] = data.m_GetType; if (data.m_GetType == 1) { List <int> list = m_TotalCastleConnect.m_TotalData[i].m_Connection; for (int j = 0; j < list.Count; j++) { if (list[j] == 0) { continue; } //編號轉換 m_TotalCastle[(list[j] - 1)].SetCastleType(true); } m_TotalCastle[i].SetCastleType(true); } } }
public static int GetAddress(this CastleData _, int index) => MemoryAddresses.Castles.Address + (MemoryAddresses.Castles.SizeOf * index);
public CastleDataViewModel(ref CastleData data, MemoryAccessor memoryAccessor, int address) { Address = address; CastleData = data; this.memoryAccessor = memoryAccessor; }