// Start is called before the first frame update private IEnumerator Init() { JobData.Load(); SkillData.Load(); EnemyData.Load(); BattleTileData.Load(); BattlefieldData.Load(); BattleGroupData.Load(); BattleStatusData.Load(); ItemData.Load(); EquipData.Load(); ItemEffectData.Load(); LanguageData.Load(); DungeonData.Load(); RoomData.Load(); TreasureData.Load(); ConversationData.Load(); ShopData.Load(); DungeonGroupData.Load(); ExpData.Load(); NewCookData.Load(); yield return(new WaitForEndOfFrame()); InitManager(); MySceneManager.Instance.Load(); #if UNITY_EDITOR DebugCommand.Start(); #endif }
private void SetData() { List <DungeonGroupData.RootObject> groupList = DungeonGroupData.GetGroupList(ExploreController.Instance.ArriveFloor); //GroupScrollView.SetData(new ArrayList(groupList)); for (int i = 0; i < MapButtons.Length; i++) { if (i < groupList.Count) { MapButtons[i].SetData(groupList[i].Name, groupList[i]); MapButtons[i].gameObject.SetActive(true); } else { MapButtons[i].gameObject.SetActive(false); } } //等第三關做好之後要改 if (ExploreController.Instance.ArriveFloor == 13) { MapButtons[2].SetData("紅魔館", null); MapButtons[2].gameObject.SetActive(true); } }
private IEnumerator paint(MapInfo info) { DungeonGroupData.RootObject data = DungeonGroupData.GetData(info.Group); TilePainter.Instance.ClearAll(); //ground for (int i = 0; i < info.MapList.Count; i++) { TilePainter.Instance.Painting(data.GroundTile, 0, info.MapList[i]); if (CheckLoadingCount()) { yield return(null); } } //door for (int i = 0; i < info.DoorList.Count; i++) { TilePainter.Instance.Painting(data.DoorTile, 1, info.DoorList[i]); } //grass for (int i = 0; i < info.GrassList.Count; i++) { TilePainter.Instance.Painting(data.GrassTile, 0, info.GrassList[i]); if (CheckLoadingCount()) { yield return(null); } } //treasure foreach (KeyValuePair <Vector2Int, Treasure> item in info.TreasureDic) { TilePainter.Instance.Painting(item.Value.TileName, 1, item.Key); } //key for (int i = 0; i < info.KeyList.Count; i++) { TilePainter.Instance.Painting("Key", 1, info.KeyList[i]); } //explore point foreach (KeyValuePair <Vector2Int, Event> item in info.ExploreEventDic) { TilePainter.Instance.Painting(item.Value.Tile, 1, item.Key); } //起點 TilePainter.Instance.Painting("UpStairs", 1, info.Start); //終點 TilePainter.Instance.Painting("DownStairs", 1, info.Goal); //Layer 2 是保留給角色的,Mist 蓋在角色上 TilePainter.Instance.Fill("Mist", 3, info.MapBound.xMin - 15, info.MapBound.yMin - 15, info.MapBound.xMin + info.MapBound.size.x + 15, info.MapBound.yMin + info.MapBound.size.y + 15); TilePainter.Instance.Fill(data.WallTile, 4, info.MapBound.xMin - 15, info.MapBound.yMin - 15, info.MapBound.xMin + info.MapBound.size.x + 15, info.MapBound.yMin + info.MapBound.size.y + 15); for (int i = 0; i < info.ExploredList.Count; i++) { TilePainter.Instance.Clear(3, info.ExploredList[i]); //if(CheckLoadingCount()) yield return null; } ExploreController.Instance.SetFloor(); LoadingUI.Instance.Close(); }