private void Init() { //init boss state List <List <string> > lBossData = new List <List <string> >(); LoadDataManager.XLSX("Boss1Data.xlsx", lBossData); bossinfo.iMaxAV = int.Parse(lBossData[0][1]); bossinfo.iAV = int.Parse(lBossData[1][1]); bossinfo.atk = int.Parse(lBossData[2][1]); bossinfo.skillAtk = bossinfo.atk * 2; bossinfo.iCurrentAV = 0; //UpdateBossiAV((float)bossinfo.iCurrentAV / bossinfo.iMaxAV); iTextIndex = 0; iSkillLv = 1; LoadDataManager.XLSX(lBossData[3][1], lBossText1); LoadDataManager.XLSX(lBossData[4][1], lBossText2); }
/// <summary> /// NOTE : 파라미터 숫자만큼 DungeonRoomByTile 클래스 객체 생성 함수 /// </summary> /// <param name="_numberOfroom"></param> public void CreateRooms(Room_TileType level, int numberOfRoom) { //Grid 오브젝트 생성 loadData = LoadDataManager.instance; //DungeonRoom 클래스 생성 for (int i = 0; i < numberOfRoom; i++) { roomList.Add(new DungeonRoom(i, (int)level, widthMinSize, widthMaxSize, heightMinSize, heightMaxSize)); } //RoomLevel설정 SetRoomLevel(); //0레벨을 제외한 나머지 랜덤 Terrain 설정 for (int i = 1; i < roomList.Count - 1; i++) { if (roomList[i].roomClearType.Equals(Room_ClearType.Puzzle)) { SetPuzzleTypeRoom(roomList[i]); } else { SetRandomTerrainRoom(roomList[i]); } } //Rooms 연결 RandomEdgeConnect(); //Rooms Entrance 오브젝트 생성 foreach (DungeonRoom room in roomList) { room.SetEntrancePos(); } //PrintLogRoomNeighbors(); //Rooms Draw DrawRooms(); //출입문 진입시 출현할 포지션 설정 SetConnectedEntrance(); //적생성 DrawPrefabByClearType(); //열쇠를 가지고있는 몬스터 생성 SetKeyInRoom(); }
public void InitLanguage() { dLanguage.Clear(); LoadDataManager.XLSX("Language.xlsx", dLanguage); }
public DrawMap() { loadData = LoadDataManager.instance; //FindTilemap(); }
private void Start() { loadData = LoadDataManager.instance; FindTilemap(); }
private void OnEnable() { loadTileArray = LoadDataManager.LoadAllTile(); maptile = GameObject.Find("TestGround").GetComponent <Tilemap>(); }