示例#1
0
    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);
    }
示例#2
0
    /// <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();
    }
示例#3
0
 public void InitLanguage()
 {
     dLanguage.Clear();
     LoadDataManager.XLSX("Language.xlsx", dLanguage);
 }
示例#4
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 public DrawMap()
 {
     loadData = LoadDataManager.instance;
     //FindTilemap();
 }
示例#5
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 private void Start()
 {
     loadData = LoadDataManager.instance;
     FindTilemap();
 }
示例#6
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 private void OnEnable()
 {
     loadTileArray = LoadDataManager.LoadAllTile();
     maptile       = GameObject.Find("TestGround").GetComponent <Tilemap>();
 }