void Start() { m_param = transform.root.gameObject.GetComponent <PlayerParam>(); position = transform.parent.parent.position; m_stateChange = transform.parent.GetComponent <PlayerStateChecker>(); m_goal = GameObject.Find("Goal").transform; m_parent = transform.root; }
void Start() { m_param = GetComponent <PlayerParam>(); // m_param.Target.transform.position = new Vector3(1.0f, 0.5f, 1.0f); m_idel = m_IdelObj.GetComponent <PlayerIdel>(); m_move = m_MoveObj.GetComponent <PlayerMove>(); m_end = m_EndObj.GetComponent <PlayerEnd>(); m_controller = GetComponentInChildren <MouseController>(); }
// Start is called before the first frame update void Start() { param = new PlayerParam(); param = PlayerManager.Instance.GetPlayerParam(armyNo); // PlayerManager.Instance.SetPlayerParam(param,armyNo); // Model Initialize modelInitialize(); playerInitialize(); }
public JsonResult AddPlayer(PlayerParam playerParam) { player.Name = playerParam.Name; player.Country = playerParam.Country; player.Age = playerParam.Age; player.Clubs = myContext.Clubs.Find(playerParam.Club_Id); myContext.Players.Add(player); myContext.SaveChanges(); return(Json(new { status = "Player is added successfully" })); }
bool m_one = false; //一度だけ処理するためのフラグ void Start() { m_param = transform.root.gameObject.GetComponent <PlayerParam>(); m_turn = FindObjectOfType <TurnManager>(); m_stateChange = transform.parent.gameObject.GetComponent <PlayerStateChecker>(); m_parent = transform.root; m_animator = m_parent.GetComponent <Animator>(); m_lookPoint = GameObject.Find("Goal").transform.position; m_lookPoint.y = m_parent.position.y; m_lookPoint.z -= 2.5f; }
public void ValueSet(int NowNum, PlayerParam pp) { switch (pp) { case PlayerParam.Weight: WeightSet(NowNum); break; case PlayerParam.Speed: SpeedSet(NowNum); break; case PlayerParam.Attack: AttackSet(NowNum); break; } }
public JsonResult EditPlayer(PlayerParam playerParam) { var play = myContext.Players.Where(x => x.PlayerId == playerParam.PlayerId).SingleOrDefault(); play.Name = playerParam.Name; play.Country = playerParam.Country; play.Age = playerParam.Age; play.Clubs = myContext.Clubs.Find(playerParam.Club_Id); myContext.Entry(play).State = System.Data.Entity.EntityState.Modified; myContext.SaveChanges(); return(Json(new { status = "Player is updated successfully" })); }
/// <summary> /// GameData をセーブする /// </summary> /// <param name="slot">セーブするスロット(0はシステムデータ保存用)</param> static public void save(int slot = 1) { gameData = new GameData(); gameData.playTime = 20; gameData.ID = "Character01"; gameData.Players = new List <PlayerParam>(); var player = new PlayerParam(); gameData.Players.Add(player); SaveData.setClass("GameData", GData); SaveData.save(); }
/// <summary> /// ゲームを新しく始めるときに呼び出される関数 /// </summary> static public void newGame() { // SystemDataの読み込み SaveData.setSlot(0); SaveData.load(); systemData = SaveData.getClass <SystemData>("SystemData", null); gameData = new GameData(); // 装備の仮データ読み込み { gameData.Equipments = new List <int>(); // 仮で全装備を ID + 1 所持している状態にする var equipments = EquipmentManager.getEquipmentList(); foreach (var equipment in equipments) { for (int i = 0; i <= equipment.ID; ++i) { gameData.Equipments.Add(equipment.ID); } } } // プレイヤーの仮作成 { gameData.Players = new List <PlayerParam>(); for (int i = 0; i < 6; i++) { // プレイヤーの初期値を作るときはここでファイルから読み込めばイケル // テキトウな値で初期化 PlayerParam newPlayer = new PlayerParam( ); newPlayer.ID = i + 1 /*PlayerManagerCSV.GetPlayers[ 0 ]._Player1*/; newPlayer.Lv = (i + 1) * 10; newPlayer.HP = (i + 1) * 2 /*PlayerManagerCSV.GetPlayers[ i ].HP*/; newPlayer.MP = (i + 1) * 3 /*PlayerManagerCSV.GetPlayers[ i ].MP*/; newPlayer.Atk = (i + 1) * 4 /*PlayerManagerCSV.GetPlayers[ i ].ATK*/; newPlayer.Def = (i + 1) * 5 /*PlayerManagerCSV.GetPlayers[ i ].DEF*/; newPlayer.Int = (i + 1) * 6 /*PlayerManagerCSV.GetPlayers[ i ].INT*/; newPlayer.Mgr = (i + 1) * 7 /*PlayerManagerCSV.GetPlayers[ i ].MDEF*/; newPlayer.Agl = (i + 1) * 8 /*PlayerManagerCSV.GetPlayers[ i ].SPD*/; newPlayer.Luc = (i + 1) * 9 /*PlayerManagerCSV.GetPlayers[ i ].LUCKY*/; newPlayer.StatusPoint = (i + 1) * 11; gameData.Players.Add(newPlayer); } } }
void Deserialize(NetworkReader _reader, GameNetworkManager net) { State currentState = (State)_reader.ReadInt32(); net.AskForState(currentState); int playerCount = _reader.ReadInt32(); net.m_players = new List <PlayerParam>(); for (int i = 0; i < playerCount; i++) { var player = new PlayerParam(); player.m_ID = _reader.ReadInt32(); player.m_name = _reader.ReadString(); player.m_color = _reader.ReadColor(); net.m_players.Add(player); } }
/// <summary> /// ゲームを新しく始めるときに呼び出される関数 /// </summary> static public void newGame() { // SystemDataの読み込み SaveData.setSlot(0); SaveData.load(); systemData = SaveData.getClass <SystemData>("SystemData", null); gameData = new GameData(); // 装備の仮データ読み込み { gameData.Equipments = new List <int>(); // 仮で全装備を ID + 1 所持している状態にする var equipments = EquipmentManager.getEquipmentList(); foreach (var equipment in equipments) { for (int i = 0; i <= equipment.ID; ++i) { gameData.Equipments.Add(equipment.ID); } } } // プレイヤーの仮作成 { gameData.Players = new List <PlayerParam>(); for (int i = 0; i < 2; ++i) { // プレイヤーの初期値を作るときはここでファイルから読み込めばイケル // 仮で適当な値をぶっこむ var newPlayer = new PlayerParam(); newPlayer.ID = i; newPlayer.HP = (i + 1) * 10; newPlayer.MP = (i + 1) * 10; newPlayer.Atk = (i + 1) * 10; newPlayer.Def = (i + 1) * 10; newPlayer.Int = (i + 1) * 10; newPlayer.Mgr = (i + 1) * 10; newPlayer.Agl = (i + 1) * 10; newPlayer.Luc = (i + 1) * 10; gameData.Players.Add(newPlayer); } PlayerManager.initialize(); } }
// 打包场景 public static void BuildPlayer() { var outputPath = EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", ""); if (outputPath.Length == 0) { return; } string[] levels = ExportUtil.GetLevelsFromBuildSettings(); if (levels.Length == 0) { Debug.Log("Nothing to build."); return; } string targetName = ExportUtil.GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget); if (targetName == null) { return; } // Build and copy AssetBundles. BuildScriptTest.BuildAssetLabelsAssetBundles(); BuildScriptTest.CopyAssetBundlesTo(Path.Combine(Application.streamingAssetsPath, ExportUtil.ASSET_BUNDLES_OUTPUT_PATH)); BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None; PlayerParam param = new PlayerParam(); param.m_levels = levels; param.m_locationPath = outputPath + targetName; param.m_target = EditorUserBuildSettings.activeBuildTarget; param.m_options = option; ExportUtil.BuildPlayer(param); }
// 分配任务 private void NextAssignTask(TeamParam param, Dictionary <string, List <string> > taskDic) { foreach (var kv in taskDic) { if (kv.Key == "add") { kv.Value.ForEach(o => { PlayerParam pp = param.CopyCreateParam <PlayerParam>(); pp.PlayerId = o; PlayerManager.AddOrUpdateParam(pp); }); } else { kv.Value.ForEach(o => { PlayerParam pp = param.CopyCreateParam <PlayerParam>(); pp.PlayerId = o; PlayerManager.RemoveParam(pp); }); } } }
public static void buildImage(BuildOptions option = BuildOptions.None) { string outputImagePath = ExportUtil.getImagePath("", ResExportSys.m_instance.m_targetPlatform); ExportUtil.DeleteDirectory(outputImagePath); ExportUtil.CreateDirectory(outputImagePath); string[] levelsPath = new string[1]; // 打包第一个启动场景目录 levelsPath[0] = "Assets/Scenes/Start.unity"; string targetName = ExportUtil.GetBuildTargetName(ResExportSys.m_instance.m_targetPlatform/*EditorUserBuildSettings.activeBuildTarget*/); if (targetName == null) return; // Build and copy AssetBundles. //option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None; PlayerParam param = new PlayerParam(); param.m_levels = levelsPath; param.m_locationPath = outputImagePath + targetName; param.m_target = ResExportSys.m_instance.m_targetPlatform; param.m_options = option; ExportUtil.BuildPlayer(param); }
void Start() { m_param = GetComponentInParent <PlayerParam>(); }
void Start() { m_param = transform.root.gameObject.GetComponent <PlayerParam>(); m_stateChange = transform.parent.GetComponent <PlayerStateChecker>(); m_parent = transform.root; }
void Start() { m_param = transform.parent.gameObject.GetComponent <PlayerParam>(); m_targetObj = m_param.Target; GetBoaed(); }
// 打包场景 public static void BuildPlayer() { var outputPath = EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", ""); if (outputPath.Length == 0) return; string[] levels = ExportUtil.GetLevelsFromBuildSettings(); if (levels.Length == 0) { Debug.Log("Nothing to build."); return; } string targetName = ExportUtil.GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget); if (targetName == null) return; // Build and copy AssetBundles. BuildScriptTest.BuildAssetLabelsAssetBundles(); BuildScriptTest.CopyAssetBundlesTo(Path.Combine(Application.streamingAssetsPath, ExportUtil.ASSET_BUNDLES_OUTPUT_PATH)); BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None; PlayerParam param = new PlayerParam(); param.m_levels = levels; param.m_locationPath = outputPath + targetName; param.m_target = EditorUserBuildSettings.activeBuildTarget; param.m_options = option; ExportUtil.BuildPlayer(param); }
static public void BuildPlayer(PlayerParam param) { #if UNITY_5 BuildPipeline.BuildPlayer(param.m_levels, param.m_locationPath, param.m_target, param.m_options); #endif }
public void Process(ITakerReptile.Dto.BaseData data) { BRData bd = data as BRData; PlayerParam param = bd.Param as PlayerParam; CheckSetHistoryParam(param); string txt; if (!HtmlDecode(bd.Html, out txt)) { return; } var xml = new XmlHelper(txt); // 解析成各个数据块 var cdataFlag = "//c"; var cdata = xml.GetValues(cdataFlag); // 解析球员基本信息 var playerInfo = cdata[1]; var root = GetHtmlRoot(playerInfo); var tbody = root.SelectSingleNode("//div[@class='multiview_wrap']/table/tbody"); Dictionary <string, string> infoDic = new Dictionary <string, string>(); foreach (var node in tbody.ChildNodes) { infoDic.Add(node.ChildNodes[0].InnerText, node.ChildNodes[1].InnerText); } var currentPlayerEntity = new PlayerEntity() { PlayerId = param.PlayerId }; foreach (var info in infoDic) { switch (info.Key) { case "全名:": case "姓名:": case "Full name:": case "Name:": currentPlayerEntity.FullName = info.Value; break; case "国家:": case "Country:": currentPlayerEntity.Country = info.Value; break; case "第二国籍:": case "Secondary country:": currentPlayerEntity.SecondaryCountry = info.Value; break; case "出生日期:": case "Date of birth:": currentPlayerEntity.Birth = info.Value; break; case "年龄:": case "Age:": currentPlayerEntity.Age = info.Value; break; case "身高:": case "Height:": currentPlayerEntity.Height = info.Value; break; case "体重:": case "Weight:": currentPlayerEntity.Weight = info.Value; break; case "位置:": case "Position:": currentPlayerEntity.Position = info.Value; break; case "球衣号码:": case "Shirt number:": currentPlayerEntity.ShirtNumber = info.Value; break; case "球队:": case "Team:": currentPlayerEntity.TeamName = info.Value; break; case "惯用脚:": case "Preferred foot:": currentPlayerEntity.PreferredFoot = info.Value; break; } } var pe = PlayerEntityManager.AddOrGetCacheEntity <PlayerEntity>(param.PlayerId); pe.CompareSetInfo(currentPlayerEntity); // 解析全部参赛记录 // 记录比赛Id // 缓存出场信息PlayerTimeRecord // 缓存进球,牌,助攻信息PlayerStatisticsRecord var recordData = cdata[2]; root = GetHtmlRoot(recordData); var tbodys = root.SelectNodes("//tbody"); foreach (var tb in tbodys) { foreach (var node in tb.ChildNodes) { var scoreStr = node.SelectSingleNode("td[@class='score']"); if (scoreStr == null || string.IsNullOrEmpty(scoreStr.InnerHtml)) { continue; } var matchId = RegexGetStr(scoreStr.InnerHtml, "matchid','", "\'"); var nowPsr = new PlayerStatisticsRecord(); nowPsr.MatchId = matchId; nowPsr.PlayerId = param.PlayerId; nowPsr.Goals = Convert.ToInt32(node.SelectSingleNode("td[@class='goals']").InnerText); var assists = node.SelectSingleNode("td[@class='assists']"); nowPsr.Assists = assists == null ? 0 : Convert.ToInt32(assists.InnerText); nowPsr.YellowCard = Convert.ToInt32(node.SelectSingleNode("td[@class='yellow']").InnerText); nowPsr.YellowRedCard = Convert.ToInt32(node.SelectSingleNode("td[@class='yellowred']").InnerText); nowPsr.RedCard = Convert.ToInt32(node.SelectSingleNode("td[@class='red last']").InnerText); var psr = PlayerStatisticsRecordManager.AddOrGetCacheEntity <PlayerStatisticsRecord>(param.PlayerId + "_" + matchId); psr.CompareSet(nowPsr); var nowPtr = new PlayerTimeRecord(); nowPtr.MatchId = matchId; nowPtr.PlayerId = param.PlayerId; nowPtr.IsStarting = Convert.ToInt32(node.SelectSingleNode("td[@class='started']").InnerText) == 1; nowPtr.IsInPlay = Convert.ToInt32(node.SelectSingleNode("td[@class='in']").InnerText) == 1; nowPtr.IsOutPlay = Convert.ToInt32(node.SelectSingleNode("td[@class='out']").InnerText) == 1; nowPtr.MinutesPlayed = Convert.ToInt32(node.SelectSingleNode("td[@class='min']").InnerText); var ptr = PlayerTimeRecordManager.AddOrGetCacheEntity <PlayerTimeRecord>(param.PlayerId + "_" + matchId); ptr.CompareSet(nowPtr); } } // 如果有添加获取转会记录的任务 if (txt.IndexOf("o=\"2\"") > 0) { PlayerTransferParam ptParam = param.CopyCreateParam <PlayerTransferParam>(); PlayerManager.AddOrUpdateParam(ptParam); } }
public static extern Int32 NetClient_PlayBack(ref Int32 _ulConID, int _iCmd, ref PlayerParam _PlayerParam, IntPtr _hWnd);
void Start() { m_playerParam = m_Player.GetComponent <PlayerParam>(); }