public void CreateRandomKnight(int cnt) { for (int i = 0; i < cnt; i++) { randomKnightList[i] = new RandomKnight(true); } }
//용병고용. Check -> IsCheck()에서 호출됨. public void Employment(int i) { RandomKnight rn = randomKnightList[i]; int[] arr = new int[4] { 0, 1, 2, 3 }; int hp = stateList[rn.job, rn.level - 1, 0]; int num = knights.Count; knights.Add(new Knight( num, rn.name, rn.job, rn.level, 0, 0, PlayerData.Instance.Day, rn.skinNum, true, hp, 0, arr )); PlayerData.Instance.Gold -= knightPay[rn.level - 1]; randomKnightList[i].isEmploy = true; }
public void SetData(RandomKnight rk, int _n) { n = _n; knight = rk; nameText.text = knight.name; jobText.text = string.Format("{0}", TextData.Instance.job_Lan[knight.job]); levelText.text = string.Format("{0}급", knight.level); bt = GetComponent <Button>(); isEmploy = false; if (knight.isEmploy == true) { Employment(); } else { NonCheck(); } }
//RandomKnight -> KnightSkinPrefab.SetData() 컨버팅용 public Knight(RandomKnight randomKnight) { job = randomKnight.job; skin = new Skin(randomKnight.skinNum); }
public void LoadXml() { //0. Check string text = xmlDoc.SelectSingleNode("PlayerData/DataSave").InnerText; if (!(text == "Done")) { Debug.Log("이 전 Save에서 비정상적인 종료 확인됨."); } //1. PlayerData XmlNode node = xmlDoc.SelectSingleNode("PlayerData/Player"); player.Day = LoadNode <int>(node, "Day"); player.Gold = LoadNode <int>(node, "Gold"); player.Stress = LoadNode <int>(node, "Stress"); //2. DungeonProgress; XmlNodeList nodes = xmlDoc.SelectNodes("PlayerData/DungeonInfo/Dungeon"); int index = 0; foreach (XmlNode _node in nodes) { DungeonProgress dp = new DungeonProgress(); dp.d = dungeon.dungeons[LoadNode <int>(_node, "Num")]; LoadNode(ref dp.isClear, _node, "IsClear"); dp.Saturation = LoadNode <double>(_node, "Saturation"); dp.SearchP = LoadNode <double>(_node, "SearchP"); LoadNode(ref dp.eventType, _node, "Type"); switch (dp.eventType) { case 1: LoadNodeArray(ref dp.m, _node, "Info"); break; case 3: LoadNode(ref dp.choice_Event_Type, _node, "Info"); break; case 4: LoadNodeArray(ref dp.m, _node, "Info"); break; default: break; } dp.Reward = LoadNode <int>(_node, "Reward"); LoadNode(ref dp.experPoint, _node, "ExperPoint"); dungeon.dungeon_Progress[index++] = dp; } //3-1. Unit - Knight nodes = xmlDoc.SelectNodes("PlayerData/KnightInfo/Knight"); foreach (XmlNode _node in nodes) { Knight k = new Knight(); LoadNode(ref k.num, _node, "Num"); LoadNode(ref k.name, _node, "Name"); LoadNode(ref k.job, _node, "Job"); LoadNode(ref k.level, _node, "Level"); LoadNode(ref k.exper, _node, "Exper"); LoadNode(ref k.favor, _node, "Favor"); LoadNode(ref k.day, _node, "Day"); LoadNodeArray(ref k.skinArr, _node, "Skin"); LoadNode(ref k.isAlive, _node, "IsAlive"); LoadNode(ref k.hp, _node, "Hp"); LoadNode(ref k.stress, _node, "Stress"); LoadNodeArray(ref k.uni, _node, "Uni"); /* * int[] array = new int[3]; * LoadNodeArray(array, _node, "Personality"); * k.personality.type = array[0]; * k.personality.despair = array[1]; * k.personality.positive = array[2]; * LoadNode(k.mentalLevel, _node, "MentalLevel"); */ k.Load(); unit.knights.Add(k); } //3-2. Unit - Party nodes = xmlDoc.SelectNodes("PlayerData/PartyInfo/Party"); foreach (XmlNode _node in nodes) { Party p = new Party(); LoadNode(ref p.dungeonNum, _node, "Dungeon"); LoadNodeArray(ref p.k, _node, "Knight"); LoadNode(ref p.day, _node, "Day"); p.PrefaceDay = LoadNode <int>(_node, "PDay"); LoadNode(ref p.dayIndex, _node, "DayIndex"); UnitData.Instance.partys.Add(p); p.Load(); } //4 EventInfo(Admin, Office) //5 Info // 5-1 RandomKnightInfo - Knight nodes = xmlDoc.SelectNodes("PlayerData/Info/RandomKnightInfo/Knight"); index = 0; foreach (XmlNode _node in nodes) { RandomKnight rk = new RandomKnight(); LoadNode(ref rk.name, _node, "Name"); LoadNode(ref rk.job, _node, "Job"); LoadNode(ref rk.level, _node, "Level"); LoadNodeArray(ref rk.skinNum, _node, "Skin"); unit.randomKnightList[index++] = rk; } //7 Office node = xmlDoc.SelectSingleNode("PlayerData/Office"); LoadNode(ref office.officePoint, node, "OfficePoint"); office.OfficeGage = LoadNode <int>(node, "OfficeGage"); //8 NPC nodes = xmlDoc.SelectNodes("PlayerData/NpcInfo/Npc"); index = 0; foreach (XmlNode _node in nodes) { NpcData.Instance.npcArray[index++].SetData( LoadNode <int>(_node, "Favor"), LoadNode <bool>(_node, "Unlock") ); } //N. End ConnectData(); }