static void Main(string[] args) { Console.Title = "HISP - Horse Isle Server Emulator"; ConfigReader.OpenConfig(); CrossDomainPolicy.GetPolicy(); Database.OpenDatabase(); GameDataJson.ReadGamedata(); Map.OpenMap(); World.ReadWorldData(); Treasure.Init(); DroppedItems.Init(); WildHorse.Init(); Drawingroom.LoadAllDrawingRooms(); Brickpoet.LoadPoetryRooms(); Multiroom.CreateMultirooms(); Auction.LoadAllAuctionRooms(); Item.DoSpecialCases(); GameServer.StartServer(); }
static void Main(string[] args) { #if (!DEBUG) AppDomain.CurrentDomain.UnhandledException += new UnhandledExceptionEventHandler(CurrentDomain_UnhandledException); #endif Console.Title = ServerVersion.GetBuildString(); ConfigReader.OpenConfig(); CrossDomainPolicy.GetPolicy(); Database.OpenDatabase(); GameDataJson.ReadGamedata(); Map.OpenMap(); World.ReadWorldData(); Treasure.Init(); DroppedItems.Init(); WildHorse.Init(); Drawingroom.LoadAllDrawingRooms(); Brickpoet.LoadPoetryRooms(); Multiroom.CreateMultirooms(); Auction.LoadAllAuctionRooms(); Item.DoSpecialCases(); GameServer.StartServer(); while (true) { } ; }
public void GenerateAllCoinsAndTreasures() { foreach (var _value in m_shuffleAllTreasurePositions) { int x = _value / GameplayManager.r_TotalLongitude; int y = _value % GameplayManager.r_TotalLongitude; Vector2Int _position = new Vector2Int(x, y); Debug.Log("position t : " + _position); Treasure treasure = Instantiate(m_treasurePrefab, GameplayManager.m_Instance.m_BoardGMTPoints[_position.x, _position.y]); treasure.Init(_position, new Chest(_numberOfFuelCard: 5, _point: 15)); m_remainingTreasures.Add(treasure); } foreach (var _value in m_shuffleAllCoinPositions) { int x = _value / GameplayManager.r_TotalLongitude; int y = _value % GameplayManager.r_TotalLongitude; Vector2Int _position = new Vector2Int(x, y); Debug.Log("position coin : " + _position); Coin coin = Instantiate(m_coinPrefab, GameplayManager.m_Instance.m_BoardGMTPoints[_position.x, _position.y]); int mode = _value % 3; if (mode == 0) { coin.Init(_position, CoinType.Bronze); m_remainingCoins.Add(coin); } else if (mode == 1) { coin.Init(_position, CoinType.Silver); m_remainingCoins.Add(coin); } else if (mode == 2) { coin.Init(_position, CoinType.Gold); m_remainingCoins.Add(coin); } } }