121 lines
3.2 KiB
C#
121 lines
3.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Random = UnityEngine.Random;
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/// <summary>
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/// 테스트용 임시 클래스
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/// </summary>
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public class StatManager : MonoBehaviour
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{
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public static StatManager instance;
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public int attackLevel;
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public int attackSpeedLevel;
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public int heartLevel;
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public int moveSpeedLevel;
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public int evasionTimeLevel;
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public int stageLevel;
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public float time;
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public int day;
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public float health;
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public float reputation;
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public bool isEvent; //Todo 이벤트 여부 및 관련 조건들 추가
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public int mealCount;
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public int houseworkCount;
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private void Awake()
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{
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instance = this;
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}
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/// <summary>
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/// 스탯값 변화
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/// </summary>
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public void ChangeValue()
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{
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float floatValue = Random.Range(0f, 2f);
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Debug.Log(floatValue);
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int intValue = Random.Range(0, 10);
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Debug.Log(intValue);
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attackLevel = intValue;
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attackSpeedLevel = intValue;
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heartLevel = intValue;
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moveSpeedLevel = intValue;
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evasionTimeLevel = intValue;
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stageLevel = intValue;
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time = floatValue;
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day = intValue;
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health = floatValue;
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reputation = floatValue;
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isEvent = false;
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mealCount = intValue;
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houseworkCount = intValue;
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Debug.Log("ChangeValue");
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}
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/// <summary>
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/// 스탯값 반환
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/// </summary>
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/// <returns></returns>
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public Save ToSaveData()
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{
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return new Save
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{
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dungeonSave = new DungeonSave
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{
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attackLevel = this.attackLevel,
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attackSpeedLevel = this.attackSpeedLevel,
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heartLevel = this.heartLevel,
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moveSpeedLevel = this.moveSpeedLevel,
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evasionTimeLevel = this.evasionTimeLevel,
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stageLevel = this.stageLevel
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},
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homeSave = new HomeSave
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{
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time = this.time,
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day = this.day,
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health = this.health,
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reputation = this.reputation,
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isEvent = false,
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mealCount = this.mealCount,
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houseworkCount = this.houseworkCount,
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}
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};
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}
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public void loadSaveData2StataManager(Save saveData)
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{
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attackLevel = saveData.dungeonSave.attackLevel;
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attackSpeedLevel = saveData.dungeonSave.attackSpeedLevel;
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heartLevel = saveData.dungeonSave.heartLevel;
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moveSpeedLevel = saveData.dungeonSave.moveSpeedLevel;
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evasionTimeLevel = saveData.dungeonSave.evasionTimeLevel;
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stageLevel = saveData.dungeonSave.stageLevel;
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time = saveData.homeSave.time;
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day = saveData.homeSave.day;
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health = saveData.homeSave.health;
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reputation = saveData.homeSave.reputation;
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isEvent = saveData.homeSave.isEvent;
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mealCount = saveData.homeSave.mealCount;
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houseworkCount = saveData.homeSave.houseworkCount;
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}
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public void SceneChange()
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{
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SceneManager.LoadScene("Main");
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}
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}
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