12.17 Unity Editor 활용해 실시간으로 Json 파일 만들기
C#/실습 2019. 12. 17. 17:52Unity 파일명: Study_015 Title
코드:
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Newtonsoft.Json;
using System.IO;
public enum eStars { one, two, three, none }
public class HQ : MonoBehaviour
{
public StageInfo[] stageInfos = new StageInfo[18];
public eStageStatus[] stageStatuses;
public eStars[] stars;
public Stage[] stages;
private GameObject star1;
private GameObject star2;
private GameObject star3;
int starsN = 0;
// Start is called before the first frame update
private void Awake()
{
}
void Start()
{
{
stages[i].stageStatus = stageStatuses[i];
stages[i].gameObject.transform.GetChild(0).gameObject.GetComponent<Text>().text = i.ToString();
}
{
if(stages[i].stageStatus == eStageStatus.Cleared) //깬 경우
{
stages[i].gameObject.GetComponent<Image>().sprite = Instantiate(Resources.Load<Sprite>("Stage/Cleared"));
stages[i].Stars = (int)stars[starsN];
starsN++;
switch(stages[i].Stars)
{
case 0:
{
var model = Instantiate(star1);
model.transform.SetParent(stages[i].gameObject.transform.GetChild(1).transform, false);
model.transform.localPosition = Vector3.zero;
break;
}
case 1:
{
var model = Instantiate(star2);
model.transform.SetParent(stages[i].gameObject.transform.GetChild(1).transform, false);
model.transform.localPosition = Vector3.zero;
break;
}
case 2:
{
var model = Instantiate(star3);
model.transform.SetParent(stages[i].gameObject.transform.GetChild(1).transform, false);
model.transform.localPosition = Vector3.zero;
break;
}
}
}
{
stages[i].gameObject.GetComponent<Image>().sprite = Instantiate(Resources.Load<Sprite>("Stage/Opened"));
}
{
stages[i].gameObject.GetComponent<Image>().sprite = Instantiate(Resources.Load<Sprite>("Stage/Locked"));
stages[i].gameObject.transform.GetChild(0).gameObject.SetActive(false);
}
}
}
public void GenerateJson()
{
{
//stageInfos[i].stageID = i;
//stageInfos[i].stageStatus = (int)stageStatuses[i];
//stageInfos[i].stars = (int)stars[i];
StageInfo stageInfo = new StageInfo(i, (int)stageStatuses[i], (int)stars[i]);
stageInfos[i] = stageInfo;
}
string json = JsonConvert.SerializeObject(stageInfos);
File.WriteAllText("StageInfo", json);
}
}
http://colorscripter.com/info#e" target="_blank" style="color:#4f4f4ftext-decoration:none">Colored by Color Scripter
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(HQ))]
public class GenerateJson : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
HQ generator = (HQ)target;
{
generator.GenerateJson();
}
}
}
http://colorscripter.com/info#e" target="_blank" style="color:#4f4f4ftext-decoration:none">Colored by Color Scripter
|
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StageInfo
{
public int stageID = 0;
public int stageStatus;
public int stars = 0;
public StageInfo(int stageID, int stageStatus, int stars)
{
this.stageID = stageID;
this.stageStatus = stageStatus;
this.stars = stars;
}
}
http://colorscripter.com/info#e" target="_blank" style="color:#4f4f4ftext-decoration:none">Colored by Color Scripter
|
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum eStageStatus { Opened, Cleared, Locked}
public class Stage : MonoBehaviour
{
public eStageStatus stageStatus;
private int stars = 0;
public int Stars { get { return stars; } set { stars = value; } }
}
http://colorscripter.com/info#e" target="_blank" style="color:#4f4f4ftext-decoration:none">Colored by Color Scripter
|
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