using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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);
break;
}
case 1:
{
var model = Instantiate(star2);
model.transform.SetParent(stages[i].gameObject.transform.GetChild(1).transform, false);
break;
}
case 2:
{
var model = Instantiate(star3);
model.transform.SetParent(stages[i].gameObject.transform.GetChild(1).transform, false);
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);
}
}