Project_WL/Assets/Script/Map/MapData.cs

61 lines
1.7 KiB
C#

using CodeStage.AntiCheat.ObscuredTypes;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapData : MonoBehaviour
{
public Material material_skybox;
[SerializeField] public List<MapZoneData> m_MapZoneData;
void Start()
{
RenderSettings.skybox = material_skybox;
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
RenderSettings.ambientSkyColor = Color.gray;
RenderSettings.ambientEquatorColor = new Color32(180, 148, 123, 255);
RenderSettings.ambientGroundColor = new Color32(79, 79, 115, 255);
RenderSettings.fog = false;
RenderSettings.reflectionIntensity = 0f;
}
public MapZoneData Get_MapZoneData(int index) { return m_MapZoneData[index]; }
}
[Serializable]
public class MapZoneData
{
public GameObject go_portal;
public GameObject go_reincarnation;
public Transform tf_Farmer;
public Transform[] tf_Obj;
}
public class ChoiceMapData
{
ObscuredInt _Difficult;
public int n_Difficult
{
get { return _Difficult; }
set { _Difficult = value; _Difficult.RandomizeCryptoKey(); }
}
ObscuredInt _MapID;
public int n_MapID
{
get { return _MapID; }
set { _MapID = value; _MapID.RandomizeCryptoKey(); }
}
ObscuredInt _PortalIndex;
public int n_PortalIndex
{
get { return _PortalIndex; }
set { _PortalIndex = value; _PortalIndex.RandomizeCryptoKey(); }
}
ObscuredInt _DungeonLv;
public int n_DungeonLv
{
get { return _DungeonLv; }
set { _DungeonLv = value; _DungeonLv.RandomizeCryptoKey(); }
}
}