CREATE VIEW uv_membertbl
AS SELECT memberName, memberAddress FROM memberTBL;
DELIMITER //
CREATE PROCEDURE myProc()
BEGIN
SELECT * FROM memberTBL WHERE memberName = '당탕이';
SELECT * FROM productTBL WHERE productName = '냉장고';
END //
DELIMITER ;
INSERT INTO memberTBL VALUES ('Figure', '연아', '경기도 군포시 당정동');
UPDATE memberTBL SET memberAddress = '서울 강남구 역삼동'
WHERE memberName = '연아';
DELETE FROM memberTBL WHERE memberName = '연아';
SELECT * from memberTBL;
CREATE TABLE deletedMemberTBL(
memberID CHAR(8),
memberName CHAR(5),
memberAddress CHAR(20),
deletedDate DATE
);
DELIMITER //
CREATE TRIGGER trg_deletedMemberTBL
AFTER DELETE
ON memberTBL
FOR EACH ROW
BEGIN
INSERT INTO deletedmembertbl
VALUES (OLD.memberID, OLD.memberName, OLD.memberAddress, CURDATE());
END //
DELIMITER ;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CardData
{
public int id;
public string name;
public string sprite_name;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CardInfo
{
public int id;
public CardInfo(int id)
{
this.id = id;
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Card : MonoBehaviour
{
private CardInfo cardInfo;
[SerializeField] private SpriteRenderer spriteRenderer;
public void SetCardInfo(CardInfo cardInfo)
{
this.cardInfo = cardInfo;
}
public void SetSprite(Sprite sp)
{
spriteRenderer.sprite = sp;
}
}
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.U2D;
public class Main : MonoBehaviour
{
[SerializeField] private GameObject cardPrefab;
[SerializeField] private SpriteAtlas cardAtlas;
void Start()
{
TextAsset ts = Resources.Load<TextAsset>("Data/card_data");
string json = ts.text;
Debug.Log(json);
Dictionary<int, CardData> dicCardDatas = JsonConvert.DeserializeObject<List<CardData>>(json).ToDictionary(x => x.id);
GameObject cardGo = Instantiate(cardPrefab);
Card card = cardGo.GetComponent<Card>(); //생성된 프리팹에
CardInfo cardInfo = new CardInfo(100);
card.SetCardInfo(cardInfo);
CardData cardData = dicCardDatas[101];
Sprite sp = cardAtlas.GetSprite(cardData.sprite_name);
card.SetSprite(sp);
}
}
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class SelectPreparedCard : MonoBehaviour
{
public TMP_Text preparedCardName;
public TMP_Text preparedCardDesc;
public int id;
public void UpdateCard(int id)
{
this.id = id;
preparedCardName.text = PlayerManager.Instance.dicPreparedCardDatas[id].card_name;
preparedCardDesc.text = PlayerManager.Instance.dicPreparedCardDatas[id].desc;
}
}
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class SelectStartCard : MonoBehaviour
{
public Transform content;
public GameObject cardPrefab;
void Start()
{
PlayerManager.Instance.LoadPreparedCardData();
PlayerManager.Instance.LoadPlayerSelectCardInfo();
PreparedCardData[] prepareCards = new PreparedCardData[2];
prepareCards[0] = PlayerManager.Instance.dicPreparedCardDatas[2000];
prepareCards[1] = PlayerManager.Instance.dicPreparedCardDatas[2001];
for (int i = 0; i < 2; i++){
GameObject card = Instantiate(cardPrefab, content);
SelectPreparedCard c = card.GetComponent<SelectPreparedCard>();
c.id = prepareCards[i].id;
c.UpdateCard(c.id);
}
}
}
inspector에서 string으로 원하는 scene의 이름을 저장한 후 클릭을 하면 해당 씬으로 이동
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class ChangeScene : MonoBehaviour
{
public string sceneName;
private Button btn;
void Start()
{
btn = GetComponent<Button>();
btn.onClick.AddListener(() =>
{
SceneManager.LoadScene(sceneName);
});
}
}