Beispiel #1
0
    void HeroClickExecute(int idx) // 영웅 버튼 클릭시 콜백
    {
        if (!panel.gameObject.activeInHierarchy)
        {
            panel.gameObject.SetActive(true);
        }

        selectIndex = idx;
        AllyCharacter temp = account.Access_character(selectIndex).GetComponent <AllyCharacter>();

        temp.Access_equipments = FileManager.ListDataLoad <EquipmentData>("SaveFile/UserData/" + temp.Access_prefabname + "EquipList.txt");
        temp_atkpower          = temp_atkspeed = temp_defpower = temp_hp = 0;
        for (int i = 0; i < temp.Access_equipments.Count; i++)
        {
            temp_atkpower += temp.Access_equipment(i).atkpower;
            temp_atkspeed += temp.Access_equipment(i).atkspeed;
            temp_defpower += temp.Access_equipment(i).defpower;
        }
        paneltemp_faceImage.GetComponent <Image>().overrideSprite = Resources.Load <Sprite>("Sprite/" + temp.Access_faceimage.ToString());
        paneltemp_textlist.GetChild(0).GetComponent <Text>().text = temp.Access_charactername;
        paneltemp_textlist.GetChild(1).GetComponent <Text>().text =
            "LV : " + temp.Access_level.ToString() + " <color=lime> ( " + ((float)temp.Access_exp / exp_data[temp.Access_level] * 100).ToString("F1") + " % )</color>";
        paneltemp_textlist.GetChild(2).GetComponent <Text>().text = "HP : " + temp.Access_maxhealthpoint + AdditionalText(temp_hp);
        paneltemp_textlist.GetChild(3).GetComponent <Text>().text = "공격력 : " + temp.Access_atkpower.ToString() + AdditionalText(temp_atkpower);
        paneltemp_textlist.GetChild(4).GetComponent <Text>().text = "공격속도 : " + temp.Access_atkspeed.ToString("F2") + AdditionalText(temp_atkspeed);
        paneltemp_textlist.GetChild(5).GetComponent <Text>().text = "방어력 : " + temp.Access_defpower.ToString() + AdditionalText(temp_defpower);
        skill_image.GetComponent <Image>().overrideSprite         = Resources.Load <Sprite>("Sprite/skillImage" + temp.Access_skillimage.ToString());
        skill_manual.GetComponent <Text>().text = temp.Access_skillname + "\n" +
                                                  ((Skill)temp.GetComponent(temp.Access_skillname)).Access_skill_manual;
        paneltemp_equipment.GetChild(0).GetChild(0).GetComponent <Image>().overrideSprite = Resources.Load <Sprite>("Sprite/" + temp.Access_equipment(0).equipmentname);
        paneltemp_equipment.GetChild(1).GetChild(0).GetComponent <Image>().overrideSprite = Resources.Load <Sprite>("Sprite/" + temp.Access_equipment(1).equipmentname);
        paneltemp_equipment.GetChild(2).GetChild(0).GetComponent <Image>().overrideSprite = Resources.Load <Sprite>("Sprite/" + temp.Access_equipment(2).equipmentname);
    }
Beispiel #2
0
    } // 클래스에 따른 장비 선택 분류 메소드

    void ClickEquipmentOnInventory(int param_maintype, int param_idx, AllyCharacter param_character) // 인벤토리 창에서 장비를 선택했을 때 콜백
    {
        templist = FileManager.ListDataLoad <EquipmentData>("SaveFile/InventoryData/InventoryItemList.txt"); // 인벤토리 아이템 리스트 로드
        for (int i = 0; i < templist.Count; i++)
        {
            if (templist[i].isMounted && templist[i].whoMounted == param_character.Access_charactername && templist[i].maintype == (EquipmentMainType)param_maintype)
            {
                templist[i].isMounted = false;
            }
        }
        templist[param_idx].isMounted  = true;
        templist[param_idx].whoMounted = param_character.Access_charactername;

        param_character.Access_equipment(param_maintype, templist[param_idx]);
        FileManager.ListDataGenerate <EquipmentData>("SaveFile/InventoryData/InventoryItemList.txt", templist);

        templist2 = FileManager.ListDataLoad <EquipmentData>("SaveFile/UserData/" + param_character.Access_prefabname + "EquipList.txt"); // 캐릭터 아이템 리스트 로드
        templist2[param_maintype] = templist[param_idx];
        FileManager.ListDataGenerate <EquipmentData>("SaveFile/UserData/" + param_character.Access_prefabname + "EquipList.txt", templist2);

        for (int i = 0; i < InventoryWindow_itemlist.childCount; i++)
        {
            InventoryWindow_itemlist.GetChild(i).gameObject.SetActive(false);
        }
        InventoryWindow.gameObject.SetActive(false);
        HeroClickExecute(selectIndex);
    }