public void SetUp(int _nIndex, Sprite _sprite) { nIndex = _nIndex; m_CharacterImageObject.sprite = _sprite; m_CharacterData = GameManager.Instance.GetArbaitData(nIndex); ArbaitEnhanceData = GameManager.Instance.GetArbaitGradeEnhanceData(m_CharacterData.grade); CheckBuyCharacter(); }
//배치 될 경우 데이터를 넣어줌 (몇 번째 얘인지, 이 아르바이트에 원래 있던 위치, 아르바이트 데이터, 애니메이터) public void GetArbaitData(int _nIndex, GameObject _obj, ArbaitData _data) { nBatchIndex = _nIndex; m_CharacterChangeData = _data; m_CharacterChangeData.batch = nBatchIndex; ArbaitPanelObject = _obj; m_fRepairTime = m_CharacterChangeData.fAttackSpeed; }
//아르바이트 추가 //추가될 캐릭터 인덱스, 배치되는 인덱스,오브젝트,데이터를 추가해준다. public bool AddArbait(int _nCharacterIndex, int _nIndex, GameObject _obj, ArbaitData _data) { if (m_BatchArbait[_nCharacterIndex].activeSelf == false) { array_ArbaitData[_nCharacterIndex].GetArbaitData(_nIndex, _obj, _data); m_BatchArbait[_nCharacterIndex].transform.position = m_BatchPosition[_nIndex].position; m_BatchArbait[_nCharacterIndex].SetActive(true); m_nBatchArbaitCount++; return(true); } return(false); }
public void SetUp(int _nIndex, Sprite _sprite) { nIndex = _nIndex; m_CharacterImageObject.sprite = _sprite; m_CharacterData = GameManager.Instance.GetArbaitData(nIndex); if (m_CharacterData.nScoutGold != 0) { BuyImage.sprite = BuyGoldImage; } else { BuyImage.sprite = BuyHonorImage; } BuyText.text = (m_CharacterData.nScoutGold != 0) ? m_CharacterData.nScoutGold.ToString() : m_CharacterData.nScoutHonor.ToString(); GoldText.text = (m_CharacterData.nBasicHonor + ((m_CharacterData.level - 1) * 0.4 * m_CharacterData.nBasicHonor)).ToString(); spawnManager.array_ArbaitData [nIndex].Purchasing(); spawnManager.array_ArbaitData [nIndex].Setting(); CharacterNameText.text = m_CharacterData.name; SkillExplainText.text = m_CharacterData.strExplains; PurchasingText.text = m_CharacterData.strPurchasing; NameText.text = m_CharacterData.name; if (m_CharacterData.index >= 10) { PurchasingNameObject.SetActive(true); CharacterNameText.text = m_CharacterData.name; BossNameObject.SetActive(true); } else { PurchasingNameObject.SetActive(true); BossNameObject.SetActive(false); } ChangeArbaitText(); CheckBuyCharacter(); }