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();
    }
Beispiel #2
0
    //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;
    }
Beispiel #3
0
    //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();
    }