protected virtual void Awake()
    {
        _buffTimer = gameObject.GetComponent <CBuffTimer>();
        for (int i = 0; i < Enum.GetValues(typeof(EBuffAbility)).Length; i++)
        {
            _buffCoef[i]   = 1.0f;
            _debuffCoef[i] = 1.0f;
        }

        // 파라미터가 다른 이벤트 처리
        InitPara();
    }
Beispiel #2
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    public CBuffPara(CBuffTimer myTimer)
    {
        AttackCoef      = 1.0f;
        DefenceCoef     = 1.0f;
        MoveSpeedCoef   = 1.0f;
        AttackSpeedCoef = 1.0f;

        AttackDebuffCoef      = 1.0f;
        DefenceDebuffCoef     = 1.0f;
        MoveSpeedDebuffCoef   = 1.0f;
        AttackSpeedDebuffCoef = 1.0f;

        timer = myTimer;
    }
Beispiel #3
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    // 추적해서 그릴 타이머 등록
    // 이후 등록한 대상의 타이머를 따라 그림
    public void RegisterTimer(GameObject timerOwner)
    {
        _timer             = timerOwner.GetComponent <CBuffTimer>();
        _timer.TimerStart += Register;
        _timer.TimerEnd   += Deregister;

        // 현재 타이머에 맞게 UI 그리기
        var regNumList = _timer.GetRegisterNumberList();

        foreach (var regNum in regNumList)
        {
            Register(regNum);
        }
    }
Beispiel #4
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    public virtual void DeregisterTimer(GameObject timerOwner)
    {
        _timer             = timerOwner.GetComponent <CBuffTimer>();
        _timer.TimerStart -= Register;
        _timer.TimerEnd   -= Deregister;

        // 기존에 있던 Ui 전부 삭제
        _timerUiList.Clear();
        while (_timerUiList.First != null)
        {
            var first = _timerUiList.First;
            first.Value.timerDrawer.SetActive(false);
            _timerUiList.RemoveFirst();
        }
    }