Beispiel #1
0
    private CGameEquiment GetEquiment()
    {
        CGameEquiment resultEquiment = new CGameEquiment();

        CGameEquiment getEquiment = GameManager.Instance.GetEquimentData(Random.Range(0, nEquimentLength - 1));

        if (getEquiment == null)
        {
            return(GetEquiment());
        }

        resultEquiment.nIndex      = getEquiment.nIndex;
        resultEquiment.sGrade      = getEquiment.sGrade;
        resultEquiment.strName     = getEquiment.strName;
        resultEquiment.nSlotIndex  = getEquiment.nSlotIndex;
        resultEquiment.fOptionPlus = getEquiment.fOptionPlus;
        resultEquiment.strResource = getEquiment.strResource;
        resultEquiment.nUnicode    = getEquiment.nUnicode;

        int nLength = int.Parse(resultEquiment.sGrade) + 1;

        int nInsertIndex = 0;

        while (nLength > 0)
        {
            nInsertIndex = Random.Range((int)E_Equiment.E_REPAIR, (int)E_Equiment.E_MAX);

            if (CheckData(resultEquiment, nInsertIndex))
            {
                nLength--;
            }
        }

        return(resultEquiment);
    }
Beispiel #2
0
    public void GetEquiment(Shop _shop, Inventory _inventory, ShopShowPanel _showPanel, CGameEquiment _equimnet)
    {
        shop = _shop;

        bIsBuy = _equimnet.bIsBuy;

        equitMent = _equimnet;

        inventory = _inventory;

        showPanel = _showPanel;

        if (equitMent.bIsBuy)
        {
            ItemButton.SetActive(false);
            NoneItemObject.SetActive(true);

            NoneItemImage.sprite = BuySprite;
        }
        else
        {
            ItemButton.SetActive(true);
            NoneItemObject.SetActive(false);

            WeaponPanelImage.sprite = NoneSelectSprite;
        }

        _equimnet.strName = GameManager.Instance.cUnicodeData [_equimnet.nUnicode].strName;

        EquitName.text = equitMent.strName;

        EquitImage.sprite = ObjectCashing.Instance.LoadSpriteFromCache(equitMent.strResource);
    }
Beispiel #3
0
    public void Setup(CGameEquiment currentEquiment, InventoryShowPanel _inventoryPanel)
    {
        equimentData = currentEquiment;

        inventoryPanel = _inventoryPanel;

        currentEquiment.strName = GameManager.Instance.cUnicodeData [currentEquiment.nUnicode].strName;

        EnhanceText.text = string.Format("+{0}", equimentData.nStrenthCount);

        WeaponImage.sprite = ObjectCashing.Instance.LoadSpriteFromCache(equimentData.strResource);

        WeaponObject.SetActive(true);
        EnhanceObject.SetActive(true);

        if (currentEquiment.bIsEquip)
        {
            EquipWeapon.SetActive(true);
        }

        else
        {
            EquipWeapon.SetActive(false);
        }
        //이미지 등록
    }
Beispiel #4
0
    public void SetInit()
    {
        equimentData = null;

        WeaponObject.SetActive(false);

        EquipWeapon.SetActive(false);
    }
Beispiel #5
0
    public void GetEquimnet(CGameEquiment _getEquimnet)
    {
        CGameEquiment newItem = new CGameEquiment(_getEquimnet);

        List_Equiments.Add(newItem);

        inventorySlots[_getEquimnet.nSlotIndex].AddItem(newItem);
    }
    public void SetUp(CGameEquiment _equiment, string strExplain = null)
    {
        ItemData = _equiment;

        NameText.text = string.Format("{0} +{1}", ItemData.strName, ItemData.nStrenthCount);

        string strGrade = "";

        switch (ItemData.sGrade)
        {
        case "0":
            strGrade = "C";
            break;

        case "1":
            strGrade = "B";
            break;

        case "2":
            strGrade = "A";
            break;

        case "3":
            strGrade = "S";
            break;
        }

        GradeText.text = strGrade + "등급";

        WeaponImage.sprite = ObjectCashing.Instance.LoadSpriteFromCache(ItemData.strResource);

        ResetItemText();

        EnhanceCostText.text = ChangeValue(ItemData.nBasicGold * Math.Pow(1.1, ItemData.nStrenthCount - 1));

        if (strExplain != null)
        {
            CreateText(strExplain, 0f);
        }

        if (_equiment.bIsEquip == true)
        {
            if (ItemData.nSlotIndex == (int)E_EQUIMNET_INDEX.E_WEAPON)
            {
                MoruImage.sprite = ObjectCashing.Instance.LoadSpriteFromCache(_equiment.strResource);
            }

            EquipObject.SetActive(false);
            NoneEquipObject.SetActive(true);
        }
        else
        {
            EquipObject.SetActive(true);
            NoneEquipObject.SetActive(false);
        }

        gameObject.SetActive(true);
    }
Beispiel #7
0
    public void Init()
    {
        RemoveText();

        nameText.text    = "";
        itemImage.sprite = null;

        ItemData = null;
    }
Beispiel #8
0
    public IEnumerator Timer(int _curMin, int _curSec)
    {
        int second = 0;

        fCurSec = (float)_curSec;
        nCurMin = _curMin;


        while (nCurMin >= 0f)
        {
            fCurSec -= Time.deltaTime;
            second   = (int)fCurSec;

            if (second < 10)
            {
                TimerText.text = nCurMin.ToString() + ":" + "0" + second.ToString();
            }
            else
            {
                TimerText.text = nCurMin.ToString() + ":" + second.ToString();
            }

            if (nCurMin == 0 && second <= 0f)
            {
                break;
            }

            if (nCurMin != 0 && second == 0f)
            {
                fCurSec = 59f;
                nCurMin--;
            }

            yield return(null);
        }

        PlayerPrefs.SetString("NowTime", EndData.ToString());

        EquimentList.Clear();

        for (int nIndex = 0; nIndex < playerData.GetShopMaxCount(); nIndex++)
        {
            CGameEquiment cGameEquiment = GetEquiment();

            ShopList[nIndex].GetEquiment(this, inventory, showPanel, cGameEquiment);

            EquimentList.Add(cGameEquiment);
        }

        FirstCheck();

        StartCoroutine(Timer(nInitTime_Min, nInitTime_Sec));

        yield  break;
    }
Beispiel #9
0
    public void Setting(CGameEquiment _ItemData)
    {
        ItemData = _ItemData;

        nameText.text = string.Format("{0} +{1}", ItemData.strName, ItemData.nStrenthCount);

        NoneActiveImage.SetAsFirstSibling();

        itemImage.sprite = ObjectCashing.Instance.LoadSpriteFromCache(ItemData.strResource);

        RemoveText();

        //골드 얼마 사용할지

        if (ItemData.fReapirPower != 0)
        {
            CreateText("수리력 : ", ItemData.fReapirPower);
        }
        if (ItemData.fArbaitRepair != 0)
        {
            CreateText("알바수리력증가 : ", ItemData.fArbaitRepair);
        }
        if (ItemData.fHonorPlus != 0)
        {
            CreateText("명예증가량 : ", ItemData.fHonorPlus);
        }
        if (ItemData.fGoldPlus != 0)
        {
            CreateText("골드증가량 : ", ItemData.fGoldPlus);
        }
        if (ItemData.fWaterChargePlus != 0)
        {
            CreateText("물 충전 증가량 : ", ItemData.fWaterChargePlus);
        }
        if (ItemData.fCritical != 0)
        {
            CreateText("크리티컬확률 : ", ItemData.fCritical);
        }
        if (ItemData.fCriticalDamage != 0)
        {
            CreateText("크리티컬데미지 : ", ItemData.fCriticalDamage);
        }
        if (ItemData.fBigCritical != 0)
        {
            CreateText("대성공 : ", ItemData.fBigCritical);
        }
        if (ItemData.fAccuracyRate != 0)
        {
            CreateText("명중률 : ", ItemData.fAccuracyRate);
        }
    }
Beispiel #10
0
    public void ShopInit()
    {
        GameManager.Instance.Window_yesno("상품을 초기화 하시겠습니까?", "50", ObjectCashing.Instance.LoadSpriteFromCache("Store/GoldShop/quest_popup_reset_ruby"), rt =>
        {
            if (rt == "0")
            {
                GameManager.Instance.ShowRewardedAd_Shop(this);
            }
            else if (rt == "1")
            {
                if (50 <= ScoreManager.ScoreInstance.GetRuby())
                {
                    ScoreManager.ScoreInstance.RubyPlus(-50);

                    PlayerPrefs.SetString("NowTime", EndData.ToString());

                    EquimentList.Clear();

                    for (int nIndex = 0; nIndex < nShopMaxLength; nIndex++)
                    {
                        ShopList [nIndex].SetUp(nIndex);
                    }

                    for (int nIndex = 0; nIndex < playerData.GetShopMaxCount(); nIndex++)
                    {
                        CGameEquiment cGameEquiment = GetEquiment();

                        ShopList[nIndex].GetEquiment(this, inventory, showPanel, cGameEquiment);

                        EquimentList.Add(cGameEquiment);
                    }

                    FirstCheck();

                    nCurMin = nInitTime_Min;
                    fCurSec = (float)nInitTime_Sec;
                }
                else
                {
                    GameManager.Instance.Window_notice("루비가 부족합니다", null);
                }
            }
        }
                                          );

        GameManager.Instance.SaveShopList(EquimentList);
    }
Beispiel #11
0
    public void GetEquiment(Inventory _inventory, ShopShowPanel _showPanel, CGameEquiment _equimnet)
    {
        bIsBuy = true;

        equitMent = _equimnet;

        inventory = _inventory;

        showPanel = _showPanel;

        BuyButton.SetActive(false);
        ItemButton.SetActive(true);

        EquitName.text = equitMent.strName;

        EquitImage.sprite = ObjectCashing.Instance.LoadSpriteFromCache(equitMent.strResource);
    }
    private void SellItem()
    {
        if (ItemData.nSlotIndex == (int)E_EQUIMNET_INDEX.E_WEAPON)
        {
            if (ItemData.bIsEquip)
            {
                ItemData.bIsEquip = false;

                player.NoneEquipItem(ItemData);

                MoruImage.sprite = ObjectCashing.Instance.LoadSpriteFromCache("ShopItem/0");
            }
        }

        GameManager.Instance.GetPlayer().inventory.inventorySlots[ItemData.nSlotIndex].RemoveItem(ItemData);

        ItemData = null;

        gameObject.SetActive(false);
    }
Beispiel #13
0
    public void Setup(CGameEquiment currentEquiment, InventoryShowPanel _inventoryPanel)
    {
        equimentData = currentEquiment;

        inventoryPanel = _inventoryPanel;

        WeaponImage.sprite = ObjectCashing.Instance.LoadSpriteFromCache(equimentData.strResource);

        WeaponObject.SetActive(true);

        if (currentEquiment.bIsEquip)
        {
            EquipWeapon.SetActive(true);
        }

        else
        {
            EquipWeapon.SetActive(false);
        }
        //이미지 등록
    }
Beispiel #14
0
    //아이템을 해제 할 경우
    public void NoneEquipItem(CGameEquiment _item)
    {
        //아이템이 어디 부위인지 확인한다.
        switch (_item.nSlotIndex)
        {
        case (int)E_EQUIMNET_INDEX.E_WEAPON:
            WeaponEquipment = null;
            break;

        case (int)E_EQUIMNET_INDEX.E_WEAR:
            GearEquipmnet = null;
            break;

        case (int)E_EQUIMNET_INDEX.E_ACCESSORY:
            AccessoryEquipmnet = null;
            break;
        }
        PlayerStatsSetting();

        //아이템을 장착했기에 다시 정렬
        inventory.inventorySlots[_item.nSlotIndex].RefreshDisplay();
    }
    public void SetUp(CGameEquiment _equiment, string strExplain = null)
    {
        ItemData = _equiment;

        NameText.text = string.Format("{0} +{1}", ItemData.strName, ItemData.nStrenthCount);

        GradeText.text = ItemData.sGrade;

        equipEnhanceData = GameManager.Instance.GetEnhanceArbaitData(ItemData.sGrade);

        WeaponImage.sprite = ObjectCashing.Instance.LoadSpriteFromCache(ItemData.strResource);

        ResetItemText();

        EnhanceCostText.text = (equipEnhanceData.fBasicGold + ItemData.nStrenthCount * equipEnhanceData.fPlusGoldValue).ToString();

        if (strExplain != null)
        {
            CreateText(strExplain, 0f);
        }


        gameObject.SetActive(true);
    }
Beispiel #16
0
    public void FinishedAds()
    {
        PlayerPrefs.SetString("NowTime", EndData.ToString());

        EquimentList.Clear();

        for (int nIndex = 0; nIndex < nShopMaxLength; nIndex++)
        {
            ShopList [nIndex].SetUp(nIndex);
        }

        for (int nIndex = 0; nIndex < playerData.GetShopMaxCount(); nIndex++)
        {
            CGameEquiment cGameEquiment = GetEquiment();

            ShopList[nIndex].GetEquiment(this, inventory, showPanel, cGameEquiment);

            EquimentList.Add(cGameEquiment);
        }

        FirstCheck();

        StartCoroutine(Timer(nInitTime_Min, nInitTime_Sec));
    }
Beispiel #17
0
    //인벤토리 추가 정렬 방식이다
    //1 순위는 장착된 장비이며
    //2 순위는 등급이 높은것
    //3 순위는 강화가 높은순으로 정렬할 예정이다.
    //추후 수정 예정
    private void AddButtons()
    {
        //장착된것을 정렬
        for (int nIndex = 0; nIndex < itemList.Count; nIndex++)
        {
            if (itemList[nIndex].bIsEquip == true)
            {
                if (nIndex != 0)
                {
                    CGameEquiment temp = itemList[nIndex];

                    itemList[nIndex] = itemList[0];

                    itemList[0] = temp;
                }

                break;
            }
        }

        /*
         * //등급이 높은 것을 정렬
         * itemList.Sort(delegate(CGameEquiment A, CGameEquiment B)
         * {
         *      if (A.sGrade < B.sGrade) return 1;
         *              else if (A.sGrade > B.sGrade) return -1;
         * else return 0;
         * });
         *
         * //강화가 높은것을 정렬
         * itemList.Sort(delegate(CGameEquiment A, CGameEquiment B)
         * {
         *              if (A.sGrade == B.sGrade && A.nStrenthCount < B.nStrenthCount) return 1;
         *              else if (A.sGrade != B.sGrade || A.nStrenthCount > B.nStrenthCount) return -1;
         * else return 0;
         * });
         */

        for (int i = 0; i < nMaxItemList; i++)
        {
            if (i < itemList.Count)
            {
                CGameEquiment item = itemList[i];

                GameObject newButton = buttonObjectPool.GetObject();
                newButton.transform.SetParent(contentPanel, false);
                newButton.transform.localScale = Vector3.one;

                InventoryButton sampleButton = newButton.GetComponent <InventoryButton>();
                sampleButton.Setup(item, inventoryPanel);
            }
            else
            {
                GameObject newButton = buttonObjectPool.GetObject();
                newButton.transform.SetParent(contentPanel, false);
                newButton.transform.localScale = Vector3.one;

                InventoryButton sampleButton = newButton.GetComponent <InventoryButton>();
                sampleButton.SetInit();
            }
        }
    }
Beispiel #18
0
    void OnEnable()
    {
        EquimentList = GameManager.Instance.GetEquimentShopData();

        if (EquimentList == null)
        {
            EquimentList = new List <CGameEquiment>();
        }

        if (PlayerPrefs.HasKey("NowTime"))
        {
            strTime = PlayerPrefs.GetString("NowTime");

            StartDate = System.Convert.ToDateTime(strTime);
        }

        EndData = System.DateTime.Now;

        timeCal = EndData - StartDate;

        int nStartTime = StartDate.Hour * 360 + StartDate.Minute * 60 + StartDate.Second;
        int nEndTime   = EndData.Hour * 360 + EndData.Minute * 60 + EndData.Second;

        int nCheck = Mathf.Abs(nEndTime - nStartTime);

        //1시간이 지났거나 하루차이가 있을 경우
        if (timeCal.Days != 0 || nCheck >= 1)
        {
            PlayerPrefs.SetString("NowTime", EndData.ToString());

            EquimentList.Clear();

            for (int nIndex = 0; nIndex < 3; nIndex++)
            {
                CGameEquiment cGameEquiment = GetEquiment();

                ShopList[nIndex].GetEquiment(inventory, showPanel, cGameEquiment);

                EquimentList.Add(cGameEquiment);
            }
        }
        else
        {
            if (EquimentList != null)
            {
                foreach (CGameEquiment equit in EquimentList)
                {
                    ShopList[nShopCount++].GetEquiment(inventory, showPanel, equit);
                }
            }
            //완전 처음 일 경우
            else
            {
                for (int nIndex = 0; nIndex < 3; nIndex++)
                {
                    CGameEquiment cGameEquiment = GetEquiment();

                    ShopList[nIndex].GetEquiment(inventory, showPanel, cGameEquiment);

                    EquimentList.Add(cGameEquiment);
                }
            }
        }

        GameManager.Instance.SaveShopList(EquimentList);
    }
Beispiel #19
0
    //인벤토리 추가 정렬 방식이다
    //1 순위는 장착된 장비이며
    //2 순위는 등급이 높은것
    //3 순위는 강화가 높은순으로 정렬할 예정이다.
    //추후 수정 예정
    private void AddButtons()
    {
        //장착된것을 정렬
        for (int nIndex = 0; nIndex < itemList.Count; nIndex++)
        {
            if (itemList[nIndex].bIsEquip == true)
            {
                if (nIndex != 0)
                {
                    CGameEquiment temp = itemList[nIndex];

                    itemList[nIndex] = itemList[0];

                    itemList[0] = temp;
                }

                break;
            }
        }

        //강화가 높은것을 정렬
        itemList.Sort(delegate(CGameEquiment A, CGameEquiment B)
        {
            if (itemList[0] == A || itemList[0] == B)
            {
                if (itemList[0].bIsEquip == true)
                {
                    return(-1);
                }
            }

            if (A.nStrenthCount == B.nStrenthCount)
            {
                return(0);
            }
            else if (A.nStrenthCount < B.nStrenthCount)
            {
                return(1);
            }
            else
            {
                return(-1);
            }
        });

        //높은것을 정렬retur
        itemList.Sort(delegate(CGameEquiment A, CGameEquiment B)
        {
            if (itemList[0] == A || itemList[0] == B)
            {
                if (itemList[0].bIsEquip == true)
                {
                    return(-1);
                }
            }

            if (A.nStrenthCount != B.nStrenthCount)
            {
                return(-1);
            }

            else if (A.nIndex > B.nIndex && A.nStrenthCount == B.nStrenthCount)
            {
                return(0);
            }
            else if (A.nIndex < B.nIndex && A.nStrenthCount == B.nStrenthCount)
            {
                return(1);
            }

            else
            {
                return(0);
            }
        });


        for (int i = 0; i < nMaxItemList; i++)
        {
            if (i < itemList.Count)
            {
                CGameEquiment item = itemList[i];

                GameObject newButton = buttonObjectPool.GetObject();
                newButton.transform.SetParent(contentPanel, false);
                newButton.transform.localScale = Vector3.one;

                InventoryButton sampleButton = newButton.GetComponent <InventoryButton>();
                sampleButton.Setup(item, inventoryPanel);
            }
            else
            {
                GameObject newButton = buttonObjectPool.GetObject();
                newButton.transform.SetParent(contentPanel, false);
                newButton.transform.localScale = Vector3.one;

                InventoryButton sampleButton = newButton.GetComponent <InventoryButton>();
                sampleButton.SetInit();
            }
        }
    }
    private CGameEquiment GetEquiment(int nIndex)
    {
        CGameEquiment resultEquiment = new CGameEquiment();

        CGameEquiment getEquiment = GameManager.Instance.bossWeaponInfo [nIndex];

        resultEquiment.nIndex           = getEquiment.nIndex;
        resultEquiment.sGrade           = getEquiment.sGrade;
        resultEquiment.strName          = getEquiment.strName;
        resultEquiment.nSlotIndex       = getEquiment.nSlotIndex;
        resultEquiment.strResource      = getEquiment.strResource;
        resultEquiment.strWeaponExplain = getEquiment.strWeaponExplain;
        resultEquiment.fOptionPlus      = getEquiment.fOptionPlus;
        resultEquiment.nUnicode         = getEquiment.nUnicode;

        if (getEquiment.nIndex == (int)E_BOSS_ITEM.ICE_MORU)
        {
            resultEquiment.fBossOptionValue = 3;
        }
        else if (getEquiment.nIndex == (int)E_BOSS_ITEM.ICE_RING)
        {
            resultEquiment.fBossOptionValue = 30;
        }
        else if (getEquiment.nIndex == (int)E_BOSS_ITEM.SASIN_MORU)
        {
            resultEquiment.fBossOptionValue = 30;
        }
        else if (getEquiment.nIndex == (int)E_BOSS_ITEM.SASIN_CLOAK)
        {
            resultEquiment.fBossOptionValue = 40;
        }
        else if (getEquiment.nIndex == (int)E_BOSS_ITEM.FIRE_CLOAK)
        {
            resultEquiment.fBossOptionValue = 10;
        }
        else if (getEquiment.nIndex == (int)E_BOSS_ITEM.FIRE_MORU)
        {
            resultEquiment.fBossOptionValue = 1;
        }
        else if (getEquiment.nIndex == (int)E_BOSS_ITEM.DODOM_GLASS)
        {
            resultEquiment.fBossOptionValue = 20;
        }
        else if (getEquiment.nIndex == (int)E_BOSS_ITEM.DODOM_FLOWER)
        {
            resultEquiment.fBossOptionValue = 20;
        }

        resultEquiment.bIsBoss = getEquiment.bIsBoss;

        int nLength = int.Parse(resultEquiment.sGrade);

        int nInsertIndex = 0;

        while (nLength > 0)
        {
            nInsertIndex = UnityEngine.Random.Range((int)E_Equiment.E_REPAIR, (int)E_Equiment.E_MAX);

            if (CheckData(resultEquiment, nInsertIndex))
            {
                nLength--;
            }
        }

        return(resultEquiment);
    }
Beispiel #21
0
    public void RemoveItem(CGameEquiment _item)
    {
        itemList.Remove(_item);

        RefreshDisplay();
    }
Beispiel #22
0
    //public void TryTransferItemToOtherShop(Item item)
    //{
    //    if (otherShop.gold >= item.price)
    //    {
    //        gold += item.price;
    //        otherShop.gold -= item.price;

    //        AddItem(item, otherShop);
    //        RemoveItem(item, this);

    //        RefreshDisplay();
    //        otherShop.RefreshDisplay();
    //        Debug.Log ("enough gold");

    //    }
    //    Debug.Log ("attempted");
    //}

    public void AddItem(CGameEquiment itemToAdd)
    {
        itemList.Add(itemToAdd);

        RefreshDisplay();
    }
Beispiel #23
0
    /*
     *  public E_BOSS_WEAPON Check_Equipment()
     *  {
     *          if (WeaponEquipment != null)
     *                  return WeaponEquipment.nIndex;
     *
     *          return null;
     *  }*/

    //아이템을 장착할 경우
    public void EquipItem(CGameEquiment _item)
    {
        //아이템이 어디 부위인지 확인한다.
        switch (_item.nSlotIndex)
        {
        case (int)E_EQUIMNET_INDEX.E_WEAPON:

            //만약 무기가 있을 경우 그 무기가 현재 플레이어에 적용되는 값을 빼고 아이템을 넣어줌
            //그 후 다시 아이템 효과를 플레이어에게 적용한다.
            if (WeaponEquipment == _item)
            {
                WeaponEquipment.bIsEquip = false;

                WeaponEquipment = null;

                MoruImage.sprite = ObjectCashing.Instance.LoadSpriteFromCache("ShopItem/0");

                PlayerStatsSetting();

                return;
            }
            else if (WeaponEquipment != null)
            {
                WeaponEquipment.bIsEquip = false;
            }

            WeaponEquipment = _item;

            MoruImage.sprite = ObjectCashing.Instance.LoadSpriteFromCache(WeaponEquipment.strResource);

            WeaponEquipment.bIsEquip = true;

            break;

        case (int)E_EQUIMNET_INDEX.E_WEAR:

            if (GearEquipmnet == _item)
            {
                GearEquipmnet.bIsEquip = false;

                GearEquipmnet = null;

                PlayerStatsSetting();

                return;
            }
            else if (GearEquipmnet != null)
            {
                GearEquipmnet.bIsEquip = false;
            }


            GearEquipmnet = _item;

            GearEquipmnet.bIsEquip = true;
            break;

        case (int)E_EQUIMNET_INDEX.E_ACCESSORY:


            if (AccessoryEquipmnet == _item)
            {
                AccessoryEquipmnet.bIsEquip = false;

                AccessoryEquipmnet = null;

                PlayerStatsSetting();

                return;
            }

            else if (AccessoryEquipmnet != null)
            {
                AccessoryEquipmnet.bIsEquip = false;
            }


            AccessoryEquipmnet = _item;

            AccessoryEquipmnet.bIsEquip = true;

            break;
        }
        PlayerStatsSetting();

        //아이템을 장착했기에 다시 정렬
        inventory.inventorySlots[_item.nSlotIndex].RefreshDisplay();
    }
Beispiel #24
0
    private bool CheckData(CGameEquiment _equiment, int nIndex)
    {
        switch (nIndex)
        {
        case (int)E_Equiment.E_REPAIR:
            if (_equiment.fReapirPower == 0)
            {
                _equiment.fReapirPower = 5;
                return(true);
            }
            break;

        case (int)E_Equiment.E_ARBAIT:
            if (_equiment.fArbaitRepair == 0)
            {
                _equiment.fArbaitRepair = 5;
                return(true);
            }
            break;

        case (int)E_Equiment.E_HONOR:
            if (_equiment.fHonorPlus == 0)
            {
                _equiment.fHonorPlus = 5;
                return(true);
            }
            break;

        case (int)E_Equiment.E_GOLD:
            if (_equiment.fGoldPlus == 0)
            {
                _equiment.fGoldPlus = 5;
                return(true);
            }
            break;

        case (int)E_Equiment.E_WATERCHARGE:
            if (_equiment.fWaterChargePlus == 0)
            {
                _equiment.fWaterChargePlus = 5;
                return(true);
            }
            break;

        case (int)E_Equiment.E_CRITICAL:
            if (_equiment.fCritical == 0)
            {
                _equiment.fCritical = 5;
                return(true);
            }
            break;

        case (int)E_Equiment.E_CRITICALD:
            if (_equiment.fCriticalDamage == 0)
            {
                _equiment.fCriticalDamage = 5;
                return(true);
            }
            break;

        case (int)E_Equiment.E_BIGCRITICAL:
            if (_equiment.fBigCritical == 0)
            {
                _equiment.fBigCritical = 5;
                return(true);
            }
            break;

        case (int)E_Equiment.E_ACCURACY:
            if (_equiment.fAccuracyRate == 0)
            {
                _equiment.fAccuracyRate = 5;
                return(true);
            }
            break;
        }

        return(false);
    }
Beispiel #25
0
    void OnEnable()
    {
        EquimentList = GameManager.Instance.GetEquimentShopData();

        if (EquimentList == null)
        {
            EquimentList = new List <CGameEquiment>();
        }

        if (CheckIsTimer())
        {
            PlayerPrefs.SetString("NowTime", EndData.ToString());

            EquimentList.Clear();

            for (int nIndex = 0; nIndex < nShopMaxLength; nIndex++)
            {
                ShopList [nIndex].SetUp(nIndex);
            }

            for (int nIndex = 0; nIndex < playerData.GetShopMaxCount(); nIndex++)
            {
                CGameEquiment cGameEquiment = GetEquiment();

                ShopList[nIndex].GetEquiment(this, inventory, showPanel, cGameEquiment);

                EquimentList.Add(cGameEquiment);
            }

            FirstCheck();

            StartCoroutine(Timer(nInitTime_Min, nInitTime_Sec));
        }
        else
        {
            if (EquimentList.Count != 0)
            {
                if (playerData.GetShopMaxCount() != EquimentList.Count)
                {
                    int nCount = playerData.GetShopMaxCount() - EquimentList.Count;

                    int nEquipmentCount = EquimentList.Count;

                    for (int nIndex = 0; nIndex < EquimentList.Count; nIndex++)
                    {
                        CGameEquiment cGameEquiment = EquimentList [nIndex];

                        ShopList [nIndex].GetEquiment(this, inventory, showPanel, cGameEquiment);
                    }

                    for (int nIndex = nEquipmentCount; nIndex < nEquipmentCount + nCount; nIndex++)
                    {
                        CGameEquiment cGameEquiment = GetEquiment();

                        ShopList[nIndex].GetEquiment(this, inventory, showPanel, cGameEquiment);

                        EquimentList.Add(cGameEquiment);
                    }



                    FirstCheck();
                }
                else
                {
                    for (int nIndex = 0; nIndex < EquimentList.Count; nIndex++)
                    {
                        CGameEquiment cGameEquiment = EquimentList [nIndex];

                        ShopList [nIndex].GetEquiment(this, inventory, showPanel, cGameEquiment);
                    }

                    FirstCheck();
                }
            }
            //완전 처음 일 경우
            else
            {
                for (int nIndex = 0; nIndex < playerData.GetShopMaxCount(); nIndex++)
                {
                    CGameEquiment cGameEquiment = GetEquiment();

                    ShopList[nIndex].GetEquiment(this, inventory, showPanel, cGameEquiment);

                    EquimentList.Add(cGameEquiment);
                }



                FirstCheck();
            }

            if (PlayerPrefs.HasKey("ShopCloseTime"))
            {
                strCloseTime = PlayerPrefs.GetString("ShopCloseTime");

                CloseEndData = System.Convert.ToDateTime(strCloseTime);

                StartDate = System.DateTime.Now;
                timeCal   = StartDate - CloseEndData;

                int nStartTime = StartDate.Hour * 3600 + StartDate.Minute * 60 + StartDate.Second;
                int nEndTime   = CloseEndData.Hour * 3600 + CloseEndData.Minute * 60 + CloseEndData.Second;
                int nCheck     = Mathf.Abs(nEndTime - nStartTime);

                int nPassedTime_Min = (int)timeCal.TotalMinutes;                        //전체 분s
                int nPassedTime_Sec = (int)timeCal.TotalSeconds % 60;                   //전채 초에서 나머지

                //60분이 지나지 않았다면 저장된 분에서 지나간 분 만큼 뺀 시간을 시작한다
                if (nPassedTime_Min < 59)
                {
                    int ResultTime_Min = GameManager.Instance.GetPlayer().changeStats.nShopMinutes - nPassedTime_Min;
                    if (ResultTime_Min < 0)
                    {
                        ResultTime_Min = -ResultTime_Min;
                    }

                    int ResultTime_Sec = (int)GameManager.Instance.GetPlayer().changeStats.fShopSecond - nPassedTime_Sec;
                    if (ResultTime_Sec < 0)
                    {
                        ResultTime_Sec = -ResultTime_Sec;
                    }

                    StartCoroutine(Timer(ResultTime_Min, (int)ResultTime_Sec));
                }
            }
            else
            {
                CloseEndData = System.DateTime.Now;

                PlayerPrefs.SetString("BossRegenTime", EndData.ToString());

                StartCoroutine(Timer(nInitTime_Min, nInitTime_Sec));
            }
        }

        GameManager.Instance.SaveShopList(EquimentList);
    }