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); }
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); }
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 }
public void SetInit() { equimentData = null; WeaponObject.SetActive(false); EquipWeapon.SetActive(false); }
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); }
public void Init() { RemoveText(); nameText.text = ""; itemImage.sprite = null; ItemData = null; }
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; }
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); } }
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); }
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); }
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 }
//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); }
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)); }
//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(); } } }
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); }
//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); }
public void RemoveItem(CGameEquiment _item) { itemList.Remove(_item); RefreshDisplay(); }
//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(); }
/* * 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(); }
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); }
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); }