Beispiel #1
0
    public static void Get_Underground_Random_Item()
    {
        int total_ = 1;

        switch (PlayManager.instance.Stage_State)
        {
        case Stage_State.stage:
            total_ = underground_Info.int_Max_Monster + underground_Info.int_Max_Boss;
            UiManager.instance.Reset_Underground_Item();

            break;

        default:
            break;
        }

        for (int i = 0; i < total_; i++)
        {
            if (Random.Range(0, 1000) <= 50)
            {
                Debug.Log("아이템 획득");
                int item = Item_s.Get_Random_Item();

                Index index = Underground_Item.Find(x => x.num.Equals(item));

                if (index == null)
                {
                    index = new Index {
                        num = item, val = 1
                    };

                    Underground_Item.Add(index);
                }
                else
                {
                    index.val += 1;
                }


                UiManager.instance.Set_Underground_Val((Item_Type)Item_s.items.Find(x => x.num.Equals(index.num)).item_num, index.val);
            }
        }
    }
Beispiel #2
0
 public override void toStruct(ref Item_s dest)
 {
     dest.ModelID = m_ModelID;
     dest.QtyLike = m_Batteries;
     dest.Flags   = 0;
 }
Beispiel #3
0
 public override void toStruct(ref Item_s dest)
 {
     dest.ModelID = m_ModelID;
     dest.QtyLike = PaintQuantity;
     dest.Flags   = 0;
 }
Beispiel #4
0
    IEnumerator Co_Die()
    {
        switch (PlayManager.instance.Stage_State)
        {
        case Stage_State.stage:
            PlayManager.instance.Change_State(Player_State.Run);
            Add_Stage_Data();
            UiManager.instance.Check_Progress_Reward(Progress_Reward_Type.monster, 1);
            break;

        case Stage_State.underground:
            PlayManager.instance.Change_State(Player_State.Run);

            if (monster_Type.Equals(Monster_Type.underground_Boss))
            {
                Underground_.underground_Info.int_Max_Boss += 1;
            }
            else
            {
                Underground_.underground_Info.int_Max_Monster += 1;
            }

            UiManager.instance.Set_Underground_Info();
            Underground_.Get_Underground_Random_Item();

            break;

        case Stage_State.upgrade:

            PlayManager.instance.Change_State(Player_State.Reward);
            UiManager.instance.Set_Upgrade_Reward(true);
            PlayManager.instance.End_Upgrade();
            break;

        case Stage_State.hell:

            PlayManager.instance.Change_State(Player_State.Run);

            Hell_.int_Max_Monster += 1;

            UiManager.instance.Set_Hell_Info();

            break;

        default:
            break;
        }

        monster_State = Monster_State.Die;

        anim_Monster.Play("die");

        switch (monster_Type)
        {
        case Monster_Type.Basic:

            PlayManager.instance.Set_Monster();
            Game_info_.Set_Game_Info(Game_Info_Type.monster, 1);
            Quest_.Check_Daily_Quest(Daily_Quest_Type.monster, 1);
            break;

        case Monster_Type.Boss:

            PlayManager.instance.Stop_Boss_Timer(false);
            Game_info_.Set_Game_Info(Game_Info_Type.boss, 1);
            break;

        case Monster_Type.underground_Boss:
            PlayManager.instance.Set_Monster();

            break;

        case Monster_Type.upgrade_Boss:

            break;

        case Monster_Type.hell_Boss:
            PlayManager.instance.Set_Monster();

            break;

        case Monster_Type.goblin:

            Item item = Item_s.Get_Random_Goblin_Item();

            BackEndDataManager.instance.Set_Item((Item_Type)item.item_num, item.val, Calculate_Type.plus);

            PlayManager.instance.Set_Monster();
            Game_info_.Set_Game_Info(Game_Info_Type.gold_goblin, 1);

            break;

        default:
            break;
        }


        yield return(new WaitForSeconds(1.0f));

        Destroy(gameObject);
    }