Beispiel #1
0
    public void InstallAccessory(int index, Inventory inventory, int install)
    {
        //있던 보석의 능력치를 제거
        switch (m_nAccessoryState)
        {
        case 1:
            inventory.m_Ability.SetAllHp(inventory.m_Ability.m_AllHp - m_nAccessoryIncrease);
            m_UIPlayerState.SetAllHp();
            m_UIPlayerState.SetHp();
            break;

        case 2:
            inventory.m_Ability.SetAllMp(inventory.m_Ability.m_AllMp - m_nAccessoryIncrease);
            m_UIPlayerState.SetAllMp();
            m_UIPlayerState.SetMp();
            break;

        case 3:
            inventory.m_Ability.SetDefense(inventory.m_Ability.m_Defense - m_nAccessoryIncrease);
            break;

        case 4:
            inventory.m_Ability.SetAttack(inventory.m_Ability.m_Attack - m_nAccessoryIncrease);
            break;
        }
        //장착하여 보석의 능력치를 생성
        switch (index)
        {
        case 1:
            m_nAccessoryIncrease = (int)(inventory.m_Ability.m_AllHp * (DataMng.Get(TableType.AccessoryTable).ToF(index, "INCREASE") * 0.01f));
            inventory.m_Ability.SetAllHp(inventory.m_Ability.m_AllHp + m_nAccessoryIncrease);
            m_UIPlayerState.SetAllHp();
            m_UIPlayerState.SetHp();
            break;

        case 2:
            m_nAccessoryIncrease = (int)(inventory.m_Ability.m_AllMp * (DataMng.Get(TableType.AccessoryTable).ToF(index, "INCREASE") * 0.01f));
            inventory.m_Ability.SetAllMp(inventory.m_Ability.m_AllMp + m_nAccessoryIncrease);
            m_UIPlayerState.SetAllMp();
            m_UIPlayerState.SetMp();
            break;

        case 3:
            m_nAccessoryIncrease = (int)(inventory.m_Ability.m_Defense * (DataMng.Get(TableType.AccessoryTable).ToF(index, "INCREASE") * 0.01f));
            inventory.m_Ability.SetDefense(inventory.m_Ability.m_Defense + m_nAccessoryIncrease);
            break;

        case 4:
            m_nAccessoryIncrease = (int)(inventory.m_Ability.m_Attack * (DataMng.Get(TableType.AccessoryTable).ToF(index, "INCREASE") * 0.01f));
            inventory.m_Ability.SetAttack(inventory.m_Ability.m_Attack + m_nAccessoryIncrease);
            break;
        }
        m_nAccessoryState = index;
    }
Beispiel #2
0
    public void Drink()
    {
        AudioManager.Instance.PlayEffect(10);
        switch (m_nType)
        {
        case (int)PortionType.Hp:
            m_PlayerAbility.SetHp(m_PlayerAbility.m_Hp + m_fEffect);

            if (m_PlayerAbility.m_AllHp < m_PlayerAbility.m_Hp)
            {
                m_PlayerAbility.SetHp(m_PlayerAbility.m_AllHp);
            }
            m_UIPlayerState.SetHp();
            break;

        case (int)PortionType.Mp:
            m_PlayerAbility.SetMp(m_PlayerAbility.m_Mp + m_fEffect);

            if (m_PlayerAbility.m_AllMp < m_PlayerAbility.m_Mp)
            {
                m_PlayerAbility.SetMp(m_PlayerAbility.m_AllMp);
            }
            m_UIPlayerState.SetMp();
            break;

        case (int)PortionType.Attack:
            m_PlayerAbility.buff(m_nType, m_fEffect);

            break;

        case (int)PortionType.Defense:
            m_PlayerAbility.buff(m_nType, m_fEffect);

            break;

        default:
            return;
        }
        --m_nCount;
        m_CountTxt.text        = m_nCount.ToString();
        m_InInvenCountTxt.text = m_nCount.ToString();

        if (m_nCount < 1)
        {
            Destroy(gameObject);
            m_InInvenObj.GetComponent <PortionEquipment>().ZeroCount();
        }
    }
Beispiel #3
0
    //몬스터가 플레이어 공격 부분
    public void plaseHit(int attack, AIController aIController)
    {
        int _sum;

        if (m_PlayerController.m_PlayerAbility.m_Hp >= 0)
        {
            m_PlayerController.m_PlayerAbility.DecreaseHp(attack, out _sum);
            m_PlayerState.SetHp();
        }
        else
        {
            if (m_PlayerFlush != null)
            {
                StopCoroutine(m_PlayerFlush);
                m_PlayerFlush = null;
            }
        }
    }