Beispiel #1
0
 public void RootRocks(long pVal)
 {
     if (this.tag != "player_skin")
     {
         inven.GetRock().value += pVal;
         dp.UpdateValue();
     }
 }
Beispiel #2
0
    //데이터 동기화
    public void SyncData()
    {
        money   = new cGold();
        rock    = new cRock();
        dia     = new cDia();
        jewerly = new cJewerly[inventory.GetJewerly().Count];
        for (byte i = 0; i < jewerly.Length; i++)
        {
            jewerly[i] = new cJewerly();
        }
        soul = new cSoul[inventory.GetSoul().Count];
        for (byte i = 0; i < soul.Length; i++)
        {
            soul[i] = new cSoul();
        }

        money.value = inventory.GetMoney().value;
        rock.value  = inventory.GetRock().value;
        dia.value   = inventory.GetDia().value;
        for (byte i = 0; i < jewerly.Length; i++)
        {
            jewerly[i].value = inventory.GetJewerly()[i].value;
        }
        for (byte i = 0; i < soul.Length; i++)
        {
            soul[i].value = inventory.GetSoul()[i].value;
        }

        item_equip = new cItem_equip[inventory.GetItemEquip().Count];
        for (byte i = 0; i < inventory.GetItemEquip().Count; i++)
        {
            item_equip[i] = new cItem_equip(inventory.GetItemEquip()[i]);
        }

        item_use = new cItem_use[inventory.GetItemUse().Count];
        for (byte i = 0; i < inventory.GetItemUse().Count; i++)
        {
            item_use[i] = new cItem_use(inventory.GetItemUse()[i]);
        }

        item_etc = new cItem_etc[inventory.GetItemEtc().Count];
        for (byte i = 0; i < inventory.GetItemEtc().Count; i++)
        {
            item_etc[i] = new cItem_etc(inventory.GetItemEtc()[i]);
        }
    }
Beispiel #3
0
    public cPlayerInfo(string pNickName, cAxe pAxe, byte[] pSkillLevel, bool[] pFlaged, bool[] pBossDone,
                       short[] pQuickSlotItemNum, cInventory pInventory,
                       cGold pMoney, cRock pRock, cDia pDia, cJewerly[] pJewerly, cSoul[] pSoul,
                       cJewerly[] pPrevStorePrice, cJewerly[] pAvStorePrice, cJewerly[] pCurStorePrice,
                       cProperty pClothCoupon, bool[] pMyWeaponsId, byte pCurWeaponId, bool[] pMyClothesId, byte pCurClothId,
                       cItem_equip[] pItem_equip = null, cItem_use[] pItem_use = null, cItem_etc[] pItem_etc = null)
    {
        clothCoupon = new cProperty("clothCoupon", pClothCoupon.value);
        myWeaponsId = new bool[pMyWeaponsId.Length];
        for (byte i = 0; i < pMyWeaponsId.Length; i++)
        {
            myWeaponsId[i] = pMyWeaponsId[i];
        }
        curWeaponId = pCurWeaponId;
        myClothesId = new bool[pMyClothesId.Length];
        for (byte i = 0; i < pMyClothesId.Length; i++)
        {
            myClothesId[i] = pMyClothesId[i];
        }
        curClothId = pCurClothId;


        prevStorePrice = new cJewerly[5];
        avStorePrice   = new cJewerly[5];
        curStorePrice  = new cJewerly[5];
        for (byte i = 0; i < 5; i++)
        {
            prevStorePrice[i] = new cJewerly(pPrevStorePrice[i]._name, pPrevStorePrice[i].value);
            avStorePrice[i]   = new cJewerly(pAvStorePrice[i]._name, pAvStorePrice[i].value);
            curStorePrice[i]  = new cJewerly(pCurStorePrice[i]._name, pCurStorePrice[i].value);
        }

        weapon     = new cAxe(pAxe);
        skillLevel = new byte[4];
        for (byte i = 0; i < skillLevel.Length; i++)
        {
            skillLevel[i] = pSkillLevel[i];
        }

        flaged = new bool[15];
        for (byte i = 0; i < flaged.Length; i++)
        {
            flaged[i] = pFlaged[i];
        }

        bossDone = new bool[5];
        for (byte i = 0; i < bossDone.Length; i++)
        {
            bossDone[i] = pBossDone[i];
        }

        quickSlotItemNum = new short[4];
        for (byte i = 0; i < quickSlotItemNum.Length; i++)
        {
            quickSlotItemNum[i] = pQuickSlotItemNum[i];
        }

        inventory = pInventory;
        inventory.Init();

        nickName = pNickName;

        inventory.GetMoney().value = pMoney.value;
        inventory.GetRock().value  = pRock.value;
        inventory.GetDia().value   = pDia.value;

        for (byte i = 0; i < pJewerly.Length; i++)
        {
            inventory.GetJewerly()[i].value = pJewerly[i].value;
        }
        for (byte i = 0; i < pSoul.Length; i++)
        {
            inventory.GetSoul()[i].value = pSoul[i].value;
        }

        if (pItem_equip != null)
        {
            for (byte i = 0; i < pItem_equip.Length; i++)
            {
                inventory.GetItemEquip().Add(pItem_equip[i]);
            }
        }

        if (pItem_use != null)
        {
            for (byte i = 0; i < pItem_use.Length; i++)
            {
                inventory.GetItemUse().Add(pItem_use[i]);
            }
        }

        if (pItem_etc != null)
        {
            for (byte i = 0; i < pItem_use.Length; i++)
            {
                inventory.GetItemEtc().Add(pItem_etc[i]);
            }
        }
    }
Beispiel #4
0
    public cPlayerInfo(cPlayerInfo pPi, cInventory pInventory)
    {
        clothCoupon = new cProperty("clothCoupon", pPi.clothCoupon.value);
        myWeaponsId = new bool[pPi.myWeaponsId.Length];
        for (byte i = 0; i < pPi.myWeaponsId.Length; i++)
        {
            myWeaponsId[i] = pPi.myWeaponsId[i];
        }
        curWeaponId = pPi.curWeaponId;
        myClothesId = new bool[pPi.myClothesId.Length];
        for (byte i = 0; i < pPi.myClothesId.Length; i++)
        {
            myClothesId[i] = pPi.myClothesId[i];
        }
        curClothId = pPi.curClothId;

        prevStorePrice = new cJewerly[5];
        avStorePrice   = new cJewerly[5];
        curStorePrice  = new cJewerly[5];
        for (byte i = 0; i < 5; i++)
        {
            prevStorePrice[i] = new cJewerly(pPi.prevStorePrice[i]._name, pPi.prevStorePrice[i].value);
            avStorePrice[i]   = new cJewerly(pPi.avStorePrice[i]._name, pPi.avStorePrice[i].value);
            curStorePrice[i]  = new cJewerly(pPi.curStorePrice[i]._name, pPi.curStorePrice[i].value);
        }

        weapon     = new cAxe(pPi.weapon);
        skillLevel = new byte[4];
        for (byte i = 0; i < skillLevel.Length; i++)
        {
            skillLevel[i] = pPi.skillLevel[i];
        }

        flaged = new bool[15];
        for (byte i = 0; i < flaged.Length; i++)
        {
            flaged[i] = pPi.flaged[i];
        }

        bossDone = new bool[5];
        for (byte i = 0; i < bossDone.Length; i++)
        {
            bossDone[i] = pPi.bossDone[i];
        }

        quickSlotItemNum = new short[4];
        for (byte i = 0; i < quickSlotItemNum.Length; i++)
        {
            quickSlotItemNum[i] = pPi.quickSlotItemNum[i];
        }

        inventory = pInventory;
        inventory.Init();

        this.nickName = pPi.nickName;

        inventory.GetMoney().value = pPi.money.value;
        inventory.GetRock().value  = pPi.rock.value;
        inventory.GetDia().value   = pPi.dia.value;

        for (byte i = 0; i < pPi.jewerly.Length; i++)
        {
            inventory.GetJewerly()[i].value = pPi.jewerly[i].value;
        }
        for (byte i = 0; i < pPi.soul.Length; i++)
        {
            inventory.GetSoul()[i].value = pPi.soul[i].value;
        }

        if (pPi.item_equip != null)
        {
            for (byte i = 0; i < pPi.item_equip.Length; i++)
            {
                inventory.GetItemEquip().Add(pPi.item_equip[i]);
            }
        }

        if (pPi.item_use != null)
        {
            for (byte i = 0; i < pPi.item_use.Length; i++)
            {
                inventory.GetItemUse().Add(pPi.item_use[i]);
            }
        }

        if (pPi.item_etc != null)
        {
            for (byte i = 0; i < pPi.item_etc.Length; i++)
            {
                inventory.GetItemEtc().Add(pPi.item_etc[i]);
            }
        }
    }