private void CheckEvent() { for (DurabilityEvent durabilityEvent = MyInfoManager.Instance.DeDurabilityEvent(); durabilityEvent != null; durabilityEvent = MyInfoManager.Instance.DeDurabilityEvent()) { string text = durabilityEvent.ToString(); if (text.Length > 0) { Enqueue(new ChatText(ChatText.CHAT_TYPE.SYSTEM, -1, string.Empty, text)); } } string text2 = MyInfoManager.Instance.DeBattleStartRemain(); if (text2 != null && text2.Length > 0) { Enqueue(new ChatText(ChatText.CHAT_TYPE.SYSTEM, -1, string.Empty, text2)); } }
//이거 호출되는거면 그냥 내구도 감소시켜주면 됨 public void decreaseDurability(DurabilityEvent durabilityEvent) { if (durability < 1) { return; } switch (durabilityEvent) { case DurabilityEvent.INSIDETYPOON_SAIL: durability -= 1; break; case DurabilityEvent.INSIDETYPOON_CONTRARYWIND_SAIL: durability -= 1; break; case DurabilityEvent.CONTRARYWIND_SAIL: durability -= 1; break; } }
public void decreaseDurability(DurabilityEvent durabilityEvent) { switch (durabilityEvent) { case DurabilityEvent.COLLIDE_REEF_BODY: if (durability > 30) { durability -= 30; } else { durability = 0; } break; case DurabilityEvent.COLLIDE_ISLAND_BODY: if (durability > 30) { durability -= 30; } else { durability = 0; } break; case DurabilityEvent.COLLIDE_PIRATE_BODY: if (durability > 10) { durability -= 10; } else { durability = 0; } break; case DurabilityEvent.COLLIDE_SHIP_BODY: if (durability > 1) { durability -= 1; } else { durability = 0; } break; case DurabilityEvent.INSIDETYPOON_BODY: if (durability > 1) { durability -= 1; } else { durability = 0; } break; } if (durability <= 0) { //여기서 난파엔딩 만들어주거나 호출하면 됨 } }