// ㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡ // 원소 확정 또는 취소 private void SetOrCancelElements() { if (canSetElements) { if (Input.GetKeyDown(KeyCode.D) && currentElements.Count > 0) { // 원소 마법 사용 가능 canElementMagic = true; // D키 사용 불가능 canSetElements = false; canReceiveElements = false; // 배열에 각각의 원소가 몇 개씩있는지 검사 CountElement(); // 원소 확정 애니메이션 anim.SetTrigger("ChargeSet"); SetElementMagic(); // 원소 확정 이펙트 StartCoroutine(DelayEffect()); ElementMagicControllerAble(); } } if (Input.GetKeyDown(KeyCode.F) && currentElements.Count > 0) { // D키 사용 가능 canSetElements = true; // 원소 마법 사용 불가능 canElementMagic = false; canReceiveElements = true; currentElements.Clear(); elementMagicNumber.Clear(); FireElementNum = 0; WaterElementNum = 0; ThunderElementNum = 0; HealElementNum = 0; canReceiveElements = true; GameObject.Find("GameUI").GetComponent <ShowElements>().delAll = true; CancelElementsPrefab.GetComponent <ParticleSystem>().Play(); SetCurrentWeapon(); currentAnim = MagicAnim.SHORT; SoundManager.instance.PlaySoundEffect("CancelMagic"); } }
private void SetElementMagic() { // 1개 if (currentElements.Count == 1) { if (elementMagicNumber[0] == 1) { currentMagic = ElementMagicList.FIRE1; currentMagicSoundName = "Fire1"; } else if (elementMagicNumber[0] == 2) { currentMagic = ElementMagicList.WATER1; currentMagicSoundName = "Water1"; } else if (elementMagicNumber[0] == 3) { currentMagic = ElementMagicList.THUNDER1; currentMagicSoundName = "Thunder1"; } else if (elementMagicNumber[0] == 4) { currentMagic = ElementMagicList.HEAL1; elementMagicController.isHealMagic = true; currentMagicSoundName = "Heal1"; } } // 2개 else if (currentElements.Count == 2) { if (elementMagicNumber[0] == 1 && elementMagicNumber[1] == 1) { currentMagic = ElementMagicList.FIRE2; currentMagicSoundName = "Fire2"; } else if (elementMagicNumber[0] == 1 && elementMagicNumber[1] == 2) { currentMagic = ElementMagicList.STEAM; currentMagicSoundName = "Steam"; } else if (elementMagicNumber[0] == 1 && elementMagicNumber[1] == 3) { currentMagic = ElementMagicList.LASER_FIRE; currentMagicSoundName = "Laser_Fire"; } else if (elementMagicNumber[0] == 1 && elementMagicNumber[1] == 4) { currentMagic = ElementMagicList.FIRE_HEAL; currentMagicSoundName = "Fire_Heal"; } if (elementMagicNumber[0] == 2 && elementMagicNumber[1] == 1) { currentMagic = ElementMagicList.HOT_WATER; } else if (elementMagicNumber[0] == 2 && elementMagicNumber[1] == 2) { currentMagic = ElementMagicList.WATER2; } else if (elementMagicNumber[0] == 2 && elementMagicNumber[1] == 3) { currentMagic = ElementMagicList.LASER_WATER; } else if (elementMagicNumber[0] == 2 && elementMagicNumber[1] == 4) { currentMagic = ElementMagicList.WATER_HEAL; } if (elementMagicNumber[0] == 3 && elementMagicNumber[1] == 1) { currentMagic = ElementMagicList.EXPLOSION; } else if (elementMagicNumber[0] == 3 && elementMagicNumber[1] == 2) { currentMagic = ElementMagicList.THUNDER_WATER; } else if (elementMagicNumber[0] == 3 && elementMagicNumber[1] == 3) { currentMagic = ElementMagicList.THUNDER2; } else if (elementMagicNumber[0] == 3 && elementMagicNumber[1] == 4) { currentMagic = ElementMagicList.LASER_HEAL; } if (elementMagicNumber[0] == 4 && elementMagicNumber[1] == 1) { elementMagicController.isHealMagic = true; currentMagic = ElementMagicList.HEAL_FIRE; } else if (elementMagicNumber[0] == 4 && elementMagicNumber[1] == 2) { elementMagicController.isHealMagic = true; currentMagic = ElementMagicList.HEAL_WATER; } else if (elementMagicNumber[0] == 4 && elementMagicNumber[1] == 3) { elementMagicController.isHealMagic = true; currentMagic = ElementMagicList.HEAL_THUNDER; } else if (elementMagicNumber[0] == 4 && elementMagicNumber[1] == 4) { elementMagicController.isHealMagic = true; currentMagic = ElementMagicList.HEAL2; } } // 3개 else if (currentElements.Count == 3) { if (elementMagicNumber[0] == 1 && elementMagicNumber[1] == 1 && elementMagicNumber[2] == 1) { currentMagic = ElementMagicList.FIRE3; currentAnim = MagicAnim.LONG; currentMagicSoundName = "Fire3"; } else if (elementMagicNumber[0] == 2 && elementMagicNumber[1] == 2 && elementMagicNumber[2] == 2) { currentMagic = ElementMagicList.WATER3; } else if (elementMagicNumber[0] == 3 && elementMagicNumber[1] == 3 && elementMagicNumber[2] == 3) { currentMagic = ElementMagicList.THUNDER3; currentAnim = MagicAnim.LONG; } else if (elementMagicNumber[0] == 4 && elementMagicNumber[1] == 4 && elementMagicNumber[2] == 4) { currentMagic = ElementMagicList.HEAL3; } else if (elementMagicNumber[0] == 2 && elementMagicNumber[1] == 1 && elementMagicNumber[2] == 3) { currentMagic = ElementMagicList.WATERSMASH; currentAnim = MagicAnim.JUMPSMASH_GROUND; } else if (elementMagicNumber[0] == 3 && elementMagicNumber[1] == 2 && elementMagicNumber[2] == 3) { currentMagic = ElementMagicList.WATER_THUNDERWAVE; currentAnim = MagicAnim.UPPERCUT; } // 증기 마법 else if (elementMagicNumber[0] == 1 && elementMagicNumber[1] == 2) { if (elementMagicNumber[2] == 1) { currentMagic = ElementMagicList.STEAM_FIRE1; currentAnim = MagicAnim.KEEPING; } else if (elementMagicNumber[2] == 2) { currentMagic = ElementMagicList.STEAM_WATER1; currentAnim = MagicAnim.HAND_UP; } else if (elementMagicNumber[2] == 3) { currentMagic = ElementMagicList.STEAM_THUNDER1; currentAnim = MagicAnim.GROUND; } else if (elementMagicNumber[2] == 4) { currentMagic = ElementMagicList.STEAM_HEAL1; currentAnim = MagicAnim.GROUND; } } else { if (elementMagicNumber[0] == 1) { currentMagic = ElementMagicList.FIREMIX1; } else if (elementMagicNumber[0] == 2) { currentMagic = ElementMagicList.WATERMIX1; } else if (elementMagicNumber[0] == 3) { currentMagic = ElementMagicList.THUNDERMIX1; } else if (elementMagicNumber[0] == 4) { currentMagic = ElementMagicList.HEALMIX1; } } } // 4개 else if (currentElements.Count == 4) { if (elementMagicNumber[0] == 1 && elementMagicNumber[1] == 1 && elementMagicNumber[2] == 1 && elementMagicNumber[3] == 1) { currentMagic = ElementMagicList.FIRE4; currentAnim = MagicAnim.HAND_UP; } else if (elementMagicNumber[0] == 2 && elementMagicNumber[1] == 2 && elementMagicNumber[2] == 2 && elementMagicNumber[3] == 2) { currentMagic = ElementMagicList.WATER4; currentAnim = MagicAnim.GROUND; } else if (elementMagicNumber[0] == 3 && elementMagicNumber[1] == 3 && elementMagicNumber[2] == 3 && elementMagicNumber[3] == 3) { currentMagic = ElementMagicList.THUNDER4; currentAnim = MagicAnim.GROUND; } else if (elementMagicNumber[0] == 1 && elementMagicNumber[1] == 2 && elementMagicNumber[2] == 2 && elementMagicNumber[3] == 1) { currentMagic = ElementMagicList.WATER_FIREWALL; currentAnim = MagicAnim.GROUND; } else if (elementMagicNumber[0] == 1 && elementMagicNumber[1] == 3 && elementMagicNumber[2] == 1 && elementMagicNumber[3] == 3) { currentMagic = ElementMagicList.FIRE2_THUNDER2; currentAnim = MagicAnim.LONG; } else if (elementMagicNumber[0] == 2 && elementMagicNumber[1] == 2 && elementMagicNumber[2] == 1 && elementMagicNumber[3] == 1) { currentMagic = ElementMagicList.LAVA; currentAnim = MagicAnim.GROUND; } // 증기 마법 else if (elementMagicNumber[0] == 1 && elementMagicNumber[1] == 2) { if (elementMagicNumber[2] == 1 && elementMagicNumber[3] == 1) { currentMagic = ElementMagicList.STEAM_FIRE2; currentAnim = MagicAnim.HAND_UP; } else if (elementMagicNumber[2] == 2 && elementMagicNumber[3] == 2) { currentMagic = ElementMagicList.STEAM_WATER2; currentAnim = MagicAnim.HAND_UP; } else if (elementMagicNumber[2] == 3 && elementMagicNumber[3] == 3) { currentMagic = ElementMagicList.STEAM_THUNDER2; currentAnim = MagicAnim.HAND_UP; } else if (elementMagicNumber[2] == 4 && elementMagicNumber[3] == 4) { currentMagic = ElementMagicList.STEAM_HEAL2; currentAnim = MagicAnim.GROUND; } else if (elementMagicNumber[2] == 1 && elementMagicNumber[3] == 2) { currentMagic = ElementMagicList.STEAM2; currentAnim = MagicAnim.GROUND; } else { if (elementMagicNumber[0] == 1) { currentMagic = ElementMagicList.FIREMIX2; } else if (elementMagicNumber[0] == 2) { currentMagic = ElementMagicList.WATERMIX2; } else if (elementMagicNumber[0] == 3) { currentMagic = ElementMagicList.THUNDERMIX2; } else if (elementMagicNumber[0] == 4) { currentMagic = ElementMagicList.HEALMIX2; } } } else { if (elementMagicNumber[0] == 1) { currentMagic = ElementMagicList.FIREMIX2; } else if (elementMagicNumber[0] == 2) { currentMagic = ElementMagicList.WATERMIX2; } else if (elementMagicNumber[0] == 3) { currentMagic = ElementMagicList.THUNDERMIX2; } else if (elementMagicNumber[0] == 4) { currentMagic = ElementMagicList.HEALMIX2; } } } Debug.Log(currentMagic); }