void OnGUI()
    {
        GUILayout.Label("Item Creation Settings", EditorStyles.boldLabel);
        myString = EditorGUILayout.TextField("Item Name: ", myString);

        //objAttrib = EditorGUILayout.BeginToggleGroup("Add Object Attribute", objAttrib);
        //EditorGUILayout.ObjectField("Gameobject", obj, );
        //EditorGUILayout.EndToggleGroup();

        dmgAttrib = EditorGUILayout.BeginToggleGroup("Add Damage Attribute", dmgAttrib);
        minDmg    = EditorGUILayout.Slider("Min Damage", minDmg, 0, 100);
        maxDmg    = EditorGUILayout.Slider("Max damage", maxDmg, minDmg, 200);
        EditorGUILayout.EndToggleGroup();

        stckAttrib = EditorGUILayout.BeginToggleGroup("Add Stackable Attribute", stckAttrib);
        maxStack   = (int)EditorGUILayout.Slider("Max Stack", maxStack, 1, 100);
        EditorGUILayout.EndToggleGroup();

        if (GUILayout.Button("Add Item"))
        {
            Item createdItem = AddInventoryItem.CreateItemAsset(myString);

            if (dmgAttrib)
            {
                DamageAttribute da = (DamageAttribute)AddInventoryItem.CreateItemAttrib(eAttribTypes.DAMAGE, myString, ref createdItem);
                da.minDamage = minDmg;
                da.maxDamage = maxDmg;
            }
            if (stckAttrib)
            {
                StackableAttribute sa = (StackableAttribute)AddInventoryItem.CreateItemAttrib(eAttribTypes.STACK, myString, ref createdItem);
                sa.maxStack = maxStack;
            }
        }
    }
Example #2
0
    public void Set(Character.Stats stats, DamageAttribute attribute)
    {
        _bulletInfo.Damage    = stats.Damage;
        _range                = stats.Range;
        _bulletInfo.PushPower = stats.PushPower;
        _bulletInfo.Attribute = attribute;

        this.transform.localScale = Vector3.one * 0.1f * _bulletInfo.Damage;
    }
 public DamageEventArgument(
     EnviromentEventArgument args,
     GameObject _invokee,
     GameObject[] _targets,
     EnviromentFrame _frame,
     DamageAttribute _damageAttribute)
     : base(args.LocationObjectBearing, _invokee, _targets, args.Focuser, _frame)
 {
     DamageAttribute = _damageAttribute;
 }
    public GameObject Pop(Character.Stats stats)
    {
        GameObject bullet = _bullets.Count == 0 ? SupplyBullet() : _bullets[0];

        _bullets.RemoveAt(0);

        // 기초 세팅
        // 마테리얼 임시 적용
        DamageAttribute ba = _bulletAttributeMgr.GetAttribute();

        bullet.GetComponent <Bullet>().Set(stats, ba);
        bullet.GetComponent <SpriteRenderer>().color = _AtributeColors[(int)ba];
        return(bullet);
    }
Example #5
0
        /// <summary>
        /// 指定アトリビュートを持っているかどうか.
        /// </summary>
        public bool HasAttr(DamageAttribute inAttr)
        {
            bool ret = false;

            foreach (DamageAttribute attr in attribute)
            {
                if (attr == inAttr)
                {
                    ret = true;
                    break;
                }
            }
            return(ret);
        }
 private void SetValues(double _amount, DamageType _damageType, bool _trueDamage)
 {
     DamageAttribute = new DamageAttribute(this.Invokee.Name, _damageType, _amount, _trueDamage);
 }
 public AttackAction(string _name, string _desc, GameObject _repObject, DamageType _type, double _amount, bool _trueDamage = false)
     : base(_name, _desc, _repObject)
 {
     DamageAttribute = new DamageAttribute(_name, _type, _amount, _trueDamage);
 }