Example #1
0
    }                               // 사용 체력

    public ItemData(TYPE type, E_Kind kind)
    {
        ItemType = type;
        ItemKind = kind;

        switch (ItemType)
        {
        case TYPE.Macintosh:
        case TYPE.Corn:
        case TYPE.Orange:
            ItemValue = 50;
            UseHP     = 10;
            break;

        case TYPE.Tomato:
        case TYPE.Grape:
        case TYPE.Strawberry:
            ItemValue = 100;
            UseHP     = 30;
            break;

        case TYPE.Axe:
        case TYPE.Springkler:
            UseHP = 10;
            break;

        case TYPE.MSeed:
        case TYPE.CSeed:
        case TYPE.OSeed:
            UseHP = 10;
            break;

        case TYPE.TSeed:
        case TYPE.GSeed:
        case TYPE.SSeed:
            UseHP = 30;
            break;
        }

        switch (ItemKind)
        {
        case E_Kind.A:
            HarvestTerm  = 1;
            HarvestValue = 1;
            break;

        case E_Kind.B:
            HarvestTerm  = 4;
            HarvestValue = 4;
            break;

        case E_Kind.C:
            HarvestTerm  = 2;
            HarvestValue = 1;
            break;
        }
    }
    private void Seed()
    {
        do
        {
            if (seedType == TYPE.NONE)
            {          // 키가 눌리지 않았으면.
                break; // 아무것도 하지 않고 메소드 종료.
            }
            if (this.closest_event != null)
            {
                if (closest_event.layer != LayerMask.NameToLayer("Farm"))
                {
                    break;
                }

                if (game_status.ItemDic[seedType] == 0)
                {
                    break;
                }

                if (!game_status.IsCanWork(10))
                {
                    break;
                }
                Farm farm = closest_event.GetComponent <Farm>();

                if (farm.seed != TYPE.NONE)
                {
                    break;
                }

                if (seedType != TYPE.OSeed && seedType != TYPE.SSeed)
                {
                    game_status.ItemDic[seedType]--;
                }

                TYPE   tempType = TYPE.NONE;
                E_Kind kind     = E_Kind.None;
                switch (seedType)
                {
                case TYPE.MSeed:
                    tempType = TYPE.Macintosh;
                    kind     = E_Kind.A;
                    break;

                case TYPE.CSeed:
                    tempType = TYPE.Corn;
                    kind     = E_Kind.B;
                    break;

                case TYPE.OSeed:
                    tempType = TYPE.Orange;
                    kind     = E_Kind.C;
                    break;

                case TYPE.TSeed:
                    tempType = TYPE.Tomato;
                    kind     = E_Kind.A;
                    break;

                case TYPE.GSeed:
                    tempType = TYPE.Grape;
                    kind     = E_Kind.B;
                    break;

                case TYPE.SSeed:
                    tempType = TYPE.Strawberry;
                    kind     = E_Kind.C;
                    break;
                }
                ItemData data = new ItemData(tempType, kind);
                farm.InitFarm(data);

                effect.Play();
                game_status.Hp -= 10;   // todo 작물 종류에 맞게 값 변경
                game_status.OnUpdatedItemList(game_status.ItemDic);
            }
        } while (false);
        seedType = TYPE.NONE;
    }