} // 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; }