public EquipAbility get_equip_ability(int id, int lv) { Equip equip = equip_data [id]; EquipAbility data = new EquipAbility (); data.id = id; data.lv = lv; data.name = equip.itemName; data.show_name = equip.itemName + "Lv." + lv; data.hp = ( equip.hp + equip.lv_add[HP] * lv )*equip.item_lv; data.mp = equip.mp + equip.lv_add [MP] * lv; data.atk = equip.atk + equip.lv_add [ATK] * lv; data.def = equip.def + equip.lv_add [DEF] * lv; data.matk = equip.matk + equip.lv_add [MATK] * lv; data.mdef = equip.mdef + equip.lv_add [MDEF] * lv; data.add_act = equip.add_act + equip.lv_add[ADD_ACT]; data.max_act = equip.max_act + equip.lv_add[MAX_ACT]; data.max_lv = equip.get_max_lv (); data.next_lv_money = equip.get_strength_cost (lv); data.back_lv_money = (int)(equip.get_strength_cost (lv - 1) * 0.5); data.mp2 = equip.mp2; data.skill_id = new int[equip.skill_id.Length]; for (int i=0; i<data.skill_id.Length; i++) { data.skill_id[i] = equip.skill_id[i]; } return data; }
void show_diff(EquipAbility before, EquipAbility after) { ori_money.text = dataCenter.money.ToString(); equip_name.text = after.name + " (max_lv:"+after.max_lv+")"; if (before.lv == after.lv) { diff_money.text = ""; new_money.SetActive (false); } else { new_money.SetActive (true); Text new_money_text = new_money.GetComponent<Text> (); if( after.lv - before.lv > 0 ){ // up new_money_text.text = (dataCenter.money - before.next_lv_money).ToString(); new_money_text.color = Color.red; diff_money.text = "(-"+before.next_lv_money+")"; diff_money.color = Color.red; } else{ // down new_money_text.text = (dataCenter.money + before.back_lv_money).ToString(); new_money_text.color = Color.green; diff_money.text = "(+"+before.back_lv_money+")"; diff_money.color = Color.green; } } int[] before_value = new int[]{ before.lv, before.hp, before.mp, before.atk, before.def, before.matk, before.mdef }; int[] after_value = new int[]{ after.lv, after.hp, after.mp, after.atk, after.def, after.matk, after.mdef }; Text[] show = new Text[]{ lv, max_hp, max_mp, atk, def, matk, mdef }; for (int i=0; i<before_value.Length; i++) { int diff = after_value[i] - before_value[i]; if( diff > 0 ){ show[i].color = Color.green; show[i].text = after_value[i] + " (+" + diff + ")"; } else if( diff == 0 ){ show[i].color = normal_color; show[i].text = after_value[i].ToString(); } else if( diff < 0 ){ show[i].color = Color.red; show[i].text = after_value[i] + " (" + diff + ")"; } } float after_spd = after.add_act; float diff_spd = after.add_act - before.add_act; if( diff_spd > 0 ){ spd.color = Color.green; spd.text = after_spd + " (+" + diff_spd + ")"; } else if( diff_spd == 0 ){ spd.color = normal_color; spd.text = after_spd.ToString(); } else if( diff_spd < 0 ){ spd.color = Color.red; spd.text = after_spd + " (" + diff_spd + ")"; } int before_skill = -1; int after_skill = -1; if( before.skill_id.Length > 0) before_skill = before.skill_id[0]; if (after.skill_id.Length > 0) after_skill = after.skill_id [0]; skill.text = DataCenter.NONE_SKILL; if (after_skill >= 0) { string skill_name = dataCenter.get_skill_by_id(after_skill).skill_name; skill.text = skill_name; } if (before_skill != after_skill) { if( after_skill >= 0 ) skill.color = Color.green; else skill.color = Color.red; } else { skill.color = normal_color; } }
void open_up_ok_button(EquipAbility equip) { down_ok_button.SetActive (false); // not enough money if (dataCenter.check_money_patch (-equip.next_lv_money) == false){ up_ok_button.SetActive (false); return; } // already max lv if (equip.lv >= equip.max_lv) { up_ok_button.SetActive (false); return; } up_ok_button.SetActive (true); }
void open_down_ok_button(EquipAbility equip ) { up_ok_button.SetActive (false); // already max lv if (equip.lv == 1 ) { down_ok_button.SetActive (false); return; } down_ok_button.SetActive (true); }
void check_buttom_show(EquipAbility equip) { if (equip.lv == 1) { up_button.SetActive (true); up_button.GetComponent<Image> ().color = Color.white; down_button.SetActive (false); } else if (equip.lv >= equip.max_lv) { up_button.SetActive (false); down_button.SetActive (true); down_button.GetComponent<Image> ().color = Color.white; } else { up_button.SetActive (true); down_button.SetActive (true); up_button.GetComponent<Image> ().color = Color.white; down_button.GetComponent<Image> ().color = Color.white; } }
void show_skill_diff(ItemType equip_type, EquipAbility before, EquipAbility after) { int before_skill = -1; int after_skill = -1; if( before != null && before.skill_id.Length > 0 ) before_skill = before.skill_id[0]; if (after != null && after.skill_id.Length > 0) after_skill = after.skill_id [0]; if (before_skill != after_skill) { if( after_skill >= 0 ) skill_diff_text ( equip_type, Color.green, after_skill ); else if( before_skill >= 0 ) skill_diff_text ( equip_type, Color.red, after_skill ); } }