private int m_iWeaponIndex = -1; //캐릭터가 차고 있는 무기의 리스트 인덱스 // Start is called before the first frame update //다시 한 번 봐야하는 부분 private void OnEnable() { //처음 시작할 때 셋팅 m_iWeaponIndex = Util.ConvertToInt(UserInfo.instance.GetCharData(CHAR_DATA.CHAR_WEAPON_INDEX, m_iCharIndex)); //캐릭터의 웨폰 인덱스(리스트 순서) m_eType = (ITEM_TYPE)UserInfo.instance.GetCharData(CHAR_DATA.CHAR_WEAPON_TYPE, m_iCharIndex); //캐릭터 웨폰 타입 int iIndex = Util.ConvertToInt(UserInfo.instance.GetItemForList(m_iWeaponIndex, INVENTORY_TYPE.INVENTORY_WEAPON, ITEM_DATA.ITEM_INDEX)); //웨폰의 실제 인덱스 GameObject Weapon; for (int i = 0; i < m_WeaponPoint.Count; i++) { string strRoute = string.Empty; string WeaponIndex = Util.ConvertToString(iIndex); if (i == 0) { strRoute = "Equipment/" + m_eType.ToString() + "/" + WeaponIndex + "/R"; //0번쨰는 R } else if (i == 1) { strRoute = "Equipment/" + m_eType.ToString() + "/" + WeaponIndex + "/L"; //1번째는 L } Weapon = ResourceLoader.CreatePrefab(strRoute); Weapon.transform.SetParent(m_WeaponPoint[i].transform, false); Weapon.SetActive(true); Weapon.transform.Find("Effect").gameObject.SetActive(false); // } }
public void WeaponChange(int iIndex) { GameObject Weapon; if (m_iWeaponIndex != iIndex && iIndex >= 0) //현재 장비랑 중복 장착이 아니다. { for (int i = 0; i < m_WeaponPoint.Count; i++) { Weapon = m_WeaponPoint[i].transform.GetChild(0).gameObject ?? null; if (Weapon != null) { Weapon.transform.SetParent(null); Destroy(Weapon); } string strRoute = string.Empty; string WeaponIndex = Util.ConvertToString(UserInfo.instance.GetItemForList(iIndex, INVENTORY_TYPE.INVENTORY_WEAPON, ITEM_DATA.ITEM_INDEX)); if (i == 0) { strRoute = "Equipment/" + m_eType.ToString() + "/" + WeaponIndex + "/R"; } else if (i == 1) { strRoute = "Equipment/" + m_eType.ToString() + "/" + WeaponIndex + "/L"; } Weapon = ResourceLoader.CreatePrefab(strRoute); Weapon.transform.SetParent(m_WeaponPoint[i].transform, false); Weapon.SetActive(false); Weapon.transform.Find("Effect").gameObject.SetActive(false); } //현재 장착 중인 장비를 부순다. m_iWeaponIndex = iIndex; } //웨폰 인덱스는 무조건 인벤토리 리스트 순서 이므로 크게 상관 하지 말것 }
public Item(ITEM_TYPE type) { Random random = new Random(); string m_sModifiateElement; prop_item_type = type; if (prop_item_type.ToString().Contains(ITEM_CLASS.POTION.ToString())) { prop_item_class = ITEM_CLASS.POTION; prop_iItem_value = random.Next(10, 30); m_sModifiateElement = prop_item_type.ToString().Replace(prop_item_class.ToString(), ""); prop_item_message = "Vous avez ajouté " + prop_iItem_value + " a " + m_sModifiateElement; } else if (prop_item_type.ToString().Contains(ITEM_CLASS.DAMAGE.ToString())) { prop_item_class = ITEM_CLASS.DAMAGE; prop_iItem_value = random.Next(2, 10); m_sModifiateElement = prop_item_type.ToString().Replace(prop_item_class.ToString(), ""); prop_item_message = "Vous avez ameliore votre " + m_sModifiateElement + " de " + prop_iItem_value; } else if (prop_item_type.ToString().Contains(ITEM_CLASS.RESTORE.ToString())) { prop_item_class = ITEM_CLASS.RESTORE; prop_iItem_value = random.Next(10, 20); m_sModifiateElement = prop_item_type.ToString().Replace(prop_item_class.ToString(), ""); prop_item_message = "Vous avez restore votre " + m_sModifiateElement + " de " + prop_iItem_value; } else if (prop_item_type.ToString().Contains(ITEM_CLASS.SET.ToString())) { prop_item_class = ITEM_CLASS.SET; prop_iItem_value = random.Next(4, 8); m_sModifiateElement = prop_item_type.ToString().Replace(prop_item_class.ToString(), ""); prop_item_message = "Vous avez ajouté " + prop_iItem_value + " " + m_sModifiateElement + " a votre inventaire "; } }
Item InstantiateItem(ITEM_TYPE type) { var color = 0; var piece = Instantiate(Resources.Load(string.Format("{0}/{1}", Configure.ItemsPath, type.ToString().ToLower()))) as GameObject; var tokens = type.ToString().Split(new[] { '_' }, StringSplitOptions.RemoveEmptyEntries); if (tokens.Length > 0 && int.TryParse(tokens[tokens.Length - 1], out color)) { } var beabletodestroy = type == ITEM_TYPE.CHERRY ? 0 : 1; if (piece == null) { return(null); } piece.transform.SetParent(gameObject.transform); piece.name = "Item"; piece.transform.localPosition = board.NodeLocalPosition(i, j); piece.GetComponent <Item>().node = this; piece.GetComponent <Item>().board = board; piece.GetComponent <Item>().type = type; piece.GetComponent <Item>().color = color; piece.GetComponent <Item>().beAbleToDestroy = beabletodestroy; item = piece.GetComponent <Item>(); return(item); }
public void Setting(int iIndex, int iList, ITEM_TYPE eType, INVENTORY_TYPE eInven) { m_iItemIndex = iIndex; m_iListIndex = iList; m_eItemType = eType; m_eInvenType = eInven; string sprite = m_iItemIndex + "_" + m_eItemType.ToString() + "_Icon"; m_ItemSprite.spriteName = sprite; //스프라이트 교체 sprite = "Excel/Table/" + m_eItemType.ToString() + "_" + m_iItemIndex; var List = EXCEL.ExcelLoad.Read(sprite); m_ItemLabel.text = Util.ConvertToString(List[0][ITEM_DATA.ITEM_NAME.ToString()]); //이름 교채 //아이템 인덱스 기반 }
private void ViewStigma(int iCharIndex, CHAR_DATA Data, ITEM_TYPE eType, int Child) { int tmp = Util.ConvertToInt(UserInfo.instance.GetCharData(Data, iCharIndex)); if (tmp >= 0) { string strTMP = string.Empty; strTMP = Util.ConvertToString(tmp) + "_" + eType.ToString() + "_Icon2"; m_ThisUI[(int)VALKYRJA_UI.VALKYRJA_UI_STIGMA].transform.GetChild(Child).GetComponent <UISprite>().spriteName = strTMP; } else { m_ThisUI[(int)VALKYRJA_UI.VALKYRJA_UI_STIGMA].transform.GetChild(Child).GetComponent <UISprite>().spriteName = "CrossHair"; } }
public override string GetItemType() { return(itemType.ToString()); }