Example #1
0
    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);
            //
        }
    }
Example #2
0
    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
    }
Example #3
0
        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 ";
            }
        }
Example #4
0
    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);
    }
Example #5
0
    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
    }
Example #6
0
    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";
        }
    }
Example #7
0
 public override string GetItemType()
 {
     return(itemType.ToString());
 }