/// <summary> /// À̺¥Æ® ÀÛµ¿ Á¶°Ç /// </summary> /// <param name="__iocEvent">ÀÛµ¿ÇÒ À̺¥Æ®</param> /// <param name="current">ÀÛµ¿½ÃŲ Ç÷¹À̾î</param> /// <param name="creator">À̺¥Æ®¸¦ »ý¼ºÇÑ Ç÷¹À̾î</param> public static bool Condition(IocEvent __iocEvent, Player current, Player creator) { bool result = false; // ¹ßµ¿ÀÚ ÀÚ°Ý Ã¼Å© - ÇöÀç DB¿¡ ¹ßµ¿ÀÚ ÀÚ°Ý ÇÊµå ¾øÀ½ //if(__iocEvent.effect.target == iocEventEffect.Target.Self) // result = true; result = true; return(result); }
/// <summary> /// 오브젝트 셋팅 /// </summary> /// <param name="index">인덱스</param> /// <param name="_count"> 수량</param> public void SetUp(int index, int _count, Player _creator) { // 아이템 참조 설정 iocEvent = IocEvent.table[index]; // 아이템 개수 설정 count = _count; // 생성자 설정 creator = _creator; // 모델 오브젝트 체크 GameObject obj = Resources.Load <GameObject>(@"Data/Event/Event" + iocEvent.index.ToString("D4")); if (obj == null) { obj = Resources.Load <GameObject>(@"Data/Event/Event0000"); Debug.Log(@"Data/Event/Event0000"); } if (obj == null) { Debug.LogError("로드 실패 :: Data/Event/Event0000"); } // 모델 오브젝트 생성 및 설정 eventObject = Instantiate( obj, transform.position, Quaternion.identity, transform ).transform; // 효과 복사 effect = iocEvent.effect; // 준비 완료 isReady = true; }
void Work_Title() { // �۾� ��ǥ�� ���� workMax = 10000; gameObject.SetActive(false); workCount++; // ���� �÷ο� ���� GameData.gameFlow = GameMaster.Flow.Wait; // ���� ������ �ε� // = �� ���еǴ� ��ⵥ���Ͱ��/User/UserData.iocdata ������ ���纻(true)���� ���� ����(false)�ϰ� �о�� UserData.file = new CSVReader("User", "UserData.iocdata", true, false, '='); UserData.SetUp(); workCount += UserData.file.table.Count; // ij���� ���̺� Character.SetUp(); workCount += Character.table.Count; // ������ ���̺� Item.SetUp(); workCount += Item.table.Count; // �̺�Ʈ ���̺� IocEvent.SetUp(); workCount += IocEvent.table.Count; // ��Ű�ڽ� ���̺� LuckyBox.SetUp(); workCount += LuckyBox.table.Count; // ����ũ ���̺� Unique.SetUp(); workCount += Unique.table.Count; }
public static IEnumerator EachEffect(IocEvent __iocEvent) { // °³º° Ư¼ö È¿°ú switch (__iocEvent.index) { // ÇÊ¿ä½Ã Ãß°¡ case 0: // 0¹øÀº ¾øÀ½ Debug.LogError("error :: Á¸ÀçÇÏÁö ¾Ê´Â À̺¥Æ®(0)ÀÇ È¿°ú È£ÃâµÊ"); Debug.Break(); break; case 1: // È¿°ú break; case 2: // È¿°ú break; case 3: // È¿°ú break; case 4: // È¿°ú break; case 5: // È¿°ú break; } yield return(null); }
// 충돌중인 경우 //private void OnTriggerStay(Collider target) //{ // // 캐릭터와 충돌할 경우 // if (target.transform.parent.name == "Character") // { // } //} // // 충돌에서 벗어난 경우 //void OnTriggerExit(Collider target) //// //{ // // 캐릭터와 충돌에서 벗어난 경우 // if (target.transform.parent.name == "Character") // transform.GetComponent<BoxCollider>().isTrigger = false; //} /// <summary> /// 이벤트 작동 조건 /// </summary> /// <param name="current">작동시킨 플레이어</param> public override bool CheckCondition(Player current) { return(IocEvent.Condition(iocEvent, current, creator)); }