Example #1
0
    /// <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);
    }
Example #2
0
    /// <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;
    }
Example #4
0
    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);
    }
Example #5
0
    // 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));
    }