Example #1
0
        public MissionRewardType ChangeReward(int num, MissionRewardType type)
        {
            if (num == 0)
            {
                this.rewardIcon.sprite = MissionManager.Instance.rewardData.RewardIcon[(int)type];
            }
            rewardType[num]      = type;
            rewardText[num].text = MissionManager.Instance.rewardData.RewardText[(int)type];

            return(type);
        }
    // 클리어 됬을떄 받는다면, 게이지는 클리어 직후에 100으로 차게됨
    // 다음씬에서 게이지가 0으로 초기화됨

    public void GetReward(MissionRewardType type)
    {
        switch (type)
        {
        case MissionRewardType.SpecialGauge:
            //PlayerFSMManager.Instance.SpecialGauge = 100;
            GameSetting.rewardAbillity.feverGauge = true;
            break;

        case MissionRewardType.Str:
            //4PlayerFSMManager.Instance.Stat.RewardStr(5);
            GameSetting.rewardAbillity.strLevel++;
            break;

        case MissionRewardType.Defense:
            //PlayerFSMManager.Instance.Stat.RewardDefense(3);
            GameSetting.rewardAbillity.defLevel++;
            break;

        case MissionRewardType.Hp:
            //PlayerFSMManager.Instance.Stat.RewardHP(150);
            GameSetting.rewardAbillity.hpLevel++;
            break;

        case MissionRewardType.Skill1Damage:
            //PlayerFSMManager.Instance.Stat.RewardSkill1Damage(40);
            GameSetting.rewardAbillity.skill1DMGLevel++;
            break;

        case MissionRewardType.Skill2Damage:
            //PlayerFSMManager.Instance.Stat.RewardSkill2Damage(25);
            GameSetting.rewardAbillity.skill2DMGLevel++;
            break;

        case MissionRewardType.Skill3Damage:
            //PlayerFSMManager.Instance.Stat.RewardSkill3Damage(10);
            GameSetting.rewardAbillity.skill3DMGLevel++;
            break;

        case MissionRewardType.Skill3Speed:
            //PlayerFSMManager.Instance.Skill3MouseSpeed += 10;
            GameSetting.rewardAbillity.skill3TurnLevel++;
            break;

        case MissionRewardType.Skill1Bounce:
            //PlayerFSMManager.Instance.Skill1BounceCount++;
            GameSetting.rewardAbillity.skill1BounceLevel++;
            break;
        }
    }
Example #3
0
 public void SetReward2(MissionRewardType type)
 {
     reward2.sprite   = MissionManager.Instance.rewardData.RewardIcon[(int)type];
     rewardName2.text = MissionManager.Instance.rewardData.RewardText[(int)type];
 }
Example #4
0
 public void SetClearMission(float value, MissionRewardType type1, MissionRewardType type2)
 {
     SetTimer(value);
     SetReward1(type1);
     SetReward2(type2);
 }