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; } }
public void SetReward2(MissionRewardType type) { reward2.sprite = MissionManager.Instance.rewardData.RewardIcon[(int)type]; rewardName2.text = MissionManager.Instance.rewardData.RewardText[(int)type]; }
public void SetClearMission(float value, MissionRewardType type1, MissionRewardType type2) { SetTimer(value); SetReward1(type1); SetReward2(type2); }