Example #1
0
    public void Set_Panel(int num)
    {
        img_Skill         = transform.Find("img_Skill").GetComponent <Image>();
        txt_Skill_Lv      = transform.Find("txt_Skill_Lv").GetComponent <Text>();
        txt_Skill_Name    = transform.Find("txt_Skill_Name").GetComponent <Text>();
        txt_Skill_Sub     = transform.Find("txt_Skill_Sub").GetComponent <Text>();
        txt_Skill_Cool    = transform.Find("txt_Skill_Cool").GetComponent <Text>();
        btn_Skill_Upgrade = transform.Find("btn_Skill_Upgrade").GetComponent <Button>();
        txt_Skill_Upgrade = btn_Skill_Upgrade.transform.Find("txt_Skill_Upgrade").GetComponent <Text>();
        txt_Skill_val     = btn_Skill_Upgrade.transform.Find("txt_Skill_val").GetComponent <Text>();
        img_Skill_Upgrade = btn_Skill_Upgrade.transform.Find("img_Skill_Upgrade").GetComponent <Image>();

        obj_Lock = transform.Find("obj_Lock").gameObject;

        btn_Skill_Upgrade.onClick.AddListener(() => Buy());
        skill = Skill_s.Get_Skill((Ability_Type)num);

        img_Skill_Upgrade.sprite = Utill.Get_Item_Sp((Item_Type)skill.price_type);

        img_Skill.sprite    = Utill.Get_Skill_Sp(skill.ability_type);
        txt_Skill_Name.text = skill.name;

        obj_Lock.SetActive(false);


        Set_Sub_Txt();
        Set_Upgrade(Character_Lv.lv_1);
    }
Example #2
0
    public static bool Use_skill_2 = false; //질주 이속

    public static void Set_Player_Stat()
    {
        //공격력 레벨당 10퍼 상승
        //체력 5퍼 상승


        int_Lv = BackEndDataManager.instance.Character_Data.int_character_Lv + (int)Skill_s.Get_Skill_Val(Ability_Type.add_level);

        float skill_atk = Use_skill_0 ? Skill_s.Get_Skill_Val(Ability_Type.skill_atk) : 0;

        int_Base_Atk = 100 + (100 / 20) * (int_Lv - 1);
        BigInteger int_Upgrade = int_Base_Atk * (BackEndDataManager.instance.Character_Data.Int_Upgrade_Lv * 5) / 100;

        int_Total_Atk = int_Base_Atk + int_Upgrade + (int)Skill_s.Get_Skill_Val(Ability_Type.add_atk) + (int_Base_Atk * (int)skill_atk) / 100;

        int_Hp = 2000 + (2000 / 20) * (int_Lv - 1);

        int_Atk_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_atk_speed)
                        + (Use_skill_1 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_atk_speed) : 0);

        int_Critical_Damege = 5 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_damege);

        int_Critical_Percent = 1 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_percent);

        int_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_speed)
                    + (Use_skill_2 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_speed) : 0);

        int_Top_Scroll_Speed = -int_Speed / 90.0f;
        int_Btm_Scroll_Speed = -int_Speed / 60.0f;

        UiManager.instance.Set_Character_Stat();
    }
Example #3
0
    public void Buy()
    {
        Debug.Log(total);

        if (BackEndDataManager.instance.Get_Item((Item_Type)skill.price_type) >= total)
        {
            UiManager.instance.Check_Progress_Reward(Progress_Reward_Type.skill_upgrade, (int)Skill_s.skill_lv);
            Game_info_.Set_Game_Info(Game_Info_Type.skill_upgrade, (int)Skill_s.skill_lv);
            Quest_.Check_Daily_Quest(Daily_Quest_Type.skill_upgrade, (int)Skill_s.skill_lv);

            Skill_info skill_Info = BackEndDataManager.instance.Skill_Data.skill_Info.Find(x => x.int_num.Equals(skill.num));

            if (skill_Info == null)
            {
                skill_Info = new Skill_info
                {
                    int_num = skill.num,
                    int_lv  = (int)Skill_s.skill_lv
                };

                BackEndDataManager.instance.Skill_Data.skill_Info.Add(skill_Info);
            }
            else
            {
                skill_Info.int_lv += (int)Skill_s.skill_lv;
            }

            BackEndDataManager.instance.Set_Item((Item_Type)skill.price_type, total, Calculate_Type.mius);

            Skill_s.Set_Skill_Val(skill_Info.int_num, skill_Info.int_lv);

            Player_stat.Set_Player_Stat((Ability_Type)skill.ability_type);
            BackEndDataManager.instance.Save_Skill_Data();
            Set_Sub_Txt();

            UiManager.instance.Check_Skill();

            switch (skill.num)
            {
            case 0:
                PlayManager.instance.Start_Skill_0();
                break;

            case 1:
                PlayManager.instance.Start_Skill_1();

                break;

            case 2:
                PlayManager.instance.Start_Skill_2();

                break;

            default:
                break;
            }
        }
    }
Example #4
0
    public static void Set_Player_Stat(Ability_Type skill_Type)
    {
        Debug.Log("이거냐?????");
        switch (skill_Type)
        {
        case Ability_Type.add_atk_speed:
            int_Atk_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_atk_speed)
                            + (Use_skill_1 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_atk_speed) : 0);
            break;

        case Ability_Type.add_speed:
            int_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_speed)
                        + (Use_skill_2 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_speed) : 0);

            int_Top_Scroll_Speed = -int_Speed / 90.0f;
            int_Btm_Scroll_Speed = -int_Speed / 60.0f;

            break;

        case Ability_Type.add_critical_damege:
            int_Critical_Damege = 5 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_damege);

            break;

        case Ability_Type.add_critical_percent:
            int_Critical_Percent = 1 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_percent);

            break;

        case Ability_Type.add_level:
            int_Lv = BackEndDataManager.instance.Character_Data.int_character_Lv + (int)Skill_s.Get_Skill_Val(Ability_Type.add_level);

            float skill_atk = Use_skill_0 ? Skill_s.Get_Skill_Val(Ability_Type.skill_atk) : 0;


            int_Base_Atk = 100 + (100 / 20) * (int_Lv - 1);
            BigInteger int_Upgrade = (int_Base_Atk * BackEndDataManager.instance.Character_Data.Int_Upgrade_Lv * 5) / 100;
            int_Total_Atk = int_Base_Atk + int_Upgrade + (int)Skill_s.Get_Skill_Val(Ability_Type.add_atk) + (int_Base_Atk * (int)skill_atk) / 100;

            int_Hp = 2000 + (2000 / 20) * ((BigInteger)int_Lv - 1);
            UiManager.instance.Set_Character_Lv();
            UiManager.instance.Set_Buy_Lv();
            break;

        case Ability_Type.add_atk:

            skill_atk = Use_skill_0 ? Skill_s.Get_Skill_Val(Ability_Type.skill_atk) : 0;


            int_Base_Atk  = 100 + (100 / 20) * (int_Lv - 1);
            int_Upgrade   = (int_Base_Atk * BackEndDataManager.instance.Character_Data.Int_Upgrade_Lv * 5) / 100;
            int_Total_Atk = int_Base_Atk + int_Upgrade + (int)Skill_s.Get_Skill_Val(Ability_Type.add_atk) + (int_Base_Atk * (int)skill_atk) / 100;

            break;

        default:
            break;
        }

        UiManager.instance.Set_Character_Stat();
    }