public static void S_EquipItemHandler(PacketSession session, IMessage packet) { S_EquipItem equipItemOk = (S_EquipItem)packet; // 메모리에 아이템 정보 적용 Item item = Managers.Inven.Get(equipItemOk.ItemDbId); if (item == null) { return; } item.Equipped = equipItemOk.Equipped; Debug.Log("Change setted item!"); UI_GameScene gameSceneUI = Managers.UI.SceneUI as UI_GameScene; gameSceneUI.InvenUI.RefreshUI(); gameSceneUI.StatUI.RefreshUI(); if (Managers.Object.MyPlayer != null) { Managers.Object.MyPlayer.RefreshAdditionalStat(); } }
private void GetUIKeyInput() { if (Input.GetKeyDown(KeyCode.I)) { UI_GameScene gameSceneUI = Managers.UI.SceneUI as UI_GameScene; UI_Inventory invenUI = gameSceneUI.InvenUI; if (invenUI.gameObject.activeSelf) { invenUI.gameObject.SetActive(false); } else { invenUI.gameObject.SetActive(true); invenUI.RefreshUI(); } } if (Input.GetKeyDown(KeyCode.C)) { UI_GameScene gameSceneUI = Managers.UI.SceneUI as UI_GameScene; UI_Stat statUI = gameSceneUI.StatUi; if (statUI.gameObject.activeSelf) { statUI.gameObject.SetActive(false); } else { statUI.gameObject.SetActive(true); statUI.RefreshUI(); } } }
protected override void Init() { base.Init(); SceneType = Define.Scene.Game; Screen.SetResolution(640, 480, false);// 테스트용 빌드 해상도 설정 _sceneUI = Managers.UI.ShowSceneUI <UI_GameScene>(); }
protected override void Init() { base.Init(); SceneType = Define.Scene.Game; Managers.Map.LoadMap(1); Screen.SetResolution(640, 480, false); _sceneUI = Managers.UI.ShowSceneUI <UI_GameScene>(); }
public static void S_AddItemHandler(PacketSession session, IMessage packet) { S_AddItem itemList = (S_AddItem)packet; // 메모리에 아이템 정보 적용 foreach (ItemInfo itemInfo in itemList.Items) { Item item = Item.MakeItem(itemInfo); Managers.Inven.Add(item); } Debug.Log("아이템을 획득했습니다."); UI_GameScene gameSceneUI = Managers.UI.SceneUI as UI_GameScene; gameSceneUI.InvenUI.RefreshUI(); gameSceneUI.StatUi.RefreshUI(); if (Managers.Obj.MyPlayer != null) { Managers.Obj.MyPlayer.RefreshAdditionalStat(); } }
public static void S_AddItemHandler(PacketSession session, IMessage packet)// 인게임중 아이템 획득 { S_AddItem itemList = packet as S_AddItem; // 아이템정보 메모리에 들고있기 foreach (ItemInfo itemInfo in itemList.Items) { Item item = Item.MakeItem(itemInfo); Managers.Inven.Add(item); } Debug.Log("아이템 획득!"); // 인벤토리 새로고침 UI_GameScene gameSceneUI = Managers.UI.SceneUI as UI_GameScene; gameSceneUI.InvenUI.RefreshUI(); gameSceneUI.StatUI.RefreshUI(); // 변경스텟 적용 if (Managers.Object.MyPlayer != null) { Managers.Object.MyPlayer.RefreshAdditionalStat(); } }
public static void S_EquipItemHandler(PacketSession session, IMessage packet)// 아이템 장착 / 탈착 { S_EquipItem equipItemOk = packet as S_EquipItem; Item item = Managers.Inven.Get(equipItemOk.ItemDbId); if (item == null) { return; } item.Equipped = equipItemOk.Equipped; Debug.Log("아이템 착용 변경"); // 인벤토리 새로고침 UI_GameScene gameSceneUI = Managers.UI.SceneUI as UI_GameScene; gameSceneUI.InvenUI.RefreshUI(); gameSceneUI.StatUI.RefreshUI(); // 변경스텟 적용 if (Managers.Object.MyPlayer != null) { Managers.Object.MyPlayer.RefreshAdditionalStat(); } }