/// <summary> /// 20180515 SangBin : /// </summary> public void SwitchWeapon(WeaponCtrl.WeaponTypeEnum selectedWeapon) { StopFlame(); currentWeaponType = selectedWeapon; StartCoroutine(MakeSwitchingEffect()); weaponSubject.Notify(); Display_Ammu(); }
public void NotifyNewItem(WeaponCtrl.WeaponTypeEnum item) { isNewItemNotify = true; NewItem = item; Notify(); }
public void SetCurruntWeapon(WeaponCtrl.WeaponTypeEnum item) { weaponCtrl.SwitchWeapon(item); //Notify(); }
/// <summary> /// 20180515 SangBin : Calculation Player Striking Power /// 20180529 SangBin : Add Boss /// </summary> public double CalcPlayerStrkingPower(string enemyTag, WeaponCtrl.WeaponTypeEnum currentWeaponType) { double strikingPower = 0.0d; switch (currentWeaponType) { case WeaponCtrl.WeaponTypeEnum.weaponType01: switch (enemyTag) { case "ENEMY_TYPE01": case "ENEMY_TYPE01_BOSS": strikingPower = w1ToE; break; case "ENEMY_TYPE02": case "ENEMY_TYPE02_BOSS": strikingPower = w1ToE; break; case "ENEMY_TYPE03": case "ENEMY_TYPE03_BOSS": strikingPower = w1ToE; break; case "ENEMY_TYPE04_BOSS": strikingPower = w1ToE / 2; break; case "ENEMY_BUTTERFLY": strikingPower = wToIM; break; } break; case WeaponCtrl.WeaponTypeEnum.weaponType02: switch (enemyTag) { case "ENEMY_TYPE01": case "ENEMY_TYPE01_BOSS": strikingPower = w2ToE1; break; case "ENEMY_TYPE02": case "ENEMY_TYPE02_BOSS": strikingPower = w2ToE2; break; case "ENEMY_TYPE03": case "ENEMY_TYPE03_BOSS": strikingPower = w2ToE3; break; case "ENEMY_TYPE04_BOSS": strikingPower = w2ToE4; break; case "ENEMY_BUTTERFLY": strikingPower = wToIM; break; } break; case WeaponCtrl.WeaponTypeEnum.weaponType03: switch (enemyTag) { case "ENEMY_TYPE01": case "ENEMY_TYPE01_BOSS": strikingPower = w3ToE1; break; case "ENEMY_TYPE02": case "ENEMY_TYPE02_BOSS": strikingPower = w3ToE2; break; case "ENEMY_TYPE03": case "ENEMY_TYPE03_BOSS": strikingPower = w3ToE3; break; case "ENEMY_TYPE04_BOSS": strikingPower = w3ToE4; break; case "ENEMY_BUTTERFLY": strikingPower = wToIM; break; } break; case WeaponCtrl.WeaponTypeEnum.weaponType04: switch (enemyTag) { case "ENEMY_TYPE01": case "ENEMY_TYPE01_BOSS": strikingPower = w4ToE1; break; case "ENEMY_TYPE02": case "ENEMY_TYPE02_BOSS": strikingPower = w4ToE2; break; case "ENEMY_TYPE03": case "ENEMY_TYPE03_BOSS": strikingPower = w4ToE3; break; case "ENEMY_TYPE04_BOSS": strikingPower = w4ToE4; break; case "ENEMY_BUTTERFLY": strikingPower = wToIM; break; } break; } return(strikingPower); }
public void Init(WeaponCtrl.WeaponTypeEnum type) { //myType = type; gameObject.SetActive(true); CheckSelectedWeapon(subject); }