private void SliderChanged(float pVal) { upLevel = new cProperty("asdfa", 0); upGold = new cProperty("asdf", 0); long val = (long)pVal; //강화 횟수 t_curUpgradeNum.text = val.ToString(); //강화 레벨 upLevel.value = cUtil._user._playerInfo.weapon.level.value; upLevel.value += val; //강화 골드 upGold.value = cWeaponTable.GetUpgradeGoldByLevel(cUtil._user._playerInfo.weapon.level.value, val).value; t_upgradeGold.text = upGold.GetValueToString(); //강화 공격력 t_nextValue[0].text = cWeaponTable.GetAxeInfo(upLevel).damage.GetValueToString(); //강화 Hp t_nextValue[1].text = cWeaponTable.GetAxeInfo(upLevel).hp.GetValueToString(); //강화 공격속도 t_nextValue[2].text = string.Format("{0:F2}", cWeaponTable.GetAxeInfo(upLevel).attackSpeed); //강화 내구도 t_nextValue[3].text = cWeaponTable.GetAxeInfo(upLevel).indurance.GetValueToString(); }
protected void SetDp() { if (originObj.tag.Equals("Player")) { dpCor = DpInterpolation(); StartCoroutine(dpCor); t_dp.text = curDp.GetValueToString() + " / " + maxDp.GetValueToString(); } }
//예상 수익 업데이트 private void UpdateSellProperty() { cProperty sellProperty = new cProperty("adsf", 0); for (byte i = 0; i < 5; i++) { sellProperty.value = cUtil._user._playerInfo.curStorePrice[i].value * cUtil._user._playerInfo.inventory.GetJewerly()[i].value; obj_jewerly[i].transform.GetChild(5).GetComponent <Text>().text = sellProperty.GetValueToString(); } }
protected virtual void SetHp() { hpCor = HpInterpolation(); StartCoroutine(hpCor); t_hp.text = curHp.GetValueToString() + " / " + maxHp.GetValueToString(); }