public static void Set_Skill_Val(int skill_num, int lv) { Skill skill = skills.Find(x => x.num.Equals(skill_num)); int per = Ability_.Get_Ability_Type(skill.ability_type).Equals(0) ? 100 : 1; skill.f_total = (skill.base_ability * per) + (skill.ability_add * per) * (lv - 1); }
public static float Pet_Ability_type_0_Val() { Pet_info pet_Info = BackEndDataManager.instance.Pet_Data.pet_info.Find(x => x.int_num.Equals(int_pet)); int mix = Ability_.Get_Ability_Type(Pet_Ability_type_0()).Equals(0) ? 100 : 1; float val = (float)BackEndDataManager.instance.pet_csv_data[int_pet]["ability_val_0"] * mix; float percent = (float)BackEndDataManager.instance.pet_csv_data[int_pet]["ability_percent_0"] * mix; Debug.Log("0 type " + val + " " + percent); return(val + percent * (pet_Info != null ? (pet_Info.int_lv - 1) : 0)); }
public static float Get_Add_Reward(int num) { Dictionary <string, object> data = BackEndDataManager.instance.totem_csv_data[num]; int ability_type = (int)data["ability_type"]; int _type = Ability_.Get_Ability_Type(ability_type); float add = (float)data["ability_add"] * (_type.Equals(0) ? 100 : 1); return(add * (int)totem_Lv); }
public void Set_Upgrade(Character_Lv up_lv) { Skill_s.skill_lv = up_lv; string m_up = UiManager.instance.GetGoldString((int)(skill.ability_add) * (int)up_lv); string f_up = string.Format("{0}{1}", (skill.ability_add * 100) * (int)up_lv, "%"); txt_Skill_Upgrade.text = Ability_.Get_Ability_Type(skill.ability_type).Equals(0) ? f_up : m_up; Check_Btn(); txt_Skill_val.text = UiManager.instance.GetGoldString((int)total); }
public void Set_Sub_Txt() { Skill_info skill_Info = BackEndDataManager.instance.Skill_Data.skill_Info.Find(x => x.int_num.Equals(skill.num)); int lv = skill_Info == null ? 0 : skill_Info.int_lv; int per = Ability_.Get_Ability_Type(skill.ability_type).Equals(0) ? 100 : 1; txt_Skill_Sub.text = string.Format("{0} {1}{2}", Ability_.Get_Ability_Nmae(skill.ability_type), lv.Equals(0) ? skill.base_ability * per : skill.f_total, Ability_.Ability_Type_Sign(skill.ability_type)); txt_Skill_Cool.text = skill.cool_time == 0 ? "" : string.Format("지속:{0} 쿨타임:{1}", skill.skill_time, skill.cool_time); }
public static float Get_Reward(int num) { Dictionary <string, object> data = BackEndDataManager.instance.totem_csv_data[num]; Totem_info info_ = BackEndDataManager.instance.Totem_Data.totem_info.Find(x => x.int_num.Equals(num)); int ability_type = (int)data["ability_type"]; int _type = Ability_.Get_Ability_Type(ability_type); float val = (float)data["base_ability"] * (_type.Equals(0) ? 100 : 1); float add = (float)data["ability_add"] * (_type.Equals(0) ? 100 : 1); decimal add_result = (decimal)add * (info_ == null ? 0 : info_.int_lv - 1); float resultValue = val + (float)add_result; return(resultValue); }
public void Set_Item() { Totem_info info_ = BackEndDataManager.instance.Totem_Data.totem_info.Find(x => x.int_num.Equals((int)data["num"])); int ability_type = (int)data["ability_type"]; int _type = Ability_.Get_Ability_Type(ability_type); float val = (float)data["base_ability"] * (_type.Equals(0) ? 100 : 1); float add = Totem_.Get_Add_Reward((int)data["num"]); string sign = Ability_.Ability_Type_Sign(ability_type); txt_totem_Lv.text = string.Format("{0}.{1}", "Lv", info_ == null ? 0 : info_.int_lv); txt_totem_sub.text = Ability_.Get_Ability_Nmae(ability_type); txt_totem_val.text = string.Format("{0}{1}", Totem_.Get_Reward((int)data["num"]), sign); txt_totem_add_reward.text = string.Format("+{0} ({1})", string.Format("{0}{1}", add, sign), (int)Totem_.totem_Lv); txt_totem_price_val.text = UiManager.instance.GetGoldString(Totem_.Get_Price((int)data["num"])); Check_Btn(); }