public void ShowEquipmentInfo(int btn_tag) { frameScroll.SetActive(false); switch (btn_tag) { case 0: selectedEquipType = EQUIPMENT_TYPE.WEAPON; break; case 1: selectedEquipType = EQUIPMENT_TYPE.ARMOR; break; case 2: selectedEquipType = EQUIPMENT_TYPE.ACCESSSORY; break; default: break; } GameObject objSubView = Instantiate(Resources.Load("UI/Lobby/SubViewEquipment")) as GameObject; objSubView.name = "SubViewEquipment"; objSubView.transform.SetParent(FrameSubView.transform); objSubView.GetComponent <RectTransform>().anchoredPosition = Vector2.zero; }
public EQUIPMENT_TYPE getDataEquipmentType() { EQUIPMENT_TYPE eqType = new EQUIPMENT_TYPE(); eqType.EquipmentTypeName = cbEquipmentType.Text; return(eqType); }
public SortBase.TYPE EquipmentTypeToSortBaseType(EQUIPMENT_TYPE type) { switch (type) { default: return(SortBase.TYPE.NONE); case EQUIPMENT_TYPE.ONE_HAND_SWORD: return(SortBase.TYPE.ONE_HAND_SWORD); case EQUIPMENT_TYPE.TWO_HAND_SWORD: return(SortBase.TYPE.TWO_HAND_SWORD); case EQUIPMENT_TYPE.SPEAR: return(SortBase.TYPE.SPEAR); case EQUIPMENT_TYPE.PAIR_SWORDS: return(SortBase.TYPE.PAIR_SWORDS); case EQUIPMENT_TYPE.ARROW: return(SortBase.TYPE.ARROW); case EQUIPMENT_TYPE.ARMOR: return(SortBase.TYPE.ARMOR); case EQUIPMENT_TYPE.HELM: return(SortBase.TYPE.HELM); case EQUIPMENT_TYPE.ARM: return(SortBase.TYPE.ARM); case EQUIPMENT_TYPE.LEG: return(SortBase.TYPE.LEG); } }
private static bool JudgeLimitWeapon(List <EQUIPMENT_TYPE> allowTypes, EquipItemTable.EquipItemData[] equips) { int i = 0; for (int count = allowTypes.Count; i < count; i++) { if (!Singleton <EquipItemTable> .I.IsWeapon(allowTypes[i])) { Debug.LogError((object)"武器のチェックに武器以外のタイプが渡されています(無視されます)"); } } int j = 0; for (int num = equips.Length; j < num; j++) { if (equips[j] != null) { EQUIPMENT_TYPE type = equips[j].type; if (Singleton <EquipItemTable> .I.IsWeapon(type) && !allowTypes.Contains(type)) { return(false); } } } return(true); }
private ENABLE_EQUIP_TYPE GetEnableEquipTypeFromEquipmentType(EQUIPMENT_TYPE type) { switch (type) { case EQUIPMENT_TYPE.ONE_HAND_SWORD: return(ENABLE_EQUIP_TYPE.ONE_HAND_SWORD); case EQUIPMENT_TYPE.TWO_HAND_SWORD: return(ENABLE_EQUIP_TYPE.TWO_HAND_SWORD); case EQUIPMENT_TYPE.SPEAR: return(ENABLE_EQUIP_TYPE.SPEAR); case EQUIPMENT_TYPE.PAIR_SWORDS: return(ENABLE_EQUIP_TYPE.PAIR_SWORDS); case EQUIPMENT_TYPE.ARROW: return(ENABLE_EQUIP_TYPE.ARROW); case EQUIPMENT_TYPE.ARMOR: case EQUIPMENT_TYPE.HELM: case EQUIPMENT_TYPE.ARM: case EQUIPMENT_TYPE.LEG: return(ENABLE_EQUIP_TYPE.ARMORS); default: return(ENABLE_EQUIP_TYPE.ALL); } }
public EquipmentTable(int iD, string name, EQUIPMENT_TYPE type, PlayerStat stat) { ID = iD; Name = name; Type = type; Stat = stat; }
public Equipment(int uid, string name, EQUIPMENT_TYPE type, PlayerStat stat) { _stat = stat; _uid = uid; _type = type; _name = name; }
public Equipment(int value, EQUIPMENT_TYPE workerType) { mValue = value; mCount = 0; mPower = 1; mType = workerType; mMutex = new Mutex(); }
//добавление строки private void AddData(Object o) { newRow = new EQUIPMENT_TYPE(); newRow.EQT_NAME = ""; data.Add(newRow); selectedRow = newRow; isEnabled = true; focus(); }
public CommonEquipmentFormat() { this.DBEquipmentID = -1; this.QualityGrade = -1; this.EquipmentType = EQUIPMENT_TYPE.NONE; this.TexturePath = ""; this.TextureIconID = -1; this.NameString = null; }
public StatusFactor GetStatusFactor(int weaponIndex) { if (weaponIndex < 0 || weaponIndex >= 3) { return(null); } if (weaponIndex == cachedWeaponIndex && dirtyFlag >= eDirtyState.CalcFactor) { return(cachedFactor); } cachedFactor.Reset(); EQUIPMENT_TYPE weaponType = EQUIPMENT_TYPE.NONE; SP_ATTACK_TYPE spAttackType = SP_ATTACK_TYPE.NONE; for (int i = 0; i < 7; i++) { if (!object.ReferenceEquals(equipValues[i], null)) { EquipValue equipValue = equipValues[i]; if (i < 3) { if (i != weaponIndex) { continue; } weaponType = equipValue.type; spAttackType = equipValue.spAttackType; } cachedFactor.baseStatus.hp += equipValue.baseStatus.hp; cachedFactor.constHp += equipValue.constHp; for (int j = 0; j < 7; j++) { cachedFactor.baseStatus.attacks[j] += equipValue.baseStatus.attacks[j]; cachedFactor.constAtks[j] += equipValue.constAtks[j]; } cachedFactor.baseStatus.defences[0] += equipValue.baseStatus.defences[0]; cachedFactor.constDefs[0] += equipValue.constDefs[0]; for (int k = 0; k < 6; k++) { cachedFactor.baseStatus.tolerances[k] += equipValue.baseStatus.tolerances[k]; cachedFactor.constTols[k] += equipValue.constTols[k]; } _GetEnableSkillSupport(weaponType, spAttackType, equipValue); } } for (int l = 0; l < 6; l++) { cachedFactor.baseStatus.defences[l + 1] += cachedFactor.baseStatus.defences[0]; } cachedFactor.CheckMinusRate(); cachedWeaponIndex = weaponIndex; dirtyFlag = eDirtyState.CalcFactor; return(cachedFactor); }
void setData() { EquipmentList.Clear(); if (partyInfo.getSelectedEquipType() == EQUIPMENT_TYPE.MAX) { DebugLog.Log(false, "Invalid Equipment type 'MAX'"); return; } selectedEquipType = partyInfo.getSelectedEquipType(); UserServantData servantData = partyInfo.ServantList[partyInfo.selected_unit_idx]; DBServantData dbServantData = CSVData.Inst.GetServantData(servantData.id); for (int i = 0; i < UserDataManager.Inst.GetEquipmentList().Count; i++) { UserEquipmentData equipmentData = UserDataManager.Inst.GetEquipmentList()[i]; DBEquipmentData dbEquipmentData = CSVData.Inst.GetEquipmentData(equipmentData.id); // 장착 가능 레벨 검사 bool enable_equip_level = true; if (dbEquipmentData.tier == 2) { if (servantData.level <= 10) { enable_equip_level = false; } } else if (dbEquipmentData.tier == 3) { if (servantData.level <= 20) { enable_equip_level = false; } } else if (dbEquipmentData.tier == 4) { if (servantData.level <= 30) { enable_equip_level = false; } } //선택된 파츠, 선택중인 서번트 직업, 장착가능한 레벨, 다른 서번트가 장착한 장비 , 장착할수 있는 상태인 장비 if (equipmentData.equipmentType == selectedEquipType && equipmentData.isEquiped == false && dbEquipmentData.isEquipAble(dbServantData.GetJobFlag) && enable_equip_level && equipmentData.equipServantIndex == 0 && equipmentData.state == 1) { EquipmentList.Add(equipmentData); } } }
public string GetDefaultTexturePathByEquipmentType(EQUIPMENT_TYPE equipmentType) { string _texturePath = ""; var _equipmentTableList = EquipmentTableReader.Instance.FindDefault(equipmentType, 0); if (_equipmentTableList.Count > 0) { var _equipmentTable = _equipmentTableList [0]; _texturePath = _equipmentTable.TexturePath; } return(_texturePath); }
private void ToGrow() { EQUIPMENT_TYPE eQUIPMENT_TYPE = EQUIPMENT_TYPE.ONE_HAND_SWORD; object eventData = GameSection.GetEventData(); if (eventData is EQUIPMENT_TYPE) { eQUIPMENT_TYPE = (EQUIPMENT_TYPE)(int)eventData; } GameSection.SetEventData(new object[2] { SmithEquipBase.SmithType.GROW, eQUIPMENT_TYPE }); }
private float _GetIncreaseValue(AttackHitInfo.ATTACK_TYPE atkType, Player.ATTACK_MODE atkMode) { EQUIPMENT_TYPE eQUIPMENT_TYPE = Player.ConvertAttackModeToEquipmentType(atkMode); int i = 0; for (int num = parameter.gaugeInfo.Length; i < num; i++) { InGameSettingsManager.Evolve.GaugeInfo gaugeInfo = parameter.gaugeInfo[i]; if (gaugeInfo.type == eQUIPMENT_TYPE) { return(gaugeInfo.value); } } return(0f); }
private void RemoveCreateNewIcon(int tab_index) { EQUIPMENT_TYPE type = TranslateInventoryTypeForEquipment(tab_index); int badgeNum = MonoBehaviourSingleton <SmithManager> .I.smithBadgeData.GetBadgeNum(type); if (badgeNum > 0) { SortBase.TYPE tYPE = TranslateInventoryType(tab_index); bool is_pickup = tYPE == SortBase.TYPE.WEAPON_ALL || tYPE == SortBase.TYPE.ARMOR_ALL; MonoBehaviourSingleton <SmithManager> .I.RemoveSmithBadge(type, is_pickup); MonoBehaviourSingleton <SmithManager> .I.CreateBadgeData(true); MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(NOTIFY_FLAG.UPDATE_SMITH_BADGE); } }
public int GetBadgeNum(EQUIPMENT_TYPE type) { int num = 0; int equipmentTypeIndex = UIBehaviour.GetEquipmentTypeIndex(type); if (!Singleton <EquipItemTable> .I.IsWeapon(type)) { if (!Singleton <EquipItemTable> .I.IsVisual(type)) { equipmentTypeIndex -= 5; return(defenseBadgeNum[equipmentTypeIndex]); } equipmentTypeIndex -= 5; return(visualBadgeNum[equipmentTypeIndex]); } return(weaponsBadgeNum[equipmentTypeIndex]); }
protected virtual void SetupInventoryTypeToggole() { bool flag = selectTypeIndex < UIBehaviour.GetEquipmentTypeIndex(EQUIPMENT_TYPE.ARMOR) || selectTypeIndex == weaponPickupIndex; SetActive((Enum)UI.OBJ_ATK_ROOT, flag); SetActive((Enum)UI.OBJ_DEF_ROOT, !flag); SetToggleButton((Enum)UI.TGL_BUTTON_ROOT, flag, (Action <bool>) delegate(bool is_active) { EQUIPMENT_TYPE type = (!is_active) ? EQUIPMENT_TYPE.HELM : EQUIPMENT_TYPE.ONE_HAND_SWORD; int num = (!is_active) ? 1 : 0; ResetTween((Enum)tabAnimTarget[num], 0); PlayTween((Enum)tabAnimTarget[num], true, (EventDelegate.Callback)null, false, 0); SetActive((Enum)UI.OBJ_ATK_ROOT, is_active); SetActive((Enum)UI.OBJ_DEF_ROOT, !is_active); selectTypeIndex = UIBehaviour.GetEquipmentTypeIndex(type); sortSettings.dialogType = ((!is_active) ? SortBase.DIALOG_TYPE.ARMOR : SortBase.DIALOG_TYPE.WEAPON); SortBase.SORT_REQUIREMENT sORT_REQUIREMENT = (sortSettings.dialogType != SortBase.DIALOG_TYPE.ARMOR) ? SortBase.SORT_REQUIREMENT.REQUIREMENT_WEAPON_BIT : SortBase.SORT_REQUIREMENT.REQUIREMENT_ARMORS_BIT; if ((sortSettings.requirement & sORT_REQUIREMENT) == (SortBase.SORT_REQUIREMENT) 0) { if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ATK) { sortSettings.requirement = SortBase.SORT_REQUIREMENT.DEF; } else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.DEF) { sortSettings.requirement = SortBase.SORT_REQUIREMENT.ATK; } else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ELEM_ATK) { sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEM_DEF; } else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ELEM_DEF) { sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEM_ATK; } else { sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEMENT; } } SetDirty(InventoryUI); InitLocalInventory(); LocalInventory(); UpdateTabButton(); }); }
public ItemStatus GetTotalEquipTypeBuff(EQUIPMENT_TYPE type) { ItemStatus itemStatus = new ItemStatus(); int equipmentTypeIndex = MonoBehaviourSingleton <StatusManager> .I.GetEquipmentTypeIndex(type); EquipItemInfo[] array = item; foreach (EquipItemInfo equipItemInfo in array) { if (equipItemInfo != null) { ItemStatus[] equipTypeSkillParam = equipItemInfo.GetEquipTypeSkillParam(); ItemStatus param = equipTypeSkillParam[equipmentTypeIndex + 1]; itemStatus.Add(param); } } return(itemStatus); }
private void _Reset() { type = EQUIPMENT_TYPE.NONE; spAttackType = SP_ATTACK_TYPE.NONE; baseStatus.Reset(); constHp = 0; for (int i = 0; i < 7; i++) { constAtks[i] = 0; constDefs[i] = 0; } for (int j = 0; j < 6; j++) { constTols[j] = 0; } skillSupport.Clear(); ability.Clear(); }
public CreateEquipItemData GetCreateEquipItemByPart(uint materialId, EQUIPMENT_TYPE type) { CreateEquipItemData[] creatableEquipItem = Singleton <CreateEquipItemTable> .I.GetCreatableEquipItem(materialId); int i = 0; for (int num = creatableEquipItem.Length; i < num; i++) { CreateEquipItemData createEquipItemData = creatableEquipItem[i]; EquipItemTable.EquipItemData equipItemData = Singleton <EquipItemTable> .I.GetEquipItemData(createEquipItemData.equipItemID); if (equipItemData.type == type) { return(createEquipItemData); } } return(null); }
public SmithCreateItemInfo[] GetCreateEquipItemDataAry(EQUIPMENT_TYPE type) { if (!Singleton <EquipItemTable> .IsValid()) { return(null); } List <SmithCreateItemInfo> list = new List <SmithCreateItemInfo>(); tableData.ForEach(delegate(CreateEquipItemData create_equip_item_table) { EquipItemTable.EquipItemData equipItemData = Singleton <EquipItemTable> .I.GetEquipItemData(create_equip_item_table.equipItemID); if (equipItemData != null && equipItemData.type == type) { list.Add(new SmithCreateItemInfo(equipItemData, create_equip_item_table)); } }); return(list.ToArray()); }
public List <EQUIPMENT_TYPE> getDataSource() { List <EQUIPMENT_TYPE> list = new List <EQUIPMENT_TYPE>(); EQUIPMENT_TYPE obj = null; SqlConnection conn = MSSQLDBUtils.GetDBConnection(); conn.Open(); String sql = "USE [rbi]" + "SELECT [EquipmentTypeID]" + ",[EquipmentTypeCode]" + ",[EquipmentTypeName]" + "FROM [rbi].[dbo].[EQUIPMENT_TYPE]"; try { SqlCommand cmd = new SqlCommand(); cmd.Connection = conn; cmd.CommandText = sql; using (DbDataReader reader = cmd.ExecuteReader()) { while (reader.Read()) { if (reader.HasRows) { obj = new EQUIPMENT_TYPE(); obj.EquipmentTypeID = reader.GetInt32(0); obj.EquipmentTypeCode = reader.GetString(1); obj.EquipmentTypeName = reader.GetString(2); list.Add(obj); } } } } catch { MessageBox.Show("GET DATA SOURCE FAIL!"); } finally { conn.Close(); conn.Dispose(); } return(list); }
public void CreateBadgeData(bool is_force = false) { if (smithBadgeData == null || is_force) { smithBadgeData = new SmithBadgeData(); EQUIPMENT_TYPE[] array = (EQUIPMENT_TYPE[])Enum.GetValues(typeof(EQUIPMENT_TYPE)); int i = 0; for (int num = array.Length; i < num; i++) { EQUIPMENT_TYPE type = array[i]; SmithCreateItemInfo[] createEquipItemDataAry = Singleton <CreateEquipItemTable> .I.GetCreateEquipItemDataAry(type); if (createEquipItemDataAry != null && createEquipItemDataAry.Length > 0) { int j = 0; for (int num2 = createEquipItemDataAry.Length; j < num2; j++) { SmithCreateItemInfo create_info = createEquipItemDataAry[j]; CheckAndAddSmithBadge(create_info, false); } } } smithBadgeData.DebugShowCount(); SmithCreateItemInfo[] pickupItemAry = Singleton <CreatePickupItemTable> .I.GetPickupItemAry(SortBase.TYPE.WEAPON_ALL); int k = 0; for (int num3 = pickupItemAry.Length; k < num3; k++) { SmithCreateItemInfo create_info2 = pickupItemAry[k]; CheckAndAddSmithBadge(create_info2, true); } smithBadgeData.DebugShowCount(); SmithCreateItemInfo[] pickupItemAry2 = Singleton <CreatePickupItemTable> .I.GetPickupItemAry(SortBase.TYPE.ARMOR_ALL); int l = 0; for (int num4 = pickupItemAry2.Length; l < num4; l++) { SmithCreateItemInfo create_info3 = pickupItemAry2[l]; CheckAndAddSmithBadge(create_info3, true); } smithBadgeData.DebugShowCount(); } }
public override void Initialize() { object[] array = GameSection.GetEventData() as object[]; changeTargetType = (EQUIPMENT_TYPE)(int)array[0]; equippingItem = (array[1] as EquipItemInfo); base.selectEquipSetData = (array[2] as LocalEquipSetData); EquipItem = equippingItem; if (equippingItem == null) { selectInventoryIndex = -1; } else { selectInventoryIndex = GetSelectItemIndex(); } GameSection.SetEventData(base.selectEquipSetData); MonoBehaviourSingleton <StatusManager> .I.SetEquippingItem(equippingItem); base.Initialize(); }
public HeroEquipmentFormat GetEquipment(int heroSlotID, EQUIPMENT_TYPE equipmentType) { if (UserSaveDataManager.Instance == null) { UserSaveDataManager.Instance.InitUserData(); } HeroDataFormat _hero = GetHeroData(heroSlotID); if (_hero == null) { return(null); } HeroEquipmentFormat _equipment = _hero.EquipmentList.Find(item => { return(item.EquipmentType == equipmentType); }); return(_equipment); }
public static ITEM_ICON_TYPE GetItemIconType(EQUIPMENT_TYPE type) { ITEM_ICON_TYPE iTEM_ICON_TYPE = ITEM_ICON_TYPE.NONE; switch (type) { case EQUIPMENT_TYPE.ONE_HAND_SWORD: return(ITEM_ICON_TYPE.ONE_HAND_SWORD); case EQUIPMENT_TYPE.TWO_HAND_SWORD: return(ITEM_ICON_TYPE.TWO_HAND_SWORD); case EQUIPMENT_TYPE.SPEAR: return(ITEM_ICON_TYPE.SPEAR); case EQUIPMENT_TYPE.PAIR_SWORDS: return(ITEM_ICON_TYPE.PAIR_SWORDS); case EQUIPMENT_TYPE.ARROW: return(ITEM_ICON_TYPE.ARROW); case EQUIPMENT_TYPE.ARMOR: case EQUIPMENT_TYPE.VISUAL_ARMOR: return(ITEM_ICON_TYPE.ARMOR); case EQUIPMENT_TYPE.HELM: case EQUIPMENT_TYPE.VISUAL_HELM: return(ITEM_ICON_TYPE.HELM); case EQUIPMENT_TYPE.ARM: case EQUIPMENT_TYPE.VISUAL_ARM: return(ITEM_ICON_TYPE.ARM); case EQUIPMENT_TYPE.LEG: case EQUIPMENT_TYPE.VISUAL_LEG: return(ITEM_ICON_TYPE.LEG); default: return(ITEM_ICON_TYPE.NONE); } }
public HeroEquipmentFormat GetRandomEquipmentByQualityGrade(EQUIPMENT_TYPE equipmentType, int quality) { var _equipmentTableList = EquipmentTableReader.Instance.FindDefault(equipmentType, (short)quality); int _weightMax = 0; for (int i = 0; i < _equipmentTableList.Count; i++) { _weightMax += _equipmentTableList [i].Weights; } int _random = Random.Range(1, _weightMax + 1); EquipmentTable _equipmentTable = null; int point = 0; for (int i = 0; i < _equipmentTableList.Count; i++) { if (point <= _random && _random <= point + _equipmentTableList [i].Weights) { _equipmentTable = _equipmentTableList [i].CloneEx(); break; } point += _equipmentTableList [i].Weights; } var _equipmentAttributeList = EquipmentAttributesTableReader.Instance.FindDefaultByEquipmentID(_equipmentTable.ID); List <EquipmentAttribute> equipmentAttributeBaseList = new List <EquipmentAttribute> (); for (int i = 0; i < _equipmentAttributeList.Count; i++) { int attribute = CalculateAttributeOffSet(_equipmentAttributeList[i].ParameterA, _equipmentAttributeList[i].ParameterB); equipmentAttributeBaseList.Add(new EquipmentAttribute(_equipmentAttributeList[i].AttributeType, attribute)); } List <EquipmentAttribute> _equipmentAttrubuteOffsetList = new List <EquipmentAttribute>(); HeroEquipmentFormat _heroEquipment = new HeroEquipmentFormat(_equipmentTable, equipmentAttributeBaseList, _equipmentAttrubuteOffsetList); return(_heroEquipment); }
public bool IsMatchSupportEquipType(EQUIPMENT_TYPE type) { if (supportPassiveEqType == null) { return(false); } if (supportPassiveEqType.Length <= 0) { return(false); } ENABLE_EQUIP_TYPE enableEquipTypeFromEquipmentType = GetEnableEquipTypeFromEquipmentType(type); for (int i = 0; i < supportPassiveEqType.Length; i++) { if (enableEquipTypeFromEquipmentType == supportPassiveEqType[i]) { return(true); } } return(false); }
public override void Initialize() { EQUIPMENT_TYPE eQUIPMENT_TYPE = (EQUIPMENT_TYPE)(int)GameSection.GetEventData(); SmithManager.SmithCreateData smithCreateData = MonoBehaviourSingleton <SmithManager> .I.CreateSmithData <SmithManager.SmithCreateData>(); smithCreateData.selectCreateEquipItemType = TranslateInventoryType(UIBehaviour.GetEquipmentTypeIndex(eQUIPMENT_TYPE)); smithType = SmithType.GENERATE; GameSection.SetEventData(eQUIPMENT_TYPE); base.Initialize(); pickupWeapon = Singleton <CreatePickupItemTable> .I.GetPickupItemAry(SortBase.TYPE.WEAPON_ALL); pickupArmor = Singleton <CreatePickupItemTable> .I.GetPickupItemAry(SortBase.TYPE.ARMOR_ALL); SetActive((Enum)UI.BTN_WEAPON_PICKUP, pickupWeapon.Length > 0); SetActive((Enum)UI.BTN_ARMOR_PICKUP, pickupArmor.Length > 0); selectTypeIndex = (int)Mathf.Log((float)smithCreateData.selectCreateEquipItemType, 2f); string caption = (!MonoBehaviourSingleton <InventoryManager> .I.IsWeaponInventoryType(base.selectInventoryType)) ? base.sectionData.GetText("CAPTION_DEFENCE") : base.sectionData.GetText("CAPTION_WEAPON"); InitializeCaption(caption); }