public void SetAbilityInfo(Equipment _equipment, InventoryAbilitySlot _slot) { bool bIsExit = false; while (true) { if (bIsExit == true) { break; } switch (nRandomIndex) { case (int)E_RANDOM_OPTION.E_HP: { if (_equipment.fHp != 0) { _slot.AbilityExplanation_Text.text = "체력"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fHp); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_ACCURACY: { if (_equipment.fAccuracy != 0) { _slot.AbilityExplanation_Text.text = "명중률"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fAccuracy); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_ALL_ATTACK_RATING: { if (_equipment.fAll_Attack_RatingPlus != 0) { _slot.AbilityExplanation_Text.text = "전체 공격력+"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fAll_Attack_RatingPlus); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_PHSYICAL_ATTACK_RATING: { if (_equipment.fPhysical_Attack_Rating != 0) { _slot.AbilityExplanation_Text.text = "물리 공격력"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fPhysical_Attack_Rating); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_MAGIC_ATTACK_RATING: { if (_equipment.fMagic_Attack_Rating != 0) { _slot.AbilityExplanation_Text.text = "마법 공격력"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fMagic_Attack_Rating); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_ALL_PENETRATE: { if (_equipment.fAll_Penetrate != 0) { _slot.AbilityExplanation_Text.text = "전체 관통력"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fAll_Penetrate); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_PHSYICAL_PENETRATE: { if (_equipment.fPhysical_Penetrate != 0) { _slot.AbilityExplanation_Text.text = "물리 관통력"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fPhysical_Penetrate); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_MAGIC_PENETRATE: { if (_equipment.fMagic_Penetrate != 0) { _slot.AbilityExplanation_Text.text = "마법 관통력"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fMagic_Penetrate); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_ALL_DEFENSE: { if (_equipment.fAll_Defense != 0) { _slot.AbilityExplanation_Text.text = "전체 방어력"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fAll_Defense); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_PHSYICAL_DEFENSE: { if (_equipment.fPhysical_Defense != 0) { _slot.AbilityExplanation_Text.text = "물리 방어력"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fPhysical_Defense); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_MAGIC_DEFENSE: { if (_equipment.fMagic_Defense != 0) { _slot.AbilityExplanation_Text.text = "마법 방어력"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fMagic_Defense); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_DODGE: { if (_equipment.fDodge != 0) { _slot.AbilityExplanation_Text.text = "회피"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fDodge); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_CRITICAL_RATING: { if (_equipment.fCritical_Rating != 0) { _slot.AbilityExplanation_Text.text = "치명타 확률"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fCritical_Rating); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_CRITICAL_DAMAGE: { if (_equipment.fCritical_Damage != 0) { _slot.AbilityExplanation_Text.text = "치명타 피해량"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fCritical_Damage); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_ATTACK_SPEED: { if (_equipment.fAttack_Speed != 0) { _slot.AbilityExplanation_Text.text = "공격속도"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fAttack_Speed); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_COOLTIME: { if (_equipment.fCoolTime != 0) { _slot.AbilityExplanation_Text.text = "쿨타임"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fCoolTime); nRandomIndex++; bIsExit = true; continue; } } break; case (int)E_RANDOM_OPTION.E_EXP_BOOST: { if (_equipment.fExpBoost != 0) { _slot.AbilityExplanation_Text.text = "경험치 추가량"; _slot.AbilityValue_Text.text = string.Format("{0}", _equipment.fExpBoost); nRandomIndex++; bIsExit = true; continue; } } break; default: break; } nRandomIndex++; } }
public void SetIngredientInfo(string _str, InventoryAbilitySlot _slot) { _slot.AbilityExplanation_Text.text = ""; _slot.AbilityValue_Text.text = _str; }