public bool ChangeSkill(SpawnCode code, GameObject _parents, GameObject _child) { //언락 여부 체크 if (!spawn.GetIsUnlocked(code)) { return(false); } //스킬 생성 & 할당 string what = (code.ToString().Substring(0, 1)); switch (what) { case "R": spawn.GetSkill_Red(code, _child); break; case "G": spawn.GetSkill_Green(code, _child); break; case "B": spawn.GetSkill_Blue(code, _child); break; } //스킬 메커니즘 초기화 _parents.GetComponent <PlayerStatus>().Init_Skill(); //서버 통신 router.PostRouter(PostType.PLAYER_SKILL_CHANGE, code); return(true); }
//해당 코드를 언락함. public void UnlockCode(SpawnCode code) { //이미 언락이 되어 있다면 막기 if (list.Contains(code)) { return; } //리스트 올리고 서버에 통신 list.Add(code); string str = code.ToString().Substring(0, 1); switch (str) { case "R": case "G": case "B": router.PostRouter(PostType.PLAYER_SKILL_UNLOCK, code); break; case "W": router.PostRouter(PostType.PLAYER_WEAPON_UNLOCK, code); break; case "A": router.PostRouter(PostType.PLAYER_AMULET_UNLOCK, code); break; case "S": router.PostRouter(PostType.PLAYER_STONE_UNLOCK, code); break; } }
public void ChapterClear() { fadeInOutManager.FadeOutPlay(); //Debug.Log("ChapterClear:" + (SceneType.DUNGEON_CHAPTER) + "_" + nowChapterNumber); NetworkRouter.PostRouter(PostType.PLAYER_DUNGEON_STATE_UPDATE, ((SceneType.DUNGEON_CHAPTER) + "_" + nowChapterNumber)); Invoke("GoToDungeonSelectScene", 2.2f); }
public void AnotherAccountLoginOKButton() { string otherAccountUserCode = changeUserCodeInputText.text; networkRouter.PostRouter(PostType.PLAYER_CHARACTER_GET_CHARDATA, otherAccountUserCode); }
public void RequestQuestData() { networkRouter.PostRouter(PostType.PLAYER_CHARACTER_GET_QUESTDATA); }