public void only_debug() { //power_list ThisResult_C = (power_list)Random.Range(0,4); // 0~3 //Debug.Log("ThisResult_C: " + ThisResult_C); for (int i = 0; i < power.Length; i++) { power_list b = (power_list)i; Debug.Log("power " + i + " " + check_list.Load(b.ToString())); } }
IEnumerator check_power() { while (true) { yield return(new WaitForSeconds(0.5f)); for (int i = 0; i < power.Length; i++) {//enum형식에 for 적용하려고 하는데 모르겠따. power_list a = (power_list)i; if (check_list.Load(a.ToString()) == 1) { //Debug.Log("answer is " + a.ToString()); power[i].SetActive(true); before_power[i].SetActive(false); } else { power[i].SetActive(false); before_power[i].SetActive(true); //Debug.Log("Instpertor length: " + power.Length); } } } }
public void initiaze_power() { for (int i = 0; i < 22; i++) //초기화 기능 넣기 { power_list a = (power_list)i; if (check_list.Load(a.ToString()) == 1) { if (i == 0) { DataController.Instance.health -= 100; check_list.Save(a.ToString(), 0); } else if (i == 1) { DataController.Instance.attack -= 100; check_list.Save(a.ToString(), 0); } else if (i == 2) { DataController.Instance.mana -= 100; check_list.Save(a.ToString(), 0); } else if (i == 3) { DataController.Instance.special -= 100; check_list.Save(a.ToString(), 0); } else if (i == 4) { DataController.Instance.health -= 300; check_list.Save(a.ToString(), 0); } else if (i == 5) { DataController.Instance.attack -= 300; check_list.Save(a.ToString(), 0); } else if (i == 6) { DataController.Instance.mana -= 300; check_list.Save(a.ToString(), 0); } else if (i == 7) { DataController.Instance.special -= 300; check_list.Save(a.ToString(), 0); } else if (i == 8) { DataController.Instance.health -= 500; check_list.Save(a.ToString(), 0); } else if (i == 9) { DataController.Instance.attack -= 500; check_list.Save(a.ToString(), 0); } else if (i == 10) { DataController.Instance.mana -= 500; check_list.Save(a.ToString(), 0); } else if (i == 11) { DataController.Instance.special -= 500; check_list.Save(a.ToString(), 0); } else if (i == 12) { DataController.Instance.health -= 1000; check_list.Save(a.ToString(), 0); } else if (i == 13) { DataController.Instance.attack -= 1000;; check_list.Save(a.ToString(), 0); } else if (i == 14) { DataController.Instance.mana -= 1000; check_list.Save(a.ToString(), 0); } else if (i == 15) { DataController.Instance.special -= 1000; check_list.Save(a.ToString(), 0); } else if (i == 16) { check_list.Save(a.ToString(), 0); } else if (i == 17) { check_list.Save(a.ToString(), 0); } else if (i == 18) { check_list.Save(a.ToString(), 0); } else if (i == 19) { check_list.Save(a.ToString(), 0); } else if (i == 20) { check_list.Save(a.ToString(), 0); } else if (i == 21) { check_list.Save(a.ToString(), 0); } } } }
public void choose_power() { select_rank(); if (DataController.Instance.power_ticket >= 1) { if (result == 1) { int count = 0; while (true) { //C_power_list asdsd = (C_power_list)1; power_list ThisResult_C = (power_list)Random.Range(0, 4); // 0~3 bool get = false; for (int i = 0; i < 4; i++) { if (ThisResult_C == (power_list)i) { power_list b = (power_list)i; if (check_list.Load(b.ToString()) == 0) //새로운걸 얻을떄 { if (i == 0) //eBonusState_50, { DataController.Instance.health += 100; check_list.Save(b.ToString(), 1); get = true; power_name = "체력 스탯 +100"; power_grade = "C"; show_floating_text(); break; } if (i == 1) //eClickGold_100, { DataController.Instance.attack += 100; check_list.Save(b.ToString(), 1); get = true; power_name = "공격력 스탯 +100"; power_grade = "C"; show_floating_text(); break; } if (i == 2) //eClickExp_300, { DataController.Instance.mana += 100; check_list.Save(b.ToString(), 1); get = true; power_name = "민첩 스탯 +100"; power_grade = "C"; show_floating_text(); break; } if (i == 3) //eDamage_1000, { DataController.Instance.special += 100; check_list.Save(b.ToString(), 1); get = true; power_name = "스킬공격력 스탯 +100"; power_grade = "C"; show_floating_text(); break; } } } } count++; if (get == true) { break; } if (count == 50) { result = result + 1; //4개 전부다 보유중이므로 다른거 Debug.Log("네 개 다 보유중"); break; } } } if (result == 2) { int count = 0; while (true) { //C_power_list asdsd = (C_power_list)1; power_list ThisResult_C = (power_list)Random.Range(4, 8); // 0~3 bool get = false; for (int i = 4; i < 8; i++) { if (ThisResult_C == (power_list)i) { power_list b = (power_list)i; if (check_list.Load(b.ToString()) == 0) //새로운걸 얻을떄 { if (i == 4) //eBonusState_50, { DataController.Instance.health += 300; check_list.Save(b.ToString(), 1); get = true; power_name = "체력 스탯 +300"; power_grade = "B"; show_floating_text(); break; } if (i == 5) //eClickGold_100, { DataController.Instance.attack += 300; check_list.Save(b.ToString(), 1); get = true; power_name = "공격력 스탯 +300"; power_grade = "B"; show_floating_text(); break; } if (i == 6) //eClickExp_300, { DataController.Instance.mana += 300; check_list.Save(b.ToString(), 1); get = true; power_name = "민첩 스탯 +300"; power_grade = "B"; show_floating_text(); break; } if (i == 7) //eDamage_1000, { DataController.Instance.special += 300; check_list.Save(b.ToString(), 1); get = true; power_name = "스킬 공격력 스탯 +300"; power_grade = "B"; show_floating_text(); break; } } } } count++; if (get == true) { break; } if (count == 50) { result = result + 1; //4개 전부다 보유중이므로 다른거 Debug.Log("네 개 다 보유중"); break; } } } if (result == 3) { int count = 0; while (true) { //C_power_list asdsd = (C_power_list)1; power_list ThisResult_C = (power_list)Random.Range(8, 12); // 0~3 bool get = false; for (int i = 8; i < 12; i++) { if (ThisResult_C == (power_list)i) { power_list b = (power_list)i; if (check_list.Load(b.ToString()) == 0) //새로운걸 얻을떄 { if (i == 8) //eBonusState_50, { DataController.Instance.health += 500; check_list.Save(b.ToString(), 1); get = true; power_name = "체력 스탯 +500"; power_grade = "A"; show_floating_text(); break; } if (i == 9) //eClickGold_100, { DataController.Instance.attack += 500; check_list.Save(b.ToString(), 1); get = true; power_name = "공격력 스탯 +500"; power_grade = "A"; show_floating_text(); break; } if (i == 10) //eClickExp_300, { DataController.Instance.mana += 500; check_list.Save(b.ToString(), 1); get = true; power_name = "민첩 스탯 +500"; power_grade = "A"; show_floating_text(); break; } if (i == 11) //eDamage_1000, { DataController.Instance.special += 500; check_list.Save(b.ToString(), 1); get = true; power_name = "스킬 공격력 스탯 +500"; power_grade = "A"; show_floating_text(); break; } } } } count++; if (get == true) { break; } if (count == 50) { result = result + 1; //4개 전부다 보유중이므로 다른거 Debug.Log("네 개 다 보유중"); break; } } } if (result == 4) { int count = 0; while (true) { //C_power_list asdsd = (C_power_list)1; power_list ThisResult_C = (power_list)Random.Range(12, 22); // 0~3 bool get = false; for (int i = 12; i < 22; i++) { if (ThisResult_C == (power_list)i) { power_list b = (power_list)i; if (check_list.Load(b.ToString()) == 0) //새로운걸 얻을떄 { if (i == 12) //eBonusState_50, { DataController.Instance.health += 1000; check_list.Save(b.ToString(), 1); get = true; power_name = "체력 스탯 +1000"; power_grade = "S"; show_floating_text(); break; } if (i == 13) //eClickGold_100, { DataController.Instance.attack += 1000; check_list.Save(b.ToString(), 1); get = true; power_name = "공격력 스탯 +1000"; power_grade = "S"; show_floating_text(); break; } if (i == 14) //eClickExp_300, { DataController.Instance.mana += 1000; check_list.Save(b.ToString(), 1); get = true; power_name = "민첩 스탯 +1000"; power_grade = "S"; show_floating_text(); break; } if (i == 15) //eDamage_1000, { DataController.Instance.special += 1000; check_list.Save(b.ToString(), 1); get = true; power_name = "스킬 공격력 스탯 +1000"; power_grade = "S"; show_floating_text(); break; } if (i == 16) //warrior { check_list.Save(b.ToString(), 1); get = true; power_name = "전사의 권능"; power_grade = "S"; show_floating_text(); break; } if (i == 17) //archer { check_list.Save(b.ToString(), 1); get = true; power_name = "궁수의 권능"; power_grade = "S"; show_floating_text(); break; } if (i == 18) //wizard { check_list.Save(b.ToString(), 1); get = true; power_name = "마법사의 권능"; power_grade = "S"; show_floating_text(); break; } if (i == 19) //goldhand { DataController.Instance.MultiplyGoldPerClick(50); check_list.Save(b.ToString(), 1); get = true; power_name = "황금의 손"; power_grade = "S"; show_floating_text(); break; } if (i == 20) //timestop { check_list.Save(b.ToString(), 1); get = true; power_name = "시간의 권능"; power_grade = "S"; show_floating_text(); break; } if (i == 21) //timestop { check_list.Save(b.ToString(), 1); get = true; power_name = "불멸자"; power_grade = "EX"; show_floating_text(); break; } } } } count++; if (get == true) { break; } if (count == 50) { result = result + 1; //4개 전부다 보유중이므로 다른거 goToPanel.Instance.show_noticePanel(); goToPanel.Instance.NoticePanel.GetComponentInChildren <Text>().text = "뽑을 수 있는 권능이 없습니다."; DataController.Instance.power_ticket++; break; } } } SoundManager.Instance.upgrade_button_sound(); DataController.Instance.power_ticket--; } else { goToPanel.Instance.show_noticePanel(); goToPanel.Instance.NoticePanel.GetComponentInChildren <Text>().text = "권능 뽑기권이 부족합니다."; } Debug.Log("result = " + result); //DataController.Instance.goldPerClick = DataController.Instance.level * DataController.Instance.besu; }
public int return_power_list(int i) { power_list a = (power_list)i; return(check_list.Load(a.ToString())); }