public void InstallWeapon(int index, Inventory inventory, InterfaceCharacter inventoryCharacter) { for (int i = 0; i < m_Hand_RObj.transform.childCount; ++i) { if (m_Hand_RObj.transform.GetChild(i).tag.Equals("Weapon")) { inventory.m_Ability.SetAttack(inventory.m_Ability.m_Attack - DataMng.Get(TableType.WeaponTable).ToI(m_DicIndex[m_Hand_RObj.transform.GetChild(i).name], "ATTACK")); inventory.m_Ability.SetCritical(inventory.m_Ability.m_Critical - DataMng.Get(TableType.WeaponTable).ToI(m_DicIndex[m_Hand_RObj.transform.GetChild(i).name], "CRITICAL")); Destroy(m_Hand_RObj.transform.GetChild(i).gameObject); } } GameObject Weapon = Instantiate(m_DicWeaponObj[index], m_Hand_RObj.transform); Weapon.name = m_DicWeaponObj[index].name; m_GetWeaponTrail.ChangeWeaponTrail(Weapon.transform.GetChild(0).gameObject); inventoryCharacter.InstallInventory(Weapon.name); //index+1한 이유는 테이블이기 떄문에 다시 +1를 하였음 inventory.m_Ability.SetAttack(inventory.m_Ability.m_Attack + DataMng.Get(TableType.WeaponTable).ToI(index + 1, "ATTACK")); inventory.m_Ability.SetCritical(inventory.m_Ability.m_Critical + DataMng.Get(TableType.WeaponTable).ToI(index + 1, "CRITICAL")); }
private void Start() { m_Inventory = FindObjectOfType <Inventory>(); m_InstallEquipment = FindObjectOfType <InstallEquipment>(); m_InventoryCharacter = FindObjectOfType <InterfaceCharacter>(); }