void MeleeWeaponSetting(string text, WEAPONRATING rating, int dmg, float attackspeed) { SGameMng.I.TextMngSc.NowWeaponText.text = text; _PlayerWeaponRating = rating; _nWeaponDmg = dmg; _fAttackSpeed = attackspeed; }
void InitItem(int num, string name, WEAPONRATING rating, int dmg, float attspeed, float range, Sprite icon) { MeleeItemList[num].s_name = name; MeleeItemList[num].i_rating = rating; MeleeItemList[num].i_dmg = dmg; MeleeItemList[num].f_attspeed = attspeed; MeleeItemList[num].f_range = range; MeleeItemList[num].S_Icon = icon; }
void RangedWeaponSetting(string text, WEAPONRATING rating, int amount, int fullamount, float reloadtime, int dmg, float attackspeed) { SGameMng.I.TextMngSc.NowWeaponText.text = text; _PlayerWeaponRating = rating; _nBulletAmount = amount; _nFullBulletAmount = fullamount; _fReloadTime = reloadtime; _nWeaponDmg = dmg; _fAttackSpeed = attackspeed; }
void MeleeWeaponSetting(string text, WEAPONRATING rating, int dmg, float attackspeed, int index, float frame) { //SGameMng.I.TextMngSc.NowWeaponText.text = text; _PlayerWeaponRating = rating; _nWeaponDmg = dmg; _fAttackSpeed = attackspeed; _fAniFrame = frame; _animatorOverrideController["Weapon_Attack"] = _PlayerWeaponAttackAniClip[index]; //_PlayerWeaponSr.sprite = SGameMng.I.WeaponSp[index]; //_PlayerWeaponAnime.enabled = false; }
//조합아이템이 아닌 기본 아이템 void InitItem(int privatenum, ItemType itemtype, string name, WEAPONRATING rating, Sprite icon) { ItemList[privatenum].GetPrivateNum(privatenum); ItemList[privatenum].i_itemtype = itemtype; ItemList[privatenum].s_name = name; ItemList[privatenum].i_rating = rating; ItemList[privatenum].i_dmg = 0; ItemList[privatenum].f_attspeed = 0; ItemList[privatenum].f_range = 0; ItemList[privatenum].S_Icon = icon; }
//조합 무기 아이템(조합번호와 절대값번호포함) void InitItem(int privatenum, ItemType itemtype, string name, WEAPONRATING rating, float reload, int bullet, int dmg, float attspeed, float range, Sprite icon, int craftnum, int absnum) { ItemList[privatenum].GetPrivateNum(privatenum); ItemList[privatenum].i_itemtype = itemtype; ItemList[privatenum].GetCraftNum(craftnum); ItemList[privatenum].GetAbsNum(absnum); ItemList[privatenum].s_name = name; ItemList[privatenum].i_rating = rating; ItemList[privatenum].i_dmg = dmg; ItemList[privatenum].f_attspeed = attspeed; ItemList[privatenum].f_range = range; ItemList[privatenum].i_FullBulletAmount = bullet; ItemList[privatenum].f_ReloadTime = reload; ItemList[privatenum].S_Icon = icon; }
void RangedWeaponSetting(string text, WEAPONRATING rating, int amount, int fullamount, float reloadtime, int dmg, float attackspeed, int index, float frame, float anispeed) { //SGameMng.I.TextMngSc.NowWeaponText.text = text; _PlayerWeaponRating = rating; _nBulletAmount = amount; _nSaveBulletAmount = amount; _nFullBulletAmount = fullamount; _fReloadTime = reloadtime; _nWeaponDmg = dmg; _fAttackSpeed = attackspeed; _fAniFrame = frame; _animatorOverrideController["Weapon_Attack"] = _PlayerWeaponAttackAniClip[index]; //_PlayerWeaponSr.sprite = SGameMng.I.WeaponSp[index]; _PlayerWeaponAnime.SetFloat("AttackSpeed", anispeed); if (_PlayerWeapon.Equals(ItemPrivateNum.ENDOFCENTURYGAUNTLET)) { _bGauntletAni = true; } //_PlayerWeaponAnime.enabled = false; }
private Color SetRating(WEAPONRATING rating) { if (rating.Equals(WEAPONRATING.RARE)) { return(Color.blue); } else if (rating.Equals(WEAPONRATING.UNIQUE)) { return(Color.magenta); } else if (rating.Equals(WEAPONRATING.LEGEND)) { return(Color.red); } else if (rating.Equals(WEAPONRATING.UNKNOWN)) { return(Color.grey); } else { return(Color.white); } }
public void WeaponSetting(WEAPONTYPE WeaponType) { if (WeaponType.Equals(WEAPONTYPE.MELEE_WEAPON)) { switch (_PlayerMeleeWeapon) { case MELEEWEAPON.TOOTH_PICK: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 이쑤시개"; _PlayerWeaponRating = WEAPONRATING.NORMAL; _nWeaponDmg = 4; _fAttackSpeed = 0.3f; break; case MELEEWEAPON.CLIP: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 클립"; _PlayerWeaponRating = WEAPONRATING.NORMAL; _nWeaponDmg = 6; _fAttackSpeed = 0.5f; break; case MELEEWEAPON.STONE_SPEAR: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 돌창"; _PlayerWeaponRating = WEAPONRATING.NORMAL; _nWeaponDmg = 7; _fAttackSpeed = 0.5f; break; case MELEEWEAPON.VINE_WHIP: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 넝쿨채찍"; _PlayerWeaponRating = WEAPONRATING.NORMAL; _nWeaponDmg = 6; _fAttackSpeed = 0.4f; break; case MELEEWEAPON.WOOD_SHIELD: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 나무방패"; _PlayerWeaponRating = WEAPONRATING.NORMAL; _nWeaponDmg = 4; _fAttackSpeed = 0.6f; break; case MELEEWEAPON.SPIRAL_SWORD: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 나선검"; _PlayerWeaponRating = WEAPONRATING.RARE; _nWeaponDmg = 9; _fAttackSpeed = 0.5f; break; case MELEEWEAPON.SWORD_SHIELD: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 소드쉴드"; _PlayerWeaponRating = WEAPONRATING.RARE; _nWeaponDmg = 9; _fAttackSpeed = 0.5f; break; case MELEEWEAPON.KOLA: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : Kola"; _PlayerWeaponRating = WEAPONRATING.RARE; _nWeaponDmg = 11; _fAttackSpeed = 0.4f; break; case MELEEWEAPON.RAPIER: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 레이피어"; _PlayerWeaponRating = WEAPONRATING.RARE; _nWeaponDmg = 8; _fAttackSpeed = 0.2f; break; case MELEEWEAPON.FORK: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 포크"; _PlayerWeaponRating = WEAPONRATING.UNIQUE; _nWeaponDmg = 14; _fAttackSpeed = 0.4f; break; case MELEEWEAPON.SEALED_KEY: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 봉인된 열쇠"; _PlayerWeaponRating = WEAPONRATING.UNIQUE; _nWeaponDmg = 17; _fAttackSpeed = 0.3f; break; case MELEEWEAPON.MASTER_KEY: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 마스터키"; _PlayerWeaponRating = WEAPONRATING.LEGEND; _nWeaponDmg = 35; _fAttackSpeed = 0.3f; break; case MELEEWEAPON.GAUNTLET: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : ??? 건틀릿"; _PlayerWeaponRating = WEAPONRATING.UNKNOWN; _nWeaponDmg = 6; _fAttackSpeed = 0.4f; break; case MELEEWEAPON.SMALL_KEY: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : ??? 작은열쇠"; _PlayerWeaponRating = WEAPONRATING.UNKNOWN; _nWeaponDmg = 6; _fAttackSpeed = 0.5f; break; } } else if (WeaponType.Equals(WEAPONTYPE.RANGED_WEAPON)) { switch (_PlayerRangedWeapon) { case RANGEDWEAPON.TEST_GUN: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : TestGun"; _PlayerWeaponRating = WEAPONRATING.NORMAL; _nBulletAmount = 30; _nFullBulletAmount = 30; _fReloadTime = 5.0f; _nWeaponDmg = 1; _fAttackSpeed = 0.1f; break; case RANGEDWEAPON.WOOD_SLINGSHOT: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 나무새총"; _PlayerWeaponRating = WEAPONRATING.NORMAL; _nBulletAmount = 15; _nFullBulletAmount = 90; _fReloadTime = 1.0f; _nWeaponDmg = 3; _fAttackSpeed = 0.4f; break; case RANGEDWEAPON.WOOD_BOW: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 나무활"; _PlayerWeaponRating = WEAPONRATING.NORMAL; _nBulletAmount = 10; _nFullBulletAmount = 100; _fReloadTime = 1.3f; _nWeaponDmg = 4; _fAttackSpeed = 0.6f; break; case RANGEDWEAPON.STING: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 독침"; _PlayerWeaponRating = WEAPONRATING.NORMAL; _nBulletAmount = 15; _nFullBulletAmount = 100; _fReloadTime = 0.8f; _nWeaponDmg = 3; _fAttackSpeed = 0.4f; break; case RANGEDWEAPON.BOOMERANG: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 부메랑"; _PlayerWeaponRating = WEAPONRATING.NORMAL; //_nBulletAmount = 30; //_nFullBulletAmount = 30; //_fReloadTime = 5.0f; _nWeaponDmg = 5; break; case RANGEDWEAPON.SEEDING: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 씨뿌리기"; _PlayerWeaponRating = WEAPONRATING.NORMAL; _nBulletAmount = 15; _nFullBulletAmount = 80; _fReloadTime = 1.0f; _nWeaponDmg = 4; _fAttackSpeed = 0.4f; break; case RANGEDWEAPON.FIRE_BIRD: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 불새"; _PlayerWeaponRating = WEAPONRATING.RARE; _nBulletAmount = 10; _nFullBulletAmount = 100; _fReloadTime = 1.2f; _nWeaponDmg = 6; _fAttackSpeed = 0.6f; break; case RANGEDWEAPON.FIRE_LOCK: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 화승총"; _PlayerWeaponRating = WEAPONRATING.RARE; _nBulletAmount = 5; _nFullBulletAmount = 60; _fReloadTime = 1.7f; _nWeaponDmg = 9; _fAttackSpeed = 1.0f; break; case RANGEDWEAPON.CHAKRAM: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 차크람"; _PlayerWeaponRating = WEAPONRATING.RARE; _nBulletAmount = 10; _nFullBulletAmount = 80; _fReloadTime = 0.8f; _nWeaponDmg = 8; _fAttackSpeed = 0.6f; break; case RANGEDWEAPON.RAILGUN: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 레일건"; _PlayerWeaponRating = WEAPONRATING.RARE; _nBulletAmount = 25; _nFullBulletAmount = 120; _fReloadTime = 1.0f; _nWeaponDmg = 7; _fAttackSpeed = 0.4f; break; case RANGEDWEAPON.SHILED_PISTOL: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 쉴드피스톨"; _PlayerWeaponRating = WEAPONRATING.UNIQUE; _nBulletAmount = 20; _nFullBulletAmount = 120; _fReloadTime = 1.0f; _nWeaponDmg = 10; _fAttackSpeed = 0.5f; break; case RANGEDWEAPON.GENTLEMAN_UMBRELLA: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 신사 우산"; _PlayerWeaponRating = WEAPONRATING.UNIQUE; _nBulletAmount = 20; _nFullBulletAmount = 100; _fReloadTime = 0.7f; _nWeaponDmg = 8; _fAttackSpeed = 0.4f; break; case RANGEDWEAPON.THREE_SIX_NINE: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 369"; _PlayerWeaponRating = WEAPONRATING.UNIQUE; _nBulletAmount = 6; _nFullBulletAmount = 93; _fReloadTime = 1.3f; _nWeaponDmg = 6; _fAttackSpeed = 0.5f; break; case RANGEDWEAPON.FLAXGUN: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : FlaxGun"; _PlayerWeaponRating = WEAPONRATING.UNIQUE; _nBulletAmount = 15; _nFullBulletAmount = 150; _fReloadTime = 1.2f; _nWeaponDmg = 9; _fAttackSpeed = 0.3f; break; case RANGEDWEAPON.END_OF_THE_CENTURY_GAUNTLET: SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 세기말 건틀릿"; _PlayerWeaponRating = WEAPONRATING.LEGEND; _nBulletAmount = 6; _nFullBulletAmount = 60; _fReloadTime = 1.5f; _nWeaponDmg = 22; _fAttackSpeed = 2.0f; break; } } }