Esempio n. 1
0
    /// <summary>
    /// チェンジのアイテムチェック
    /// </summary>
    /// <param name="end">ドラッグの最後の場所</param>
    private void ExchangeItemCheck(InventoryClassification end)
    {
        if (startInventory == end)//同じ
        {
            foreach (var datas in cInventoryManager.instance.inventoryList)
            {
                if (datas.inventoryType == startInventory)
                {
                    ExchangeItemData(datas);
                }
            }
        }
        else
        {
            cInventory startData = null, endData = null;
            foreach (var datas in cInventoryManager.instance.inventoryList)
            {
                if (datas.inventoryType == startInventory)
                {
                    startData = datas;
                }

                if (datas.inventoryType == end)
                {
                    endData = datas;
                }
            }
            ExchangeItemData(startData, endData);
        }
    }
Esempio n. 2
0
    private void ExchangeItemData(cInventory startData, cInventory endData = null)
    {
        var temp = startData.itemList[currentItemID];

        if (endData == null)
        {
            startData.itemList[currentItemID] = startData.itemList[checkItemID];
            startData.itemList[checkItemID]   = temp;
        }
        else
        {
            startData.itemList[currentItemID] = endData.itemList[checkItemID];
            endData.itemList[checkItemID]     = temp;
        }
    }
Esempio n. 3
0
    public cPlayerInfo(cPlayerInfo pPi, cInventory pInventory)
    {
        clothCoupon = new cProperty("clothCoupon", pPi.clothCoupon.value);
        myWeaponsId = new bool[pPi.myWeaponsId.Length];
        for (byte i = 0; i < pPi.myWeaponsId.Length; i++)
        {
            myWeaponsId[i] = pPi.myWeaponsId[i];
        }
        curWeaponId = pPi.curWeaponId;
        myClothesId = new bool[pPi.myClothesId.Length];
        for (byte i = 0; i < pPi.myClothesId.Length; i++)
        {
            myClothesId[i] = pPi.myClothesId[i];
        }
        curClothId = pPi.curClothId;

        prevStorePrice = new cJewerly[5];
        avStorePrice   = new cJewerly[5];
        curStorePrice  = new cJewerly[5];
        for (byte i = 0; i < 5; i++)
        {
            prevStorePrice[i] = new cJewerly(pPi.prevStorePrice[i]._name, pPi.prevStorePrice[i].value);
            avStorePrice[i]   = new cJewerly(pPi.avStorePrice[i]._name, pPi.avStorePrice[i].value);
            curStorePrice[i]  = new cJewerly(pPi.curStorePrice[i]._name, pPi.curStorePrice[i].value);
        }

        weapon     = new cAxe(pPi.weapon);
        skillLevel = new byte[4];
        for (byte i = 0; i < skillLevel.Length; i++)
        {
            skillLevel[i] = pPi.skillLevel[i];
        }

        flaged = new bool[15];
        for (byte i = 0; i < flaged.Length; i++)
        {
            flaged[i] = pPi.flaged[i];
        }

        bossDone = new bool[5];
        for (byte i = 0; i < bossDone.Length; i++)
        {
            bossDone[i] = pPi.bossDone[i];
        }

        quickSlotItemNum = new short[4];
        for (byte i = 0; i < quickSlotItemNum.Length; i++)
        {
            quickSlotItemNum[i] = pPi.quickSlotItemNum[i];
        }

        inventory = pInventory;
        inventory.Init();

        this.nickName = pPi.nickName;

        inventory.GetMoney().value = pPi.money.value;
        inventory.GetRock().value  = pPi.rock.value;
        inventory.GetDia().value   = pPi.dia.value;

        for (byte i = 0; i < pPi.jewerly.Length; i++)
        {
            inventory.GetJewerly()[i].value = pPi.jewerly[i].value;
        }
        for (byte i = 0; i < pPi.soul.Length; i++)
        {
            inventory.GetSoul()[i].value = pPi.soul[i].value;
        }

        if (pPi.item_equip != null)
        {
            for (byte i = 0; i < pPi.item_equip.Length; i++)
            {
                inventory.GetItemEquip().Add(pPi.item_equip[i]);
            }
        }

        if (pPi.item_use != null)
        {
            for (byte i = 0; i < pPi.item_use.Length; i++)
            {
                inventory.GetItemUse().Add(pPi.item_use[i]);
            }
        }

        if (pPi.item_etc != null)
        {
            for (byte i = 0; i < pPi.item_etc.Length; i++)
            {
                inventory.GetItemEtc().Add(pPi.item_etc[i]);
            }
        }
    }
Esempio n. 4
0
    public cPlayerInfo(string pNickName, cAxe pAxe, byte[] pSkillLevel, bool[] pFlaged, bool[] pBossDone,
                       short[] pQuickSlotItemNum, cInventory pInventory,
                       cGold pMoney, cRock pRock, cDia pDia, cJewerly[] pJewerly, cSoul[] pSoul,
                       cJewerly[] pPrevStorePrice, cJewerly[] pAvStorePrice, cJewerly[] pCurStorePrice,
                       cProperty pClothCoupon, bool[] pMyWeaponsId, byte pCurWeaponId, bool[] pMyClothesId, byte pCurClothId,
                       cItem_equip[] pItem_equip = null, cItem_use[] pItem_use = null, cItem_etc[] pItem_etc = null)
    {
        clothCoupon = new cProperty("clothCoupon", pClothCoupon.value);
        myWeaponsId = new bool[pMyWeaponsId.Length];
        for (byte i = 0; i < pMyWeaponsId.Length; i++)
        {
            myWeaponsId[i] = pMyWeaponsId[i];
        }
        curWeaponId = pCurWeaponId;
        myClothesId = new bool[pMyClothesId.Length];
        for (byte i = 0; i < pMyClothesId.Length; i++)
        {
            myClothesId[i] = pMyClothesId[i];
        }
        curClothId = pCurClothId;


        prevStorePrice = new cJewerly[5];
        avStorePrice   = new cJewerly[5];
        curStorePrice  = new cJewerly[5];
        for (byte i = 0; i < 5; i++)
        {
            prevStorePrice[i] = new cJewerly(pPrevStorePrice[i]._name, pPrevStorePrice[i].value);
            avStorePrice[i]   = new cJewerly(pAvStorePrice[i]._name, pAvStorePrice[i].value);
            curStorePrice[i]  = new cJewerly(pCurStorePrice[i]._name, pCurStorePrice[i].value);
        }

        weapon     = new cAxe(pAxe);
        skillLevel = new byte[4];
        for (byte i = 0; i < skillLevel.Length; i++)
        {
            skillLevel[i] = pSkillLevel[i];
        }

        flaged = new bool[15];
        for (byte i = 0; i < flaged.Length; i++)
        {
            flaged[i] = pFlaged[i];
        }

        bossDone = new bool[5];
        for (byte i = 0; i < bossDone.Length; i++)
        {
            bossDone[i] = pBossDone[i];
        }

        quickSlotItemNum = new short[4];
        for (byte i = 0; i < quickSlotItemNum.Length; i++)
        {
            quickSlotItemNum[i] = pQuickSlotItemNum[i];
        }

        inventory = pInventory;
        inventory.Init();

        nickName = pNickName;

        inventory.GetMoney().value = pMoney.value;
        inventory.GetRock().value  = pRock.value;
        inventory.GetDia().value   = pDia.value;

        for (byte i = 0; i < pJewerly.Length; i++)
        {
            inventory.GetJewerly()[i].value = pJewerly[i].value;
        }
        for (byte i = 0; i < pSoul.Length; i++)
        {
            inventory.GetSoul()[i].value = pSoul[i].value;
        }

        if (pItem_equip != null)
        {
            for (byte i = 0; i < pItem_equip.Length; i++)
            {
                inventory.GetItemEquip().Add(pItem_equip[i]);
            }
        }

        if (pItem_use != null)
        {
            for (byte i = 0; i < pItem_use.Length; i++)
            {
                inventory.GetItemUse().Add(pItem_use[i]);
            }
        }

        if (pItem_etc != null)
        {
            for (byte i = 0; i < pItem_use.Length; i++)
            {
                inventory.GetItemEtc().Add(pItem_etc[i]);
            }
        }
    }
Esempio n. 5
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    public override void Init(string pNickName, cProperty pDamage, float pMoveSpeed, cProperty pMaxHp, cProperty pCurHp)
    {
        base.Init(pNickName, pDamage, pMoveSpeed, pMaxHp, pCurHp);

        if (cUtil._sm._scene != SCENE.SKIN)
        {
            this.gameObject.tag = "Untagged";
        }

        _animator = this.GetComponent <Animator>();
        originObj = this.transform.parent.gameObject;
        if (cUtil._user != null)
        {
            inven = cUtil._user.GetInventory();
        }
        rt = originObj.GetComponent <BoxCollider2D>();

        changingGravity = defaultGravity;
        SetIsGrounded(false);
        isClimbing      = false;
        isSpeedUp       = false;
        speedUpTime     = 0.0f;
        speedUpAmount   = 0.0f;
        jumpHeight      = 200.0f;
        attackBoxPos[0] = new Vector3(18, 280, -1.1f);
        attackBoxPos[1] = new Vector3(180, 58, -1.1f);
        attackBoxPos[2] = new Vector3(60, -128, -1.1f);
        attackBoxPos[3] = new Vector3(100, 142, -1.1f);
        attackBox.transform.position = attackBoxPos[0];
        weapon.damage = damage;
        status        = CHARACTERSTATUS.NONE;
        isMoveAttack  = false;
        isFalling     = false;

        if (this.tag.Equals("player_skin"))
        {
            //스킬 레벨
            //대쉬
            byte  dashFactor         = 50;
            float dashCooltimeFactor = 0.5f;
            dashMoveSpeed   = maxMoveSpeed + 300 + dashFactor * 0;
            maxDashCoolDown = 4.0f - dashCooltimeFactor * 0;
            dashCoolDown    = maxDashCoolDown;
            //시야
            byte lightFactor = 100;

            GameObject.Find("SkinScene").transform.Find("HeadLight").GetComponent <cHeadLight>().
            SetLightRange(lightFactor * 0);

            //차지 계수
            //cBtn_attack에서 초기화
            //연속공격
            doubleAttackPercentage = (byte)(0 + 10 * 0);
        }
        else
        {
            //스킬 레벨
            //대쉬
            byte  dashFactor         = 50;
            float dashCooltimeFactor = 0.5f;
            dashMoveSpeed   = maxMoveSpeed + 300 + dashFactor * cUtil._user._playerInfo.skillLevel[0];
            maxDashCoolDown = 4.0f - dashCooltimeFactor * cUtil._user._playerInfo.skillLevel[0];
            dashCoolDown    = maxDashCoolDown;
            //시야
            byte lightFactor = 100;
            GameObject.Find("DungeonNormalScene").transform.Find("HeadLight").GetComponent <cHeadLight>().
            SetLightRange(lightFactor * cUtil._user._playerInfo.skillLevel[1]);

            //차지 계수
            //cBtn_attack에서 초기화
            //연속공격
            doubleAttackPercentage = (byte)(0 + 10 * cUtil._user._playerInfo.skillLevel[3]);

            //내구도
            maxDp = new cProperty("MaxDp", cUtil._user._playerInfo.weapon.indurance.value);
            curDp = new cProperty("MaxDp", cUtil._user._playerInfo.weapon.indurance.value);

            SetDp();
        }

        img_weapon.sprite = cUtil._user.WeaponEquipImages[cUtil._user._playerInfo.curWeaponId];
    }