public BasicStatusTemplateData(string _strKey, JSONNode nodeData, eStatusData statusType) { StrKey = _strKey; double valueData = nodeData[statusType.ToString("F")].AsDouble; //기존에 쓰던 방식과 다르게 저장할 것이다. Status.IncreaseData(statusType, valueData); }
public ObjectTemplateData(string _strKey, JSONNode nodeData) { StrKey = _strKey; for (int i = 0; i < (int)eStatusData.MAX; i++) { eStatusData statusData = (eStatusData)i; double valueData = nodeData[statusData.ToString("F")].AsDouble; Status.IncreaseData(statusData, valueData); } }
//!! //private void OnTriggerEnter(Collider other) //{ // if (other.gameObject.tag == "Enemy") // { // Enemy TargetEnemy = other.gameObject.GetComponent<Enemy>(); // ThrowEvent(ConstValue.ActorData_SetTarget, TargetEnemy); // //스킬이 생성될 때 타켓을 정해주는데, throw이벤트로 타겟을 정해주는 것은 그 후임. // SkillManager.Instance.makeSkill.TARGET = SkillManager.Instance.makeSkill.OWNER.GetData(ConstValue.ActorData_GetTarget) as BaseObject; // //Destroy(other.gameObject); // } //} //private void OnCollisionEnter(Collision collision) //{ // if(collision.gameObject.tag=="Enemy") // { // Target.ThrowEvent(ConstValue.ActorData_SetTarget, collision.gameObject); // Destroy(collision.gameObject); // } //} public override void basicStatusUp(eStatusData type) { switch (type) { case eStatusData.MAX_HP: HPStatus++; SELF_CHARACTER.CHARACTER_STATUS.AddStatusData(type.ToString(), BasicStatusManager.Instance.Get(type.ToString(), HPStatus).STATUS); BaseBoard board = BoardManager.Instance.GetBoardData(this, eBoardType.BOARD_HP); if (board != null) { board.SetData(ConstValue.SetData_HP, GetStatusData(eStatusData.MAX_HP), SELF_CHARACTER.CURRENT_HP); } //// Board 초기화 board = null; break; case eStatusData.ATTACK: APStatus++; SELF_CHARACTER.CHARACTER_STATUS.AddStatusData(type.ToString(), BasicStatusManager.Instance.Get(type.ToString(), APStatus).STATUS); break; case eStatusData.DEFENCE: DPStatus++; SELF_CHARACTER.CHARACTER_STATUS.AddStatusData(type.ToString(), BasicStatusManager.Instance.Get(type.ToString(), DPStatus).STATUS); break; default: break; } Debug.Log("스테이터스 업! -> " + type.ToString() + "이" + SELF_CHARACTER.CHARACTER_STATUS.GetStatusData(type)); }
public BuffTemplateData(string strKey, JSONNode nodeData) { StrKey = strKey; Heal = nodeData["HEAL"].AsFloat; Time = nodeData["TIME"].AsFloat; //Image = nodeData["IMAGE"]; // Category = nodeData["CATEGORY"]; for (int i = 0; i < (int)eStatusData.MAX; i++) { eStatusData eStatus = (eStatusData)i; double valueData = nodeData[eStatus.ToString()].AsDouble; StatusData.IncreaseData(eStatus, valueData); } }
public ItemInfo(string _strKey, JSONNode nodeData) { StrKey = _strKey; ItemName = nodeData["NAME"]; // SlotType = (eSlotType)nodeData["SLOT_TYPE"].AsInt; for (int i = 0; i < (int)eStatusData.MAX; i++) { eStatusData status = (eStatusData)i; double valueData = nodeData[status.ToString()].AsDouble; if (valueData > 0) { Status.IncreaseData(status, valueData); } } ItemImage = nodeData["IMAGE"]; }
public CharacterTemplateData(string _strKey, JSONNode nodeData) { StrKey = _strKey; for (int i = 0; i < (int)eStatusData.MAX; i++) { eStatusData statusData = (eStatusData)i; double valueData = nodeData[statusData.ToString("F")].AsDouble; Status.IncreaseData(statusData, valueData); } JSONArray arrSkill = nodeData["SKILL"].AsArray; if (arrSkill != null) { for (int i = 0; i < arrSkill.Count; i++) { ListSkill.Add(arrSkill[i]); } } }
public SkillTemplate(string _strKey, JSONNode nodeData) { StrKey = _strKey; SKillType = (eSkillTemplateType)nodeData["SKILL_TYPE"].AsInt; RangeType = (eSkillAttackRangeType)nodeData["RANGE_TYPE"].AsInt; RangeData_1 = nodeData["RANGE_DATA_1"].AsFloat; RangeData_2 = nodeData["RANGE_DATA_2"].AsFloat; RangeData_3 = nodeData["RANGE_DATA_3"].AsFloat; RangeCenter_1 = nodeData["RANGE_CENTER_1"].AsFloat; // 건희 06/27 RangeCenter_2 = nodeData["RANGE_CENTER_2"].AsFloat; RangeCenter_3 = nodeData["RANGE_CENTER_3"].AsFloat; for (int i = 0; i < (int)eStatusData.MAX; i++) { eStatusData statusData = (eStatusData)i; double valueData = nodeData[statusData.ToString()].AsDouble; if (valueData > 0) { SkillStatus.IncreaseData(statusData, valueData); } } }