public void DisableInventoryUI() { if (EBACKBUTTON.Disable == m_eBackButtonCheck) { m_Item_Info_Panel.SetActive(false); //m_inventory_Panel.transform.GetChild(5).gameObject.SetActive(false); m_eBackButtonCheck = EBACKBUTTON.closed; } else if (EBACKBUTTON.closed == m_eBackButtonCheck) { m_eINVENTORY_CATEGORY = EINVENTORY_CATEGORY.Weapon; m_ray_State_check.SetActive(false); int tCount = m_inventory_Panel.transform.childCount; for (int i = 0; i < tCount; i++) { m_inventory_Panel.transform.GetChild(i).gameObject.SetActive(false); } m_inventory_Panel.SetActive(false); } else if (EBACKBUTTON.Default == m_eBackButtonCheck) { int tCount = m_inventory_Panel.transform.childCount; for (int i = 0; i < tCount; i++) { m_inventory_Panel.transform.GetChild(i).gameObject.SetActive(false); } m_inventory_Panel.SetActive(false); } }
public void OpenInventoryUI() { //마을에서 인벤토리 오픈했을때 인벤 리스트 갱신 //디폴트가 무기여서 무기로 지정 m_inventory_Panel.SetActive(true); int tCount = m_inventory_Panel.transform.childCount; for (int i = 0; i < tCount; i++) { m_inventory_Panel.transform.GetChild(i).gameObject.SetActive(true); } m_Item_Info_Panel.SetActive(false); m_potion_info_Panel.SetActive(false); m_ray_State_check.SetActive(true); InitInventory(); m_eBackButtonCheck = EBACKBUTTON.closed; //m_LoopScrollRect.RefillCells(); // 인벤토리 생성함수 호출 }
//인벤토리에서 아이템의 정보 보여주는 창 //장비 강화가 없을경우 : 있을경우에는 인벤토리 DB에 장비 변화하는 장비의 스테이터스를 추가하고 아이템 코드가 아닌 인덱스로 호출해야함 public void ShowItemInfo(string itemcode, string category) { m_itemCode = itemcode; if (EINVENTORY_CATEGORY.Weapon == m_eINVENTORY_CATEGORY) { m_Item_Info_Panel.SetActive(true); m_eBackButtonCheck = EBACKBUTTON.Disable; m_category = category; CUpdateUserInfo.GetInstance.SetWeaponToChangeCharacterObject(); Debug.Log("인벤토리 매니저 웨폰 스프라이트 보류"); if (CResourceManager.GetInstance.m_weaponSprite.ContainsKey(itemcode) == false) { m_weaponSprite.overrideSprite = null; return; } else { m_weaponSprite.overrideSprite = CResourceManager.GetInstance.GetWeaponSprite(itemcode); } if (category.Equals("Sword")) { //스프라이트 매니저가 없어서 패스 m_weaponName.text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_name); m_weaponDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_description); m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_skill_Desc); //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_damage); m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_def); m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_dodging); m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_hp); m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n", CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][0].m_skill_desc, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][1].m_skill_desc, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][2].m_skill_desc, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][3].m_skill_desc); } else if (category.Equals("Staff")) { //스프라이트 매니저가 없어서 패스 //m_weaponSprite m_weaponName.text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_name); m_weaponDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_description); m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_skill_Desc); //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_damage); m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_def); m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_dodging); m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_hp); m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n", CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][0].m_skill_desc, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][1].m_skill_desc, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][2].m_skill_desc, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][3].m_skill_desc); } else if (category.Equals("Spear")) { //스프라이트 매니저가 없어서 패스 //m_weaponSprite m_weaponName.text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_name); m_weaponDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_description); m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_skill_Desc); //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_damage); m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_def); m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_dodging); m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_hp); m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n", CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][0].m_skill_desc, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][1].m_skill_desc, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][2].m_skill_desc, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][3].m_skill_desc); } else if (category.Equals("Martial_arts")) { //스프라이트 매니저가 없어서 패스 //m_weaponSprite m_weaponName.text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_name); m_weaponDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_description); m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_skill_Desc); //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_damage); m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_def); m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_dodging); m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_hp); m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n", CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][0].m_skill_desc, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][1].m_skill_desc, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][2].m_skill_desc, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][3].m_skill_desc); } else if (category.Equals("Mace")) { //스프라이트 매니저가 없어서 패스 //m_weaponSprite m_weaponName.text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_name); m_weaponDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_description); m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_skill_Desc); //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_damage); m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_def); m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_dodging); m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_hp); m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n", CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][0].m_skill_desc, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][1].m_skill_desc, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][2].m_skill_desc, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][3].m_skill_desc); } else if (category.Equals("Bow")) { //스프라이트 매니저가 없어서 패스 //m_weaponSprite m_weaponName.text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_name); m_weaponDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_description); m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_skill_Desc); //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_damage); m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_def); m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_dodging); m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_hp); m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n", CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][0].m_skill_desc, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][1].m_skill_desc, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][2].m_skill_desc, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][3].m_skill_desc); } else if (category.Equals("Accessory")) { //스프라이트 매니저가 없어서 패스 //m_weaponSprite m_weaponName.text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_name); m_weaponDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_description); m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_skill_Desc); //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_damage); m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_def); m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_dodging); m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_hp); m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n", CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][0].m_skill_desc, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][1].m_skill_desc, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][2].m_skill_desc, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][3].m_skill_desc); } } else if (EINVENTORY_CATEGORY.Potion == m_eINVENTORY_CATEGORY) { Debug.Log("인벤 포션창 열기"); m_potion_info_Panel.SetActive(true); m_potionName.text = string.Format("<color='red'>{0}</color>", CPotionData.GetInstance.m_potionItemList.Find(x => x.m_itemCode == itemcode).m_name); m_potionDesc.text = string.Format("{0}", CPotionData.GetInstance.m_potionItemList.Find(x => x.m_itemCode == itemcode).m_description); m_potionCount.text = string.Format("수량 : {0}", CUserData.GetInstance.m_potionInvenList.Find(x => x.itemCode == itemcode).count); // TODO : 이미지 추후 추가 //m_potionSprite.overrideSprite = } }