public WeaponBagItemInfo(PlayerWeaponData playerWeaponData, WeaponResConfigItem newWeaponConfig, WeaponAvatarConfigItem weaponAvatarConfigItem) { _playerWeaponData = playerWeaponData; _weaponConfig = newWeaponConfig; _weaponAvatarConfig = weaponAvatarConfigItem; if (_playerWeaponData.Muzzle > 0) { _muzzleAsset = GetWeaponPartIcon(_playerWeaponData.Muzzle); } if (_playerWeaponData.Magazine > 0) { _magazineAsset = GetWeaponPartIcon(_playerWeaponData.Magazine); } if (_playerWeaponData.Stock > 0) { _stockAsset = GetWeaponPartIcon(_playerWeaponData.Stock); } if (_playerWeaponData.UpperRail > 0) { _upperAsset = GetWeaponPartIcon(_playerWeaponData.UpperRail); } if (_playerWeaponData.LowerRail > 0) { _lowerAsset = GetWeaponPartIcon(_playerWeaponData.LowerRail); } }
public WeaponBagItemInfo(PlayerWeaponData playerWeaponData, WeaponResConfigItem newWeaponConfig, WeaponAvatarConfigItem weaponAvatarConfigItem) { _playerWeaponData = playerWeaponData; _weaponConfig = newWeaponConfig; _weaponAvatarConfig = weaponAvatarConfigItem; if (_playerWeaponData.Muzzle > 0) { _muzzleAsset = SingletonManager.Get <WeaponPartsConfigManager>().GetAsset(_playerWeaponData.Muzzle); } if (_playerWeaponData.Magazine > 0) { _magazineAsset = SingletonManager.Get <WeaponPartsConfigManager>().GetAsset(_playerWeaponData.Magazine); } if (_playerWeaponData.Stock > 0) { _magazineAsset = SingletonManager.Get <WeaponPartsConfigManager>().GetAsset(_playerWeaponData.Stock); } if (_playerWeaponData.UpperRail > 0) { _magazineAsset = SingletonManager.Get <WeaponPartsConfigManager>().GetAsset(_playerWeaponData.UpperRail); } if (_playerWeaponData.LowerRail > 0) { _magazineAsset = SingletonManager.Get <WeaponPartsConfigManager>().GetAsset(_playerWeaponData.LowerRail); } }
public static WeaponScanStruct CreateScan(PlayerWeaponData weaponData) { WeaponScanStruct val = new WeaponScanStruct(); val.ConfigId = weaponData.WeaponTplId; if (weaponData.WeaponAvatarTplId == 0) { var config = SingletonManager.Get <WeaponResourceConfigManager>().GetConfigById(weaponData.WeaponTplId); val.AvatarId = config.AvatorId; } else { val.AvatarId = weaponData.WeaponTplId; } val.UpperRail = weaponData.UpperRail; val.LowerRail = weaponData.LowerRail; val.Magazine = weaponData.Magazine; val.Muzzle = weaponData.Muzzle; val.Stock = weaponData.Stock; val.SideRail = weaponData.SideRail; val.Bore = weaponData.Bore; val.Feed = weaponData.Feed; val.Interlock = weaponData.Interlock; val.Trigger = weaponData.Trigger; val.Brake = weaponData.Brake; return(val); }
public void AddWeapon(PlayerWeaponData obj) { for (var i = 0; i < weaponList.Count; i++) { if (!weaponList.Contains(obj)) { weaponList.Add(obj); } } }
private WeaponBagItemInfo MakeWeaponBagItemInfo(PlayerWeaponData weaponData) { var weaponId = weaponData.WeaponTplId; var weaponAvatarId = weaponData.WeaponAvatarTplId; var weaponConfig = SingletonManager.Get <WeaponResourceConfigManager>().GetConfigById(weaponData.WeaponTplId); if (weaponAvatarId < 1) { weaponAvatarId = weaponConfig.AvatorId; } return(new WeaponBagItemInfo(weaponData, weaponConfig, SingletonManager.Get <WeaponAvatarConfigManager>().GetConfigById(weaponAvatarId))); }
int WeaponPnlUpdate(int exp, bool _isCheckButton) { int remain; PlayerWeaponData data = GameManager.instance.GetPlayerWeapon(exp, out remain); if (_isCheckButton) { if (data.level == GameDatabase.instance.playerWeapons.Length - 1) { SetActiveUpgradeButton(false); this.successOrFailureToUpgradeWeaponTxt.text = "MAX"; Debug.Log("Max Weapon"); } else { SetActiveUpgradeButton(true); weaponSoulTxt.text = data.cost.ToString(); } } weaponLevelTxt.text = string.Format("{0} Level", data.level); weaponId = data.id; if (weaponId != _weaponId) { _weaponId = weaponId; Unit player = BoardManager.instance.player; WeaponData weapon = GameDatabase.instance.weapons[weaponId]; if (player) { player.data.weapon = data.id; player.attackable.Init((WeaponData)GameDatabase.instance.weapons[data.id].Clone()); } switch (GameManager.language) { default: weaponDPSTxt.text = "DPS"; weaponRangeTxt.text = "Range"; break; case Language.Korean: weaponDPSTxt.text = "피해량"; weaponRangeTxt.text = "사거리"; break; } weaponDPSFigureTxt.text = GetWeaponDPS(weapon).ToString("##0.##"); weaponRangeFigureTxt.text = weapon.attackDistance.ToString("##0.##"); this.weaponIconImage.sprite = data.Icon; weaponNameTxt.text = GetWeaponDescription(data); } return(data.level); }
public static WeaponScanStruct CreateScan(PlayerWeaponData weaponData) { WeaponScanStruct val = new WeaponScanStruct(); val.ConfigId = weaponData.WeaponTplId; val.AvatarId = weaponData.WeaponTplId; val.UpperRail = weaponData.UpperRail; val.LowerRail = weaponData.LowerRail; val.Magazine = weaponData.Magazine; val.Muzzle = weaponData.Muzzle; val.Stock = weaponData.Stock; return(val); }
public static WeaponInfo ToWeaponInfo(this PlayerWeaponData weaponData) { return(new WeaponInfo { Id = weaponData.WeaponTplId, AvatarId = weaponData.WeaponAvatarTplId, Muzzle = weaponData.Muzzle, Stock = weaponData.Stock, Magazine = weaponData.Magazine, UpperRail = weaponData.UpperRail, LowerRail = weaponData.LowerRail, }); }
public void AddData(PlayerWeaponData obj) { foreach (var weaponCollection in weaponList) { Debug.Log(weaponCollection); } for (var i = 0; i < weaponList.Count; i++) { if (!weaponList.Contains(obj)) { weaponList.Add(obj); Debug.Log("Weapons inside of the chest"); } } }
string GetWeaponDescription(PlayerWeaponData data) { string description; if (data.description.Length > (int)GameManager.language) { description = data.description[(int)GameManager.language]; } else if (data.description.Length > 1) { description = data.description[0]; } else { description = string.Empty; } return(description); }
public void setParameter(PlayerWeaponData argPlayerData, PlayerDefaultBulletData argBulletData, GlobalCharacterInfo.CHAR_TYPE argType) { currentPlayerData = argPlayerData; currentBulletData = argBulletData; currentPlayerType = argType; attackController.SetAttackAxisInfo(new Vector3(0, 0, -currentPlayerData.m_fWeaponAxisStart), new Vector3(currentPlayerData.m_v2WeaponAxisPosition.x, currentPlayerData.m_v2WeaponAxisPosition.y, 0)); attackController.SetEffectInfo(currentPlayerData.m_v3EffectPosition, currentPlayerData.m_v3EffectScale); attackController.SetEffectImage(currentPlayerData.m_sWaeponEffectPath); weaponBoxCollider2D.enabled = currentPlayerData.m_bIsEnableWeaponHit; weaponBoxCollider2D.size = currentPlayerData.m_v2WeaponColliderArea; weaponBoxCollider2D.offset = currentPlayerData.m_v2Weaponoffset; gameObject.transform.localPosition = currentPlayerData.m_v2WeaponPosition; renderObject.sprite = Resources.Load <Sprite>(currentPlayerData.m_sWaeponSpritePath); }
public static WeaponScanStruct CreateScan(PlayerWeaponData weaponData) { WeaponScanStruct val = new WeaponScanStruct(); val.ConfigId = weaponData.WeaponTplId; val.AvatarId = weaponData.WeaponTplId; val.UpperRail = weaponData.UpperRail; val.LowerRail = weaponData.LowerRail; val.Magazine = weaponData.Magazine; val.Muzzle = weaponData.Muzzle; val.Stock = weaponData.Stock; val.SideRail = weaponData.SideRail; val.Bore = weaponData.Bore; val.Feed = weaponData.Feed; val.Interlock = weaponData.Interlock; val.Trigger = weaponData.Trigger; val.Brake = weaponData.Brake; return(val); }