コード例 #1
0
    public bool ChangeSkill(SpawnCode code, GameObject _parents, GameObject _child)
    {
        //언락 여부 체크
        if (!spawn.GetIsUnlocked(code))
        {
            return(false);
        }

        //스킬 생성 & 할당
        string what = (code.ToString().Substring(0, 1));

        switch (what)
        {
        case "R": spawn.GetSkill_Red(code, _child); break;

        case "G": spawn.GetSkill_Green(code, _child); break;

        case "B": spawn.GetSkill_Blue(code, _child); break;
        }

        //스킬 메커니즘 초기화
        _parents.GetComponent <PlayerStatus>().Init_Skill();

        //서버 통신
        router.PostRouter(PostType.PLAYER_SKILL_CHANGE, code);

        return(true);
    }
コード例 #2
0
    public void RepairListSetting()
    {
        for (int i = 0; i < list_weapon.Count; i++)
        {
            if (sc.GetIsUnlocked(list_weapon[i].m_code) && list_weapon[i].dualbility < 100)
            {
                list_weapon_R.Add(list_weapon[i]);
            }
        }

        for (int i = 0; i < list_amulet.Count; i++)
        {
            if (sc.GetIsUnlocked(list_amulet[i].m_code) && list_amulet[i].dualbility < 100)
            {
                list_amulet_R.Add(list_amulet[i]);
            }
        }

        for (int i = 0; i < list_stone.Count; i++)
        {
            if (sc.GetIsUnlocked(list_stone[i].m_code) && list_stone[i].dualbility < 100)
            {
                list_stone_R.Add(list_stone[i]);
            }
        }
    }
コード例 #3
0
    public void QuestMonsterCheck(MonsterCode monsterCode)      //퀘스트 진행 상황 체크
    {
        int i;

        for (i = 0; i < questAcessList.Count; i++)
        {
            QuestType questType = questAcessList[i].quest_type;
            switch (questType)
            {
            case QuestType.Type_Kill:
                if (questAcessList[i].questItemCur < questAcessList[i].questItemMax && questAcessList[i].questmonstercode == monsterCode)
                {
                    playerQuestList[FindNameToQuestInfo(questAcessList[i].quest_name).quest_code].questItemCur++;
                }
                break;

            case QuestType.Tutorial:

                if (questAcessList[i].quest_code == 23)    //&& questAcessList[i].questEquipment == 지금 장착한 장비)
                {
                    playerQuestList[FindNameToQuestInfo(questAcessList[i].quest_name).quest_code].questItemCur++;

                    break;
                }
                else if (questAcessList[i].quest_code == 23)
                {
                    playerQuestList[FindNameToQuestInfo(questAcessList[i].quest_name).quest_code].questItemCur++;
                    break;
                }
                else
                {
                    playerQuestList[FindNameToQuestInfo(questAcessList[i].quest_name).quest_code].questItemCur++;
                    break;
                }

            case QuestType.Repeat:
                if (questAcessList[i].questItemCur < questAcessList[i].questItemMax)
                {
                    playerQuestList[FindNameToQuestInfo(questAcessList[i].quest_name).quest_code].questItemCur++;
                }
                break;

            case QuestType.Gold_Collect:
            {
                questAcessList[i].questItemCur = capital.money;
                playerQuestList[FindNameToQuestInfo(questAcessList[i].quest_name).quest_code].questItemCur = capital.money;
            }
            break;

            case QuestType.GetItem_Type_Kill:
            {
                if (sc.GetIsUnlocked(questAcessList[i].quest_reward_item) == false)
                {
                    sc.UnlockCode(questAcessList[i].quest_reward_item);
                }

                if (questAcessList[i].questItemCur < questAcessList[i].questItemMax && ps.GetComponent <Base_Weapon>().m_code == questAcessList[i].quest_reward_item && questAcessList[i].questmonstercode == monsterCode)
                {
                    playerQuestList[FindNameToQuestInfo(questAcessList[i].quest_name).quest_code].questItemCur++;
                }
            }
            break;
            }
        }

        //gameObject.transform.GetComponent<QuestUI>().QuestBoardSetting();
        // 라우터 ( Quest item )
        if (questAcessList.Count != 0)
        {
            networkRouter.PostRouter(PostType.PLAYER_QUEST_ITEM_UPDATE, playerQuestList[questAcessList[i - 1].quest_code]);
        }
    }
コード例 #4
0
    public void SkillSlotSetting()
    {
        if (skillType == 0) //Red
        {
            // for (int i = 0; i < list_red.Count; i++)
            //skillImageArray[i].sprite = list_red[i].m_spritePath;
            Skill_Red tmp = ps.skill.GetComponent <Skill_Red>();
            skillNameText.text        = tmp.m_title;
            cooldownText.text         = "쿨타임 : " + tmp.m_delay.ToString();
            SkillDescriptionText.text = tmp.m_description;

            useSkillImage.sprite = spriteSupplier.GetSource(list_red[0].m_code);

            for (int i = 0; i < list_red.Count; i++)
            {
                if (sc.GetIsUnlocked(list_red[i].m_code) == false)
                {
                    skillImageArray[i].transform.GetChild(0).gameObject.SetActive(false);
                    skillImageArray[i].GetComponent <Button>().interactable = false;

                    if (list_red[i].m_code != tmp.m_code)
                    {
                        skillImageArray[i].transform.GetChild(1).gameObject.SetActive(false);
                    }
                }
                skillImageArray[i].sprite = spriteSupplier.GetSource(list_red[i].m_code);
            }
        }

        else if (skillType == 1)//Green
        {
            //SkillList = RedSkillLIst
            //for(int i =0; i<skillImageArray.Length;i++)
            //skillImageArray[i].sprite = SkillList[i].Image;
            Skill_Green tmp = ps.skill.GetComponent <Skill_Green>();
            skillNameText.text        = tmp.m_title;
            cooldownText.text         = "쿨타임 : " + tmp.m_delay.ToString();
            SkillDescriptionText.text = tmp.m_description;

            useSkillImage.sprite = spriteSupplier.GetSource(list_green[0].m_code);

            for (int i = 0; i < list_green.Count; i++)
            {
                if (sc.GetIsUnlocked(list_green[i].m_code) == false)
                {
                    skillImageArray[i].transform.GetChild(0).gameObject.SetActive(false);
                    skillImageArray[i].GetComponent <Button>().interactable = false;
                }
                if (list_green[i].m_code != tmp.m_code)
                {
                    skillImageArray[i].transform.GetChild(1).gameObject.SetActive(false);
                }
                skillImageArray[i].sprite = spriteSupplier.GetSource(list_green[i].m_code);
            }
        }

        else
        {
            //SkillList = RedSkillLIst
            //for(int i =0; i<skillImageArray.Length;i++)
            //skillImageArray[i].sprite = SkillList[i].Image;

            Skill_Blue tmp = ps.skill.GetComponent <Skill_Blue>();
            skillNameText.text        = tmp.m_title;
            cooldownText.text         = "쿨타임 : " + tmp.m_delay.ToString();
            SkillDescriptionText.text = tmp.m_description;

            useSkillImage.sprite = spriteSupplier.GetSource(list_blue[0].m_code);

            for (int i = 0; i < list_blue.Count; i++)
            {
                if (sc.GetIsUnlocked(list_blue[i].m_code) == false)
                {
                    skillImageArray[i].transform.GetChild(0).gameObject.SetActive(false);
                    skillImageArray[i].GetComponent <Button>().interactable = false;
                }
                if (list_blue[i].m_code != tmp.m_code)
                {
                    skillImageArray[i].transform.GetChild(1).gameObject.SetActive(false);
                }
                skillImageArray[i].sprite = spriteSupplier.GetSource(list_blue[i].m_code);
            }
        }

        //for (int i = 0; i < skillList.Count; i++)
        //{
        //    if (skillList[i].unlock == false)   //해금시 이미지 안보이게
        //        skillImageArray[i].transform.GetChild(0).GetComponent<Image>().enabled = false;
        //    if(skillList[i].Use == false)       //비장착시 이미지 안보이게
        //        skillImageArray[i].transform.GetChild(1).GetComponent<Image>().enabled = false;
        //}
    }