//##################################################################################################### void Awake() { Instance = this; canvas.gameObject.SetActive(false); if (SceneLobby.Instance) { SceneLobby.Instance.OnChangedMenu += OnChangedLobbyState; } HeroManager.onPromotedHeroData += OnPromoteHero; }
void RelocationLimitBreak() { StartCoroutine(ResetContainer()); sacrificeHeroList.Clear(); containerList.Clear(); if (OnLimitBreakEnd != null) { OnLimitBreakEnd(); } if (scrollBattleHero.gameObject.activeSelf || scrollterritoryHero.gameObject.activeSelf) { UIHeroInfo.Init(limitBreakHero); } }
IEnumerator ShowHeroInfo() { //씬 불러옴 Scene scene = SceneManager.GetSceneByName("HeroInfo"); if (!scene.isLoaded) { yield return StartCoroutine(AssetLoader.Instance.LoadLevelAsync("scene/heroinfo", "HeroInfo", true)); //SceneLobby.Instance.SceneChange(state); scene = SceneManager.GetSceneByName("HeroInfo"); while (!scene.isLoaded) yield return null; } if (UIHeroInfo.Instance) UIHeroInfo.Init(battleHero); }
IEnumerator ShowHeroInfoA(HeroData heroData) { //씬 불러옴 Scene scene = SceneManager.GetSceneByName("HeroInfo"); if (!scene.isLoaded) { yield return(StartCoroutine(AssetLoader.Instance.LoadLevelAsync("scene/heroinfo", "HeroInfo", true))); scene = SceneManager.GetSceneByName("HeroInfo"); while (!scene.isLoaded) { yield return(null); } } if (UIHeroInfo.Instance) { UIHeroInfo.Init(heroData); } }
/// <summary> 한계돌파를 위한 제물 사용하는 부분 </summary> IEnumerator PotentialMaxUp() { int beforeLimitBreak = limitBreakHero.limitBreak; int count = 0; for (int i = 0; i < sacrificeHeroList.Count; i++) { HeroData heroData = HeroManager.heroDataDic[sacrificeHeroList[i]]; if (heroData.limitBreak == 0) { limitBreakHero.limitBreak += 1; count += 1; } else { limitBreakHero.limitBreak += heroData.limitBreak + 1; count += heroData.limitBreak + 1; } } count += unlimitedJeweluse; int afterLimitBreak = beforeLimitBreak + count; yield return(StartCoroutine(CheckUseEnhaceStoneAndRuby())); yield return(StartCoroutine(PotentialMaxUpdate(count))); //yield return (StartCoroutine(PoolRemover(sacrificeHeroList))); yield return(StartCoroutine(ResetContainer())); if (sacrificeHeroList.Count > 0) { HeroManager.HeroDelete(sacrificeHeroList); while (!HeroManager.isDelete) { yield return(null); } } //정리될때까지 한프레임 쉬고 yield return(null); if (OnLimitBreakEnd != null) { OnLimitBreakEnd(); } sacrificeHeroList.Clear(); containerList.Clear(); if (scrollBattleHero.gameObject.activeSelf || scrollterritoryHero.gameObject.activeSelf) { UIHeroInfo.Init(limitBreakHero); } UIPopupManager.ShowOKPopup("한계돌파 완료", "한계돌파 결과\n" + beforeLimitBreak + "단계 → " + afterLimitBreak + "단계\n" + "훈련 포인트" + " : " + beforePoint + " → " + afterPoint + "\n" + "반환된 강화석 수량 : " + enhancePoint.ToStringABC(), null); }