private HelpPageComponent CreatePageComponent(int yPosition, string title, string paragraph, EquipItemType type) { Point textureCell = new Point(0, 0); switch (type) { case EquipItemType.Arm: textureCell = new Point(1, 0); break; case EquipItemType.Shield: textureCell = new Point(2, 0); break; case EquipItemType.Armor: textureCell = new Point(3, 0); break; } return this.CreatePageComponent(yPosition, title, paragraph, ObjectType.ItemPickup, AnimType.Stopped, textureCell); }
//오브젝트에 붙어있는 아이템 정보 가져오기 void Chk_getItemInfo(Dictionary <uint, GameObject> dicObj, EquipItemType type) { Transform[] trLst = null; Dictionary <uint, Infos_Weapon> dic_infosweapon = null; Dictionary <uint, Infos_Deco> dic_infosDeco = null; if (type == EquipItemType.FACE) { trLst = Tr_Items[(int)EquipItemType.Head].GetComponentsInChildren <Transform>(); } else { trLst = Tr_Items[(int)type].GetComponentsInChildren <Transform>(); } //우선 아이템 다 false for (int i = 0; i < trLst.Length; i++) { if (type == EquipItemType.Head) { break; // face 부분에서 확인후 setAtvie(false) 할테니 나가자 } if (i == 0) { continue; } if (trLst[i].name.Contains("Item_") || trLst[i].name.Contains("Weapon_")) { trLst[i].gameObject.SetActive(false); } } if (type == EquipItemType.Head) { dic_infosDeco = TableDataManager.instance.Infos_Decos; foreach (var deco in dic_infosDeco) { for (int i = 0; i < trLst.Length; i++) { if (i == 0) { continue; } if (string.Equals(trLst[i].name, "Item_" + deco.Value.DecoIdx)) { if (deco.Value.DecoPart == DECOPART_TYPE.HEAD) { trLst[i].gameObject.SetActive(false); dicObj[deco.Value.DecoIdx] = trLst[i].gameObject; } } } } } else if (type == EquipItemType.FACE) { dic_infosDeco = TableDataManager.instance.Infos_Decos; foreach (var deco in dic_infosDeco) { for (int i = 0; i < trLst.Length; i++) { if (i == 0) { continue; } if (string.Equals(trLst[i].name, "Item_" + deco.Value.DecoIdx)) { if (deco.Value.DecoPart == DECOPART_TYPE.FACE) { trLst[i].gameObject.SetActive(false); dicObj[deco.Value.DecoIdx] = trLst[i].gameObject; } } } } } else if (type == EquipItemType.Body) { dic_infosDeco = TableDataManager.instance.Infos_Decos; foreach (var deco in dic_infosDeco) { for (int i = 0; i < trLst.Length; i++) { if (i == 0) { continue; } if (string.Equals(trLst[i].name, "Item_" + deco.Value.DecoIdx)) { trLst[i].gameObject.SetActive(false); dicObj[deco.Value.DecoIdx] = trLst[i].gameObject; } } } } else if (type == EquipItemType.RWeapon) { dic_infosweapon = TableDataManager.instance.Infos_weapons; foreach (var wpn in dic_infosweapon) { for (int i = 0; i < trLst.Length; i++) { if (i == 0) { continue; } if (string.Equals(trLst[i].name, "Weapon_" + wpn.Value.WpnIdx)) { trLst[i].gameObject.SetActive(false); dicObj[wpn.Value.WpnIdx] = trLst[i].gameObject; } } } } else if (type == EquipItemType.LWeapon) { dic_infosweapon = TableDataManager.instance.Infos_weapons; foreach (var wpn in dic_infosweapon) { for (int i = 0; i < trLst.Length; i++) { if (i == 0) { continue; } if (string.Equals(trLst[i].name, "Weapon_" + wpn.Value.WpnIdx + "_1")) { trLst[i].gameObject.SetActive(false); dicObj[wpn.Value.WpnIdx] = trLst[i].gameObject; } } } } else if (type == EquipItemType.Over) { Dictionary <uint, infos_unit> dicInfoUnit = TableDataManager.instance.Infos_units; for (int i = 0; i < trLst.Length; i++) { if (i == 0) { continue; } foreach (var infoUnit in dicInfoUnit) { for (int h = 0; h < OVER_OBJ_MAX; h++) { if (string.Equals(trLst[i].name, string.Format("ch_{0}_OverOJ_{1}", infoUnit.Value.UnitIdx, h))) { //dic에 담기 dicObj[infoUnit.Value.UnitIdx] = trLst[i].gameObject; } } } //비활성 해놓기 trLst[i].gameObject.SetActive(false); } } }
public EquipableItem(string p_name, int p_strength, EquipItemType p_type, ObjectType p_bonusTransform, int p_bonusStrength) { this.Init(p_name, p_strength, p_type, p_bonusTransform, p_bonusStrength); }
public EquipableItem(string p_name, int p_strength, EquipItemType p_type) { this.Init(p_name, p_strength, p_type, ObjectType.Nothing, 0); }
private void Init(string p_name, int p_strength, EquipItemType p_type, ObjectType p_bonusTransform, int p_bonusStrength) { this.bonusTransform = p_bonusTransform; this.bonusStrength = p_bonusStrength; this.name = p_name; this.strength = p_strength; this.type = p_type; this.State = EquipItemState.NotFound; switch (this.type) { case EquipItemType.Arm: this.iconPoint = new Point(1, 0); return; case EquipItemType.Shield: this.iconPoint = new Point(2, 0); return; case EquipItemType.Armor: this.iconPoint = new Point(3, 0); return; } }
public EquipableItem GetItemByIndex(EquipItemType type, int index) { switch (type) { case EquipItemType.Arm: return this.arms[index]; case EquipItemType.Shield: return this.shields[index]; case EquipItemType.Armor: return this.armor[index]; } return null; }