/// <summary> /// 持ち物リストにアイテムを追加 /// </summary> /// <param name="name"></param> public void setItemList(ItemStatus.Type Item_Id) { if (status.ItemList.Count == maxItemBox) { _itemMax = true; Debug.Log("アイテムボックスは最大です!"); return; } else { _itemMax = false; status.ItemList.Add(Item_Id); } }
/// <summary> /// 素材アイテム欄のリセット /// </summary> /// <param name="type"></param> public void ReSetMaterialsBox(ItemStatus.Type type) { //押したボックスの画像に何か入っていれば通る if (Box_item[nowBox].GetComponent <Image>().sprite == AlphaSprite) { return; } Box_item[nowBox].GetComponent <Image>().sprite = AlphaSprite; //もし素材ボックスに2個アイテムを入れてた場合2個目の画像を1個目のボックスに移す //Materials_itemがリストなので1個目をRemoveして2個目もRemoveしようとした場合エラーが起きるため if (Materials_item.Count == 2) { mtr_0.GetComponent <Image>().sprite = mtr_1.GetComponent <Image>().sprite; mtr_1.GetComponent <Image>().sprite = AlphaSprite; } Materials_item.Remove(type); }
/// <summary> /// アイテム錬金 /// </summary> /// <param name="item">錬金したいアイテム</param> public void MadeItem(ItemStatus.Type item) { bool _succece = true; switch (item) { case ItemStatus.Type.FLOWER: //HPポーション _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.HPPotion); break; //case ItemStatus.Type.LAMP: //ランプ //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Lamp); //break; //case ItemStatus.Type.SMOKE: //爆薬 //_succece = true; //player_ctr.setItemList(ItemStatus.Type.EXPLOSIVE); //break; case ItemStatus.Type.CRYSTAL: //水 _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.Water); break; default: //ゴミができる _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } if (!_succece) { SoundManager.Instance.PlaySe((int)SoundManager.SENAME.SE_ALCHEMYMISS); } else { SoundManager.Instance.PlaySe((int)SoundManager.SENAME.SE_ALCHEMYSUCCESS); } }
/// <summary> /// ツボにアイテムを受け渡す処理 /// </summary> public void AddItem(ItemStatus.Type type) { switch (type) { case ItemStatus.Type.CLAY_N: player_ctr.setItemList(ItemStatus.Type.CLAY_N); break; case ItemStatus.Type.CLOUD: player_ctr.setItemList(ItemStatus.Type.CLOUD); break; case ItemStatus.Type.SNAKE: player_ctr.setItemList(ItemStatus.Type.SNAKE); break; case ItemStatus.Type.CROWN: player_ctr.setItemList(ItemStatus.Type.CROWN); break; case ItemStatus.Type.CRYSTAL: player_ctr.setItemList(ItemStatus.Type.CRYSTAL); break; case ItemStatus.Type.FLOWER: player_ctr.setItemList(ItemStatus.Type.FLOWER); break; case ItemStatus.Type.KEYROD: player_ctr.setItemList(ItemStatus.Type.KEYROD); break; case ItemStatus.Type.LAMP: player_ctr.setItemList(ItemStatus.Type.LAMP); break; case ItemStatus.Type.LIZARD: player_ctr.setItemList(ItemStatus.Type.LIZARD); break; case ItemStatus.Type.MIC: player_ctr.setItemList(ItemStatus.Type.MIC); break; case ItemStatus.Type.POWDER: player_ctr.setItemList(ItemStatus.Type.POWDER); break; case ItemStatus.Type.SMOKE: player_ctr.setItemList(ItemStatus.Type.SMOKE); break; case ItemStatus.Type.VAJURA: player_ctr.setItemList(ItemStatus.Type.VAJURA); break; case ItemStatus.Type.WOOD: player_ctr.setItemList(ItemStatus.Type.WOOD); break; default: Debug.Log("ItemType: " + type); break; } }
/// <summary> /// 持ち物リストのアイテムを一つ削除 /// </summary> /// <param name="items"></param> public void deleteItemList(ItemStatus.Type items) { status.ItemList.Remove(items); }
/// <summary> /// アイテム錬金 /// </summary> /// <param name="item_0">素材_0</param> /// <param name="item_1">素材_1</param> public void MadeItem(ItemStatus.Type item_0, ItemStatus.Type item_1) { bool _succece = true; switch (item_0) { case ItemStatus.Type.SNAKE: switch (item_1) { case ItemStatus.Type.CLAY_N: //はしご _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.Ladder); break; //case ItemStatus.Type.POWDER: //投げ縄 //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Lasso); //break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.CROWN: switch (item_1) { case ItemStatus.Type.KEYROD: //鍵 _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.Key); break; //case ItemStatus.Type.CLAY_N: //磁石 //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Magnet); //break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.KEYROD: switch (item_1) { case ItemStatus.Type.CROWN: //鍵 _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.Key); break; //case ItemStatus.Type.LIZARD: //斧 //_succece = true; //player_ctr.setSwordList(PlayerStatus.SWORDTYPE.AXE); //break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.FLOWER: switch (item_1) { //case ItemStatus.Type.POWDER: // //HPポーション // _succece = true; // player_ctr.setCreateItemList(CreateItemStatus.Type.HPPotion); // break; //case ItemStatus.Type.CLAY_N: //攻撃ポーション //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.ATKPotion); //break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.LIZARD: switch (item_0) { case ItemStatus.Type.CLAY_N: //バリア _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.Barrier); break; case ItemStatus.Type.POWDER: //ブーメラン //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Boomerang); break; //case ItemStatus.Type.KEYROD: //斧 //_succece = true; //player_ctr.setSwordList(PlayerStatus.SWORDTYPE.AXE); //break; case ItemStatus.Type.VAJURA: //ドリル _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.Drill); break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.WOOD: switch (item_1) { case ItemStatus.Type.CRYSTAL: //培養液//木が成長 _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.Inclubator); break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.VAJURA: switch (item_1) { case ItemStatus.Type.CLAY_N: //バジュラ(電撃武器) _succece = true; player_ctr.setSwordList(PlayerStatus.SWORDTYPE.VAJURA); break; case ItemStatus.Type.LIZARD: //ドリル _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.Drill); break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.MIC: switch (item_1) { //case ItemStatus.Type.CLAY_N: //拡声器 //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Speaker); //break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.CLOUD: switch (item_1) { case ItemStatus.Type.POWDER: //飛べる雲 _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.FlyCloud); break; //case ItemStatus.Type.SMOKE: //竜巻 //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Tornado); //break; case ItemStatus.Type.CRYSTAL: //雨雲 _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.RainCloud); break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.CRYSTAL: switch (item_1) { case ItemStatus.Type.CLOUD: //雨雲 _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.RainCloud); break; case ItemStatus.Type.WOOD: //培養液//木が成長 _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.Inclubator); break; //case ItemStatus.Type.POWDER: //毒液 //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Venom); //break; case ItemStatus.Type.CLAY_N: //氷の剣 _succece = true; player_ctr.setSwordList(PlayerStatus.SWORDTYPE.FROZEN); break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.SMOKE: switch (item_1) { //case ItemStatus.Type.CLOUD: //竜巻 //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Tornado); //break; //case ItemStatus.Type.POWDER: //煙幕 //_succece = true; //player_ctr.setItemList(ItemStatus.Type.SMOKESCREEN); //break; //case ItemStatus.Type.CLAY_N: //闇の剣 //_succece = true; //player_ctr.setSwordList(PlayerStatus.SWORDTYPE.DARK); //break; //case ItemStatus.Type.LAMP: //爆薬 //_succece = true; //player_ctr.setItemList(ItemStatus.Type.EXPLOSIVE); //break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.POWDER: switch (item_1) { //case ItemStatus.Type.SNAKE: //投げ縄 //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Lasso); //break; case ItemStatus.Type.CLOUD: //飛べる雲 _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.FlyCloud); break; //case ItemStatus.Type.FLOWER: // //HPポーション // _succece = true; // player_ctr.setCreateItemList(CreateItemStatus.Type.HPPotion); // break; //case ItemStatus.Type.SMOKE: //煙幕 //_succece = true; //player_ctr.setItemList(ItemStatus.Type.SMOKESCREEN); //break; //case ItemStatus.Type.LIZARD: //ブーメラン //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Boomerang); //break; //case ItemStatus.Type.CRYSTAL: //毒液 //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Venom); //break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.LAMP: switch (item_1) { //case ItemStatus.Type.SMOKE: //爆薬 //_succece = true; //player_ctr.setItemList(ItemStatus.Type.EXPLOSIVE); //break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.CLAY_N: switch (item_1) { //case ItemStatus.Type.FLOWER: //攻撃ポーション //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.ATKPotion); // break; //case ItemStatus.Type.MIC: //拡声器 //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Speaker); //break; case ItemStatus.Type.VAJURA: //バジュラ(電撃武器) _succece = true; player_ctr.setSwordList(PlayerStatus.SWORDTYPE.VAJURA); break; case ItemStatus.Type.LIZARD: //バリア _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.Barrier); break; case ItemStatus.Type.SNAKE: //はしご _succece = true; player_ctr.setCreateItemList(CreateItemStatus.Type.Ladder); break; //case ItemStatus.Type.CROWN: //磁石 //_succece = true; //player_ctr.setCreateItemList(CreateItemStatus.Type.Magnet); //break; case ItemStatus.Type.CRYSTAL: //氷の剣 _succece = true; player_ctr.setSwordList(PlayerStatus.SWORDTYPE.FROZEN); break; //case ItemStatus.Type.SMOKE: //闇の剣 //_succece = true; //player_ctr.setSwordList(PlayerStatus.SWORDTYPE.DARK); //break; case ItemStatus.Type.EXPLOSIVE: //火の剣 _succece = true; player_ctr.setSwordList(PlayerStatus.SWORDTYPE.FIRE); break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; case ItemStatus.Type.EXPLOSIVE: switch (item_1) { case ItemStatus.Type.CLAY_N: //火の剣 _succece = true; player_ctr.setSwordList(PlayerStatus.SWORDTYPE.FIRE); break; default: //ゴミ _succece = false; player_ctr.setCreateItemList(CreateItemStatus.Type.Dast); break; } break; } if (!_succece) { SoundManager.Instance.PlaySe((int)SoundManager.SENAME.SE_ALCHEMYMISS); } else { SoundManager.Instance.PlaySe((int)SoundManager.SENAME.SE_ALCHEMYSUCCESS); } }