예제 #1
0
 /// <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);
     }
 }
예제 #2
0
 /// <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);
 }
예제 #3
0
    /// <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);
        }
    }
예제 #4
0
    /// <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;
        }
    }
예제 #5
0
 /// <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);
 }
예제 #6
0
    /// <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);
        }
    }