protected char equipJob; // 装備できるジョブ #endregion Fields #region Constructors /// <summary> /// Constractor. /// </summary> /// <param name="attack">Attack value.</param> /// <param name="defense">Defense value.</param> /// <param name="equipJob">Can equip job bit flag.</param> protected EquipBase(int id, KIND_ITEM kind, string name, string imageName, int cost, int attack, int defense, char equipJob) : base(id, kind, name, cost, imageName) { this.attack = attack; this.defense = defense; this.equipJob = equipJob; }
protected char equipJob; // 装備できるジョブ /// <summary> /// Constractor. /// </summary> /// <param name="attack">Attack value.</param> /// <param name="defense">Defense value.</param> /// <param name="equipJob">Can equip job bit flag.</param> protected EquipBase(int id, KIND_ITEM kind, string name, string imageName, int cost, int attack, int defense, char equipJob) : base(id, kind, name, cost, imageName) { this.attack = attack; this.defense = defense; this.equipJob = equipJob; }
/// <summary> /// Constractor. /// </summary> /// <param name="id">Identification number</param> /// <param name="hpRecoveryValue">Hp recovery value.</param> /// <param name="spRecoveryValue">Sp recovery value.</param> public ItemBase(int id, KIND_ITEM kind, string name, string imageName, int cost, int hpRecoveryValue, int spRecoveryValue) : base(id, kind, name, cost, imageName) { this.itemData.id = id; // アイテムの識別番号 this.hpRecoveryValue = hpRecoveryValue; // HPの回復量 this.spRecoveryValue = spRecoveryValue; // SPの回復量 }
protected ItemData itemData; // 基本構造体 /// <summary> /// Constractor. /// </summary> /// <param name="id">Identification number.</param> /// <param name="kind">Item kind.</param> /// <param name="name">Item name.</param> /// <param name="cost">Item buy cost.</param> protected ItemEquipBase(int id, KIND_ITEM kind, string name, int cost, string imageName) { itemData.id = id; itemData.kind = kind; itemData.name = name; itemData.cost = cost; // アイテムデータの読み込み switch (kind) { case KIND_ITEM.EQUIP: itemData.image = Resources.Load <Sprite>("Asset/Sprite/MainGame/UI/Equip/" + imageName); break; case KIND_ITEM.ITEM: itemData.image = Resources.Load <Sprite>("Asset/Sprite/MainGame/UI/Items" + imageName); break; } }
protected ItemData itemData; // 基本構造体 #endregion Fields #region Constructors /// <summary> /// Constractor. /// </summary> /// <param name="id">Identification number.</param> /// <param name="kind">Item kind.</param> /// <param name="name">Item name.</param> /// <param name="cost">Item buy cost.</param> protected ItemEquipBase(int id, KIND_ITEM kind, string name, int cost, string imageName) { itemData.id = id; itemData.kind = kind; itemData.name = name; itemData.cost = cost; // アイテムデータの読み込み switch (kind) { case KIND_ITEM.EQUIP: itemData.image = Resources.Load<Sprite>("Asset/Sprite/MainGame/UI/Equip/" + imageName); break; case KIND_ITEM.ITEM: itemData.image = Resources.Load<Sprite>("Asset/Sprite/MainGame/UI/Items" + imageName); break; } }
/// <summary> /// Constractor. /// </summary> /// <param name="id">Identification number</param> /// <param name="hpRecoveryValue">Hp recovery value.</param> /// <param name="spRecoveryValue">Sp recovery value.</param> public ItemBase(int id, KIND_ITEM kind, string name, string imageName, int cost, int hpRecoveryValue, int spRecoveryValue) : base(id, kind, name, cost, imageName) { this.itemData.id = id; // アイテムの識別番号 this.hpRecoveryValue = hpRecoveryValue; // HPの回復量 this.spRecoveryValue = spRecoveryValue; // SPの回復量 }