public void EndNetworkWithFuel() { isNetwork = false; serverLoadingPanel.SetActive(false); //보상으로 가스를 하나 추가하여준다// ValueDeliverScript.SaveGameData(showPop); }
void recieveMsg02() { ValueDeliverScript.SaveGameData(EndNetwork); GameObject msgItemGet = GameObject.Find("GameManager").GetComponent <HangarManager>().msgItemGet; HangarPopupController hpController = GameObject.Find("GameManager").GetComponent <HangarPopupController>(); hpController.AddPopWin(msgItemGet, 0); }
void LevelUpReward(int maxFuel, string itm5N, int itm5C, string itm6N = "", int itm6C = 0, string itm7N = "", string itm7C = "") { ValueDeliverScript.gasMax = maxFuel; GameObject.Find("GasRestLabel").GetComponent <GasRestLabelScript>().GasRest(maxFuel, true); //입력된 추가 연료 갯수를 화면에 표시하기 위한 함수 호출. transform.FindChild("IndemnityItem/Item003/MaxFuel").GetComponent <UILabel>().text = maxFuel.ToString(); transform.FindChild("IndemnityItem/Item005/Script").GetComponent <UILabel>().text = "+" + itm5C; transform.FindChild("IndemnityItem/Item005/Icon").GetComponent <UISprite>().spriteName = itm5N; transform.FindChild("IndemnityItem/Item005/Icon").GetComponent <UISprite>().MakePixelPerfect(); if (itm6C != 0) { transform.FindChild("IndemnityItem/Item006/Script").GetComponent <UILabel>().text = "+" + itm6C; transform.FindChild("IndemnityItem/Item006/Icon").GetComponent <UISprite>().spriteName = itm6N; transform.FindChild("IndemnityItem/Item006/Icon").GetComponent <UISprite>().MakePixelPerfect(); } else { transform.FindChild("IndemnityItem/Item006").gameObject.SetActive(false); } if (itm7C != "") { transform.FindChild("IndemnityItem/Item007/Script").GetComponent <UILabel>().text = "+" + itm7C; transform.FindChild("IndemnityItem/Item007/Icon").GetComponent <UISprite>().spriteName = itm7N; transform.FindChild("IndemnityItem/Item007/Icon").localScale = new Vector3(80, 80, 1); if (ValueDeliverScript.userLevel == 3) { transform.FindChild("IndemnityItem/Item007").localPosition = new Vector3(300, 64, -270); } } else { transform.FindChild("IndemnityItem/Item007").gameObject.SetActive(false); } switch (ValueDeliverScript.userLevel) { case 2: case 4: case 5: transform.FindChild("IndemnityItem").localPosition = new Vector3(0, 0, 0); break; case 6: case 9: case 12: case 15: transform.FindChild("IndemnityItem").localPosition = new Vector3(-100, 0, 0); break; default: transform.FindChild("IndemnityItem").localPosition = new Vector3(-50, 0, 0); break; } ValueDeliverScript.SaveGameData(); EquipStartSetting(); }
public void MedalPurchaseWindow(int itemNumber) { //결제후 처리하는 부분들// int itemNum = itemNumber; int medalPriceNum = int.Parse((ValueDeliverScript.medalPrice["MedalPrice" + itemNumber.ToString("000") + "Num"]).ToString()); ValueDeliverScript.medalRest += medalPriceNum; DiaTxt.GetComponent <UILabel>().text = ValueDeliverScript.medalRest + ""; ValueDeliverScript.SaveGameData(); }
//각 비행기의 포인트를 리셋하고 싶을때 사용하는 함수// void ResetPointFlight() { int coinRest = ValueDeliverScript.coinRest; int pointResetCount = ValueDeliverScript.pointResetCount; if (coinRest >= coinForPointReset[pointResetCount]) { ValueDeliverScript.upgradePointF00P01 = 0; ValueDeliverScript.upgradePointF00P02 = 0; ValueDeliverScript.upgradePointF00P03 = 0; ValueDeliverScript.upgradePointF00P04 = 0; ValueDeliverScript.upgradePointF01P01 = 0; ValueDeliverScript.upgradePointF01P02 = 0; ValueDeliverScript.upgradePointF01P03 = 0; ValueDeliverScript.upgradePointF01P04 = 0; ValueDeliverScript.upgradePointF02P01 = 0; ValueDeliverScript.upgradePointF02P02 = 0; ValueDeliverScript.upgradePointF02P03 = 0; ValueDeliverScript.upgradePointF02P04 = 0; GameObject.Find("GameManager").GetComponent <HangarPopupController>().CloseWindow(); //resetPointWindow.SetActive(false); //halfBLKPanel.SetActive(false); coinRest -= coinForPointReset[pointResetCount]; //초기화 비용을 차감한다. ValueDeliverScript.coinRest = coinRest; if (pointResetCount < 9) { pointResetCount++; //초기화 한 횟수를 기록한다. } ValueDeliverScript.pointResetCount = pointResetCount; RedrawStatePoint(); //화면에 보이는 게이지들을 재계산하여 바뀐 상황에 맞게 표시해줌. GameObject.Find("GameManager").GetComponent <GasTimeScript>().CoinRecount(); //화면에 표시되는 동전양을 다시 계산하여 재표시하여줌. } else { //GameObject.Find("GameManager").GetComponent<HangarPopupController>().CloseWindow(); //resetPointWindow.SetActive(false); GoToCoinShortageWindow(); } //포인트 리셋시는 저장하여 준다// ValueDeliverScript.SaveGameData(); }
void Recal(int val = 0) { //우정포인트를 제하고 화면상에 우정포인트 관련된 것들을 제대로 보이게 만들어 주는 부분. ValueDeliverScript.buddyPoint = ValueDeliverScript.buddyPoint - usingPoint; //ValueDeliverScript.friendshipPoint -= usingPoint; //실제 우정포인트의 총량을 감소시킨다. HangarManager hangerCon = GameObject.Find("GameManager").GetComponent <HangarManager>(); if (ValueDeliverScript.buddyPoint < 100) { GetComponent <HangarManager>().ShotFriendshipPoint(); } point100Label.text = (int.Parse(point100Label.text) - 1).ToString("00"); //0이면 숫자 안나오게// if (point100Label.text == "00") { point100Label.text = ""; } getItem.spriteName = itemName; getValue.text = text; getItem.MakePixelPerfect(); //발생된 아이템을 알려주는 정보 확인창을 띄운다. if (val != 27) { FreindshipPointGetItemWindow(); } else { hangarManager.upgradePointWindow.transform.FindChild("PointAdd").GetComponent <UILabel>().text = "X 1"; flightUpointSetScript.RedrawStatePoint(); hangarManager.ShowUpgradePointWindow(); } //최신 내역으로 갱신// GetComponent <GasTimeScript>().MedalRecount(); //화면에 표시되는 메달양을 다시 계산하여 재표시하여줌. GetComponent <GasTimeScript>().CoinRecount(); //화면에 표시되는 동전양을 다시 계산하여 재표시하여줌. GetComponent <HangarManager>().LoadEquip(); //이큅창들에 들어가는 아이템 표시를 다시 계산하고. StartCoroutine(IEquipStartSetting()); //그 계산한것을 기반으로 어떤것이 선택되어야되는지에 대해서 재계산한다. //최신 내역으로 갱신// ValueDeliverScript.SaveGameData(); }
IEnumerator GameSpendTime() { while (true) { DateTime gasNextAddTime = DateTime.FromBinary(Convert.ToInt64(double.Parse(ValueDeliverScript.gasNextAddTime))); //서버(밸류딜리버스크립트)에서 다음 연료지급시간을 가지고온다. double sysRestTime = gasNextAddTime.Subtract(DateTime.Now).TotalSeconds; //다음 연료지급시간에서 현재시간을 빼서 남은 시간이 얼마나되는지 알아낸다.(ㅊ) if (ValueDeliverScript.gasRest >= 5) //서버(밸류딜리버스크립트)에 기록된 현재 잔여 연료 갯수가 5개가 넘었는지 파악한다. { gasNextAddTime = DateTime.Now.AddSeconds(addGasTime); ValueDeliverScript.gasNextAddTime = gasNextAddTime.ToBinary().ToString(); //시간만 다음 연료 지급시간까지 늘이기만 하고 연료를 채워주지는 않는다. gasTimeUi.GetComponent <UILabel>().text = "0:00"; yield return(new WaitForSeconds(1f)); } else //연료 잔여갯수가 5개가 안될때~ { int mValue = Mathf.FloorToInt(float.Parse((sysRestTime / 60).ToString())); int sValue = Mathf.FloorToInt(float.Parse((sysRestTime % 60).ToString())); if (mValue < 0) { mValue = 0; } if (sValue < 0) { sValue = 0; } gasTimeUi.GetComponent <UILabel>().text = mValue + ":" + sValue.ToString("00"); //연료가 채워지기까지 남은 시간을 화면에 실시간으로 표시하여준다. if (sysRestTime <= 0) //연료지급시간에 도달했는지 여부를 판단한다.(0이하면 연료지급시간에 도달했다는 뜻이다.) { GameObject.Find("GasRestLabel").GetComponent <GasRestLabelScript>().GasRest(1, true); //연료가 채워졌음을 화면에 표시하는 함수를 호출한다. gasNextAddTime = DateTime.Now.AddSeconds(addGasTime); //다음 연료 지급시간을 지정한다. DateTime gasLastAddTime = DateTime.Now; //현재(가장마지막) 연료 지급시간을 저장한다. ValueDeliverScript.gasNextAddTime = gasNextAddTime.ToBinary().ToString(); //다음 연료지급시간을 서버에 저장한다. ValueDeliverScript.gasLastAddTime = gasLastAddTime.ToBinary().ToString(); //마지막 연료 지급시간을 서버에 저장한다. ValueDeliverScript.SaveGameData(); } yield return(new WaitForSeconds(1f)); } } }
void OneMoreDia() //다이아로 이어하기 구매. { GameObject OneMoreWin = GameObject.Find("OneMoreWin"); int requiredPrice = OneMoreWin.GetComponent <OneMorePriceSetScript>().diamondPrice; if (ValueDeliverScript.medalRest >= requiredPrice) { Debug.Log("다이어로 이어하기 성공"); ValueDeliverScript.medalRest -= requiredPrice; ValueDeliverScript.SaveGameData(); GameObject.Find("OneMoreCount").GetComponent <OneMoreCount>().CountReset(); OneMoreActionYes(); } else { Debug.Log("다이어로 이어하기 실패"); StartCoroutine(ShowBuyDiamondWin()); buyDiamondWin.GetComponent <BuyDiamondWin>().DiaTxt.GetComponent <UILabel>().text = ValueDeliverScript.medalRest + ""; } }
IEnumerator LoadInGame01() { int gasRest = ValueDeliverScript.gasRest; //연료차감부분. //새로운방식. if (ValueDeliverScript.isTutComplete != 0) { if (gasRest >= gasUsed) { gasRest -= gasUsed; } ValueDeliverScript.gasRest = gasRest; } //연료차감부분. yield return(null); //행거에서 출격 직전에 한번 저장// nextF = new MyDelegateNS.NextFunc(LoadInGame02); ValueDeliverScript.SaveGameData(LoadInGame02); //StartCoroutine(LoadInGame02()); }
public void ReceiveData() //서버에 닉네임을 저장하고 유저아이디를 불러온 후 호출되는 메소드. { ValueDeliverScript.SaveGameData(); //서버에 데이터를 저장한다. }
public void TutNextBtn() { nextBtn.SetActive(false); hiSprite.gameObject.SetActive(false); textNum++; Debug.Log("textNum ::: " + textNum); if (textNum == 1) { PlayRayChelSound(textNum); float[] hiSpriteVal = new float[] { 12, 196, 10, 360, 255, 0 }; StartCoroutine(TextAnim(tutText[textNum], hiSpriteVal, 0)); StartCoroutine(TipMove(-75)); StartCoroutine(FadeBlack()); } else if (textNum == 2) { PlayRayChelSound(textNum); float[] hiSpriteVal = new float[] { 259, -208, 10, 260, 132, 0 }; StartCoroutine(TextAnim(tutText[textNum], hiSpriteVal, 0)); StartCoroutine(TipMove(115)); StartCoroutine(GameObject.Find("GameManager").GetComponent <HangarManager>().GotoEquipWindows()); } else if (textNum == 3) { //PlayRayChelSound(textNum); GameObject.Find("GameManager").GetComponent <FlightSelectBtnScript>().GameStart(); } else if (textNum == 4) { PlayRayChelSound(textNum); float[] hiSpriteVal = new float[] { -540, 50, -90, 172, 172, 0 }; StartCoroutine(TextAnim(tutText[textNum], hiSpriteVal, -1)); } else if (textNum == 5) { PlayRayChelSound(textNum); float[] hiSpriteVal = new float[] { 368, 50, -90, 172, 172, 0 }; StartCoroutine(TextAnim(tutText[textNum], hiSpriteVal, 1)); } else if (textNum == 6) { PlayRayChelSound(textNum); float[] hiSpriteVal = new float[] { -540, 358, -90, 310, 142, 0 }; StartCoroutine(TextAnim(tutText[textNum], hiSpriteVal, -1)); } else if (textNum == 7) { PlayRayChelSound(textNum); float[] hiSpriteVal = new float[] { -351, -243, -90, 114, 114, 0 }; StartCoroutine(TextAnim(tutText[textNum], hiSpriteVal, 0)); } else if (textNum == 8) { PlayRayChelSound(textNum); float[] hiSpriteVal = new float[] { 398, -100, -90, 242, 114, 0 }; StartCoroutine(TextAnim(tutText[textNum], hiSpriteVal, 0)); } else if (textNum == 9) { PlayRayChelSound(textNum); hiSprite.gameObject.SetActive(false); float[] empty = new float[] { 0 }; showBtn = true; StartCoroutine(TextAnim(tutText[textNum], empty, 0)); } else if (textNum == 10) { audio.Stop(); centerBlack.SetActive(false); GameObject.Find("GameManager").GetComponent <ObjectPoolScript>().TutStart(); tutPanel.SetActive(false); } else if (textNum == 11) { ValueDeliverScript.gameEndResult = false; tutPanel.SetActive(false); //제일 하단에 들어가는 내용. 위치 바뀌면 안됨. if (ValueDeliverScript.isFirstAccess == 0) { GameObject.Find("GameManager").GetComponent <HangarManager>().FirstAccessOpen(); ValueDeliverScript.isFirstAccess = 1; ValueDeliverScript.SaveGameData(); } else { PlayerPrefs.SetInt("isTutComplete", 2); ValueDeliverScript.isTutComplete = 2; Application.LoadLevel("Hangar"); } } }
// Use this for initialization void Awake() { Debug.Log("::::::::: InGameOnLoadScript :::::::: Awake :::::::::::::::::"); Debug.Log("::::::::: InGameOnLoadScript :::::::: Awake :::::::::::::::::"); Debug.Log("::::::::: InGameOnLoadScript :::::::: Awake :::::::::::::::::"); Debug.Log("::::::::: InGameOnLoadScript :::::::: Awake :::::::::::::::::"); Debug.Log("::::::::: InGameOnLoadScript :::::::: Awake :::::::::::::::::"); Debug.Log("::::::::: InGameOnLoadScript :::::::: Awake :::::::::::::::::"); if (ValueDeliverScript.isTutComplete != 2) { Debug.Log("::::::::: InGameOnLoadScript :::::::: isGuestPlay :::::::::::::::::"); Debug.Log("::::::::: InGameOnLoadScript :::::::: isTutComplete :::::::::::::::::" + ValueDeliverScript.isTutComplete); ValueDeliverScript.activeBomb = 5; bombButton01.SetActive(true); bombButton00.GetComponent <UIFilledSprite>().spriteName = "bt_bomb_n"; //bombButton00.SetActive(false); bombButton01.GetComponent <UIFilledSprite>().spriteName = "bt_bomb_o"; bombButton02.GetComponent <UISprite>().spriteName = "bt_bomb_n"; equipReinforceIcon.SetActive(false); equipAssistIcon.SetActive(false); ValueDeliverScript.SaveGameData(); //GameObject.Find("RepairIcon").SetActive(false); //GameObject.Find("RepairIconBG").SetActive(false); return; } float specialBombRechargeDecrease = 0f; if (ValueDeliverScript.isSelectSpecial) { specialBombRechargeDecrease = ValueDeliverScript.specialBombRechargeDecrease; } int tempDecreaseBombTime = 0; if (ValueDeliverScript.flightNumber == 2) { tempDecreaseBombTime = -3; } bombRecharge = ValueDeliverScript.bombRecycle + specialBombRechargeDecrease + tempDecreaseBombTime; //폭탄 회복시간. gameManager = GameObject.Find("GameManager"); #region 폭탄 인게임내 세팅. int activeBomb = ValueDeliverScript.activeBomb; switch (activeBomb) { case 0: //폭탄 구매 자체가 이루어지지 않았으므로 폭탄 버튼을 꺼준다. bombButton00.SetActive(false); bombButton01.GetComponent <UIFilledSprite>().enabled = false; // bombButton02.GetComponent<UISprite> ().enabled = false; bombButton02.GetComponent <UISprite>().spriteName = "bt_bomb_n"; bombBtnRollingEffect.SetActive(false); bombButton01.transform.parent.gameObject.GetComponent <BoxCollider>().enabled = false; //ValueDeliverScript.SaveGameData(); break; case 1: if (ValueDeliverScript.EquipBomb01 > 0) { bombButton01.SetActive(true); ValueDeliverScript.EquipBomb01 = ValueDeliverScript.EquipBomb01 - 1; bombButton00.GetComponent <UIFilledSprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_n"); //bombButton00.SetActive(false); bombButton01.GetComponent <UIFilledSprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_o"); bombButton02.GetComponent <UISprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_n"); } else { bombButton01.GetComponent <UIFilledSprite>().enabled = false; //이 폭탄을 구매한적이 없으면 폭탄 버튼을 꺼준다. bombBtnRollingEffect.SetActive(false); } //ValueDeliverScript.SaveGameData(); break; case 2: if (ValueDeliverScript.EquipBomb02 > 0) { bombButton01.SetActive(true); ValueDeliverScript.EquipBomb02 = ValueDeliverScript.EquipBomb02 - 1; bombButton00.GetComponent <UIFilledSprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_n"); //bombButton00.SetActive(false); bombButton01.GetComponent <UIFilledSprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_o"); bombButton02.GetComponent <UISprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_n"); } else { bombButton01.GetComponent <UIFilledSprite>().enabled = false; //이 폭탄을 구매한적이 없으면 폭탄 버튼을 꺼준다. bombBtnRollingEffect.SetActive(false); } //ValueDeliverScript.SaveGameData(); break; case 3: if (ValueDeliverScript.EquipBomb03 > 0) { bombButton01.SetActive(true); ValueDeliverScript.EquipBomb03 = ValueDeliverScript.EquipBomb03 - 1; bombButton00.GetComponent <UIFilledSprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_n"); //bombButton00.SetActive(false); bombButton01.GetComponent <UIFilledSprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_o"); bombButton02.GetComponent <UISprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_n"); } else { bombButton01.GetComponent <UIFilledSprite>().enabled = false; //이 폭탄을 구매한적이 없으면 폭탄 버튼을 꺼준다. bombBtnRollingEffect.SetActive(false); } //ValueDeliverScript.SaveGameData(); break; case 4: if (ValueDeliverScript.EquipBomb04 > 0) { bombButton01.SetActive(true); ValueDeliverScript.EquipBomb04 = ValueDeliverScript.EquipBomb04 - 1; bombButton00.GetComponent <UIFilledSprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_n"); //bombButton00.SetActive(false); bombButton01.GetComponent <UIFilledSprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_o"); bombButton02.GetComponent <UISprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_n"); } else { bombButton01.GetComponent <UIFilledSprite>().enabled = false; //이 폭탄을 구매한적이 없으면 폭탄 버튼을 꺼준다. bombBtnRollingEffect.SetActive(false); } //ValueDeliverScript.SaveGameData(); break; case 5: if (ValueDeliverScript.EquipBomb05 > 0) { bombButton01.SetActive(true); ValueDeliverScript.EquipBomb05 = ValueDeliverScript.EquipBomb05 - 1; bombButton00.GetComponent <UIFilledSprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_n"); //bombButton00.SetActive(false); bombButton01.GetComponent <UIFilledSprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_o"); bombButton02.GetComponent <UISprite>().spriteName = ValueDeliverScript.bombSpriteName[activeBomb].Replace("icon_equip_bomb_big", "bt_bomb_n"); } else { bombButton01.GetComponent <UIFilledSprite>().enabled = false; //이 폭탄을 구매한적이 없으면 폭탄 버튼을 꺼준다. bombBtnRollingEffect.SetActive(false); } //ValueDeliverScript.SaveGameData(); break; } #endregion #region 강화품 인게임내 세팅. int activeReinforce = ValueDeliverScript.activeReinforce; switch (activeReinforce) { case 0: equipReinforceIcon.SetActive(false); //ValueDeliverScript.SaveGameData(); break; case 1: //기체의 공격력을 50% 증가시킵니다. if (ValueDeliverScript.EquipReinforce01 > 0) { ValueDeliverScript.EquipReinforce01 = (ValueDeliverScript.EquipReinforce01 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); ValueDeliverScript.flightAttackPower = 0.5f; //비행기의 공경력을 50% 증가시킨다. if (ValueDeliverScript.flightNumber == 0 && ValueDeliverScript.skinNumber == 5) { ValueDeliverScript.flightAttackPower += 0.3f + (ValueDeliverScript.skinLevel * 0.02f); } } //ValueDeliverScript.SaveGameData(); break; case 2: //기체의 공격력을 50%, 연사속도를 20%증가시킵니다. if (ValueDeliverScript.EquipReinforce02 > 0) { ValueDeliverScript.EquipReinforce02 = (ValueDeliverScript.EquipReinforce02 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); ValueDeliverScript.flightAttackPower = 0.5f; //총알 발사 속도의 인터벌을 반으로 줄인다. ValueDeliverScript.flightAttackSpeed = 0.2f; //총알 발사 속도의 인터벌을 20% 줄인다. if (ValueDeliverScript.flightNumber == 2 && ValueDeliverScript.skinNumber == 1) { ValueDeliverScript.flightAttackPower += 0.3f + 0.01f * ValueDeliverScript.skinLevel; ValueDeliverScript.flightAttackSpeed += 0.1f + 0.01f * ValueDeliverScript.skinLevel; } } //ValueDeliverScript.SaveGameData(); break; case 3: //10초 마다 스핀볼이 추가로 등장하고 스핀볼에 대한 피해량이 100% 증가합니다. dartApearPer = 0 dustApearPer = 1 spinballApearPer = 2 shieldApearPer = 3 if (ValueDeliverScript.EquipReinforce03 > 0) { ValueDeliverScript.EquipReinforce03 = (ValueDeliverScript.EquipReinforce03 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); ValueDeliverScript.targetUfoType = 1; //이값에 대한것은 UfoExplosion.cs 64줄에서 80줄까지 참고 ValueDeliverScript.detectorType = 2; if (ValueDeliverScript.flightNumber == 1 && ValueDeliverScript.skinNumber == 1) { GameObject.Find("GameManager").GetComponent <BombSkillGageScript>().AddSkillGageValue(100 * ValueDeliverScript.skillLevel); } } //ValueDeliverScript.SaveGameData(); break; case 4: //10초 마다 다트가 추가로 등장하고 다트에 대한 피해량이 100% 증가합니다. if (ValueDeliverScript.EquipReinforce04 > 0) { ValueDeliverScript.EquipReinforce04 = (ValueDeliverScript.EquipReinforce04 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); ValueDeliverScript.targetUfoType = 2; //이값에 대한것은 UfoExplosion.cs 64줄에서 80줄까지 참고 ValueDeliverScript.detectorType = 0; } //ValueDeliverScript.SaveGameData(); break; case 5: //10초 마다 더스트가 추가로 등장하고 더스트에 대한 피해량이 100% 증가합니다. if (ValueDeliverScript.EquipReinforce05 > 0) { ValueDeliverScript.EquipReinforce05 = (ValueDeliverScript.EquipReinforce05 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); ValueDeliverScript.targetUfoType = 3; //이값에 대한것은 UfoExplosion.cs 64줄에서 80줄까지 참고 ValueDeliverScript.detectorType = 1; } //ValueDeliverScript.SaveGameData(); break; case 6: //10초 마다 쉴드가 추가로 등장하고 쉴드에 대한 피해량이 100% 증가합니다. if (ValueDeliverScript.EquipReinforce06 > 0) { ValueDeliverScript.EquipReinforce06 = (ValueDeliverScript.EquipReinforce06 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); ValueDeliverScript.targetUfoType = 4; //이값에 대한것은 UfoExplosion.cs 64줄에서 80줄까지 참고 ValueDeliverScript.detectorType = 3; } //ValueDeliverScript.SaveGameData(); break; case 7: //적 공격시 일정 확률로 3배의 피해를 입힙니다. if (ValueDeliverScript.EquipReinforce07 > 0) { ValueDeliverScript.EquipReinforce07 = (ValueDeliverScript.EquipReinforce07 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); ValueDeliverScript.isCriticalExel = true; } //ValueDeliverScript.SaveGameData(); break; case 8: //5단계 파워업 상태로 게임을 시작할 수 있습니다. if (ValueDeliverScript.EquipReinforce08 > 0) { ValueDeliverScript.EquipReinforce08 = (ValueDeliverScript.EquipReinforce08 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); gameManager.GetComponent <BulletControlScript>().ActiveBoost01(); //부스트1이 실제 게임에 적용되도록 함수 실행. if (ValueDeliverScript.flightNumber == 0 && ValueDeliverScript.skinNumber == 2) { float itemAddSpeed = 0.10f; if (ValueDeliverScript.skinLevel != 10) { itemAddSpeed = 0.10f + ((ValueDeliverScript.skinLevel - 1) * 0.01f); //매 레벨마다 2퍼센트씩 증가해준다. } else if (ValueDeliverScript.skinLevel == 10) { itemAddSpeed = 0.2f; } ValueDeliverScript.itemReinforce08Effect = itemAddSpeed; } } //ValueDeliverScript.SaveGameData(); break; case 9: if (ValueDeliverScript.EquipReinforce09 > 0) { ValueDeliverScript.EquipReinforce09 = (ValueDeliverScript.EquipReinforce09 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); } //ValueDeliverScript.SaveGameData(); break; case 10: if (ValueDeliverScript.EquipReinforce10 > 0) { ValueDeliverScript.EquipReinforce10 = (ValueDeliverScript.EquipReinforce10 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); } //ValueDeliverScript.SaveGameData(); break; case 11: if (ValueDeliverScript.EquipReinforce11 > 0) { ValueDeliverScript.EquipReinforce11 = (ValueDeliverScript.EquipReinforce11 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); } //ValueDeliverScript.SaveGameData(); break; case 12: if (ValueDeliverScript.EquipReinforce12 > 0) { ValueDeliverScript.EquipReinforce12 = (ValueDeliverScript.EquipReinforce12 - 1); equipReinforceIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.reinforceSpriteName[activeReinforce].Replace("big", "small"); } //ValueDeliverScript.SaveGameData(); break; } #endregion #region 보조품 인게임내 세팅. int activeAssist = ValueDeliverScript.activeAssist; switch (activeAssist) { case 0: equipAssistIcon.SetActive(false); break; case 1: //기체의 보호막을 생성하여 공격을 \n1회 무효화 시킵니다. if (ValueDeliverScript.EquipAssist01 > 0) { ValueDeliverScript.EquipAssist01 = (ValueDeliverScript.EquipAssist01 - 1); // equipAssistIcon.GetComponent<UISprite> ().spriteName = "icon_equip_sub_small_1"; equipAssistIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); ValueDeliverScript.shieldEquip = true; //방패가 있다는 것을 기록한다. GameObject.Find("PC").transform.FindChild("ShieldMesh01").gameObject.SetActive(true); if (ValueDeliverScript.flightNumber == 2 && ValueDeliverScript.skinNumber == 5) { ValueDeliverScript.skin02_05Effect2 = 2f + 0.1f * ValueDeliverScript.skinLevel; } } //ValueDeliverScript.SaveGameData(); break; //case 2: //기체주변에 자기장을 방출하여 범위내에 \n드롭되는 모든 코인을 획득합니다. // if (ValueDeliverScript.EquipAssist02 > 0) // { // ValueDeliverScript.EquipAssist02 = (ValueDeliverScript.EquipAssist02 - 1); // // equipAssistIcon.GetComponent<UISprite> ().spriteName = "icon_equip_sub_small_2"; // equipAssistIcon.GetComponent<UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); // gameManager.GetComponent<MagnetScript>().extendMagnetRadius = 10f; //자석 아이템의 범위를 지정해준다. // gameManager.GetComponent<MagnetScript>().sphereCollider.radius = gameManager.GetComponent<MagnetScript>().extendMagnetRadius; // //gameManager.GetComponent<MagnetScript>().ItemMagnet(); // if (ValueDeliverScript.flightNumber == 1 && ValueDeliverScript.skinNumber == 2) // { // ValueDeliverScript.itemMagnetEffect = 0.5f + (0.02f * ValueDeliverScript.skinLevel); // } // } //Debug.Log("Magnet Radius ::: " + gameManager.GetComponent<MagnetScript>().sphereCollider.radius); //ValueDeliverScript.SaveGameData(); //break; case 3: //핵폭탄의 재사용 대기시간을 5초 감소시킵니다. if (ValueDeliverScript.EquipAssist03 > 0) { ValueDeliverScript.EquipAssist03 = (ValueDeliverScript.EquipAssist03 - 1); equipAssistIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); float bombDecreaseCoolTime = 5; //포커 폭발의왕 스킨(3번스킨) 장착시 재사용 대기시간 감소 추가. if (ValueDeliverScript.flightNumber == 0 && ValueDeliverScript.skinNumber == 3) { bombDecreaseCoolTime += 3 + (0.2f * ValueDeliverScript.skinLevel); } gameManager.GetComponent <BombSkillGageScript>().BombRechargeSubtration(bombDecreaseCoolTime); //핵폭탄의 재사용 대기시간을 5초 감소시킵니다. //Debug.Log(" gameManager.GetComponent<BombSkillGageScript>().BombRechargeSubtration(5); //핵폭탄의 재사용 대기시간을 5초 감소시킵니다."); } //ValueDeliverScript.SaveGameData(); break; case 4: //스킬 사용시 25%의 스킬게이지를 유지해줍니다. if (ValueDeliverScript.EquipAssist04 > 0) { ValueDeliverScript.EquipAssist04 = (ValueDeliverScript.EquipAssist04 - 1); equipAssistIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); gameManager.GetComponent <BombSkillGageScript>().AddItemSkillGageValue(2500); //스킬폭탄의 게이지를 추가해준 수치만큼부터 시작하게 해줌(만분률). if (ValueDeliverScript.flightNumber == 1 && ValueDeliverScript.skinNumber == 3) { ValueDeliverScript.Item04Effect = 20 + 1 * ValueDeliverScript.skinLevel; } } //ValueDeliverScript.SaveGameData(); break; case 5: //인스턴트 미션 완료시 2마리의 윙박스가 등장합니다. if (ValueDeliverScript.EquipAssist05 > 0) { ValueDeliverScript.EquipAssist05 = (ValueDeliverScript.EquipAssist05 - 1); equipAssistIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); ValueDeliverScript.wingboxDouble = true; if (ValueDeliverScript.flightNumber == 2 && ValueDeliverScript.skinNumber == 3) { ValueDeliverScript.skin02_03Effect = 1f + (1 + 0.1f * ValueDeliverScript.skinLevel); } } //ValueDeliverScript.SaveGameData(); break; case 6: //출격시 2단계 웜홀부터 등장합니다. if (ValueDeliverScript.EquipAssist06 > 0) { ValueDeliverScript.EquipAssist06 = (ValueDeliverScript.EquipAssist06 - 1); equipAssistIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); gameManager.GetComponent <PortalControlScript>().ActiveBoost02(1); //포탈의 강화될(더해질) 레벨수치를 적어준다. } //ValueDeliverScript.SaveGameData(); break; case 7: if (ValueDeliverScript.EquipAssist07 > 0) { ValueDeliverScript.EquipAssist07 = (ValueDeliverScript.EquipAssist07 - 1); equipAssistIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); } //ValueDeliverScript.SaveGameData(); break; case 8: if (ValueDeliverScript.EquipAssist08 > 0) { ValueDeliverScript.EquipAssist08 = (ValueDeliverScript.EquipAssist08 - 1); equipAssistIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); } //ValueDeliverScript.SaveGameData(); break; case 9: if (ValueDeliverScript.EquipAssist09 > 0) { ValueDeliverScript.EquipAssist09 = (ValueDeliverScript.EquipAssist09 - 1); equipAssistIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); } //ValueDeliverScript.SaveGameData(); break; case 10: if (ValueDeliverScript.EquipAssist10 > 0) { ValueDeliverScript.EquipAssist10 = (ValueDeliverScript.EquipAssist10 - 1); equipAssistIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); } //ValueDeliverScript.SaveGameData(); break; case 11: if (ValueDeliverScript.EquipAssist11 > 0) { ValueDeliverScript.EquipAssist11 = (ValueDeliverScript.EquipAssist11 - 1); equipAssistIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); } //ValueDeliverScript.SaveGameData(); break; case 12: if (ValueDeliverScript.EquipAssist12 > 0) { ValueDeliverScript.EquipAssist12 = (ValueDeliverScript.EquipAssist12 - 1); equipAssistIcon.GetComponent <UISprite>().spriteName = ValueDeliverScript.assistSpriteName[activeAssist].Replace("big", "small"); } //ValueDeliverScript.SaveGameData(); break; } #endregion #region 비행기별 연료 세팅. switch (ValueDeliverScript.flightNumber) { case 0: switch (ValueDeliverScript.skinNumber) { case 0: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 100 + (ValueDeliverScript.upgradePointF00P04 * ValueDeliverScript.fuelPerUpoint); break; case 1: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 100 + (ValueDeliverScript.upgradePointF00P04 * ValueDeliverScript.fuelPerUpoint); break; case 2: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 100 + (ValueDeliverScript.upgradePointF00P04 * ValueDeliverScript.fuelPerUpoint); break; case 3: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 100 + (ValueDeliverScript.upgradePointF00P04 * ValueDeliverScript.fuelPerUpoint); break; case 4: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 110 + (ValueDeliverScript.upgradePointF00P04 * ValueDeliverScript.fuelPerUpoint); break; case 5: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 110 + (ValueDeliverScript.upgradePointF00P04 * ValueDeliverScript.fuelPerUpoint); break; } break; case 1: switch (ValueDeliverScript.skinNumber) { case 0: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 110 + (ValueDeliverScript.upgradePointF01P04 * ValueDeliverScript.fuelPerUpoint); break; case 1: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 120 + (ValueDeliverScript.upgradePointF01P04 * ValueDeliverScript.fuelPerUpoint); break; case 2: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 120 + (ValueDeliverScript.upgradePointF01P04 * ValueDeliverScript.fuelPerUpoint); break; case 3: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 120 + (ValueDeliverScript.upgradePointF01P04 * ValueDeliverScript.fuelPerUpoint); break; case 4: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 130 + (ValueDeliverScript.upgradePointF01P04 * ValueDeliverScript.fuelPerUpoint); break; case 5: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 130 + (ValueDeliverScript.upgradePointF01P04 * ValueDeliverScript.fuelPerUpoint); break; } break; case 2: switch (ValueDeliverScript.skinNumber) { case 0: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 120 + (ValueDeliverScript.upgradePointF02P04 * ValueDeliverScript.fuelPerUpoint); break; case 1: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 140 + (ValueDeliverScript.upgradePointF02P04 * ValueDeliverScript.fuelPerUpoint); break; case 2: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 140 + (ValueDeliverScript.upgradePointF02P04 * ValueDeliverScript.fuelPerUpoint); break; case 3: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 140 + (ValueDeliverScript.upgradePointF02P04 * ValueDeliverScript.fuelPerUpoint); break; case 4: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 150 + (ValueDeliverScript.upgradePointF02P04 * ValueDeliverScript.fuelPerUpoint); break; case 5: ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize = 150 + (ValueDeliverScript.upgradePointF02P04 * ValueDeliverScript.fuelPerUpoint); break; } break; } ValueDeliverScript.fuelSizeOri = ValueDeliverScript.fuelSize; Debug.Log("01 . 적용후 연료게이지 총량 :: " + ValueDeliverScript.fuelSizeOri); #endregion //변경된 값 서버에 저장 ValueDeliverScript.SaveGameData(); }
//나의 변경된 나머지 모든 데이터를 저장한다// void recieveMsg02() { ValueDeliverScript.SaveGameData(EndNetwork); }
IEnumerator GameEnd4() //게임이 끝나고 결과창을 보여줄지 여부를 결정하는 부분. { int userExp = ValueDeliverScript.userExp; int coinRest = ValueDeliverScript.coinRest; //이번 게임 직적까지 보유하고 있던 코인의 양// int dartCount = ValueDeliverScript.dartCount; int dustCount = ValueDeliverScript.dustCount; int spinballCount = ValueDeliverScript.spinballCount; int shieldCount = ValueDeliverScript.shieldCount; int flight000BombUseNumber = ValueDeliverScript.flight000BombUseNumber; int flight001EnemyKill = ValueDeliverScript.flight001EnemyKill; int flight001GetCoin = ValueDeliverScript.flight001GetCoin; int flight001UseSkill = ValueDeliverScript.flight001UseSkill; int flight001GetPowerItem = ValueDeliverScript.flight001GetPowerItem; int flight002KillSpinball = ValueDeliverScript.flight002KillSpinball; int flight002CompleteInstanceMission = ValueDeliverScript.flight002CompleteInstanceMission; int flight002RescueFriend = ValueDeliverScript.flight002RescueFriend; int flight000ScoreHigh = ValueDeliverScript.flight000ScoreHigh; int flight002SpecialAttack = ValueDeliverScript.flight002SpecialAttack; int flight002WormLevel5 = ValueDeliverScript.flight002WormLevel5; int activeOper = ValueDeliverScript.activeOper; //유저 경험치를 기록// float exp = (Time.timeSinceLevelLoad / 4f) + 50 + ValueDeliverScript.addFlightExp; userExp += (int)Mathf.Round(exp); Debug.Log("Flight Experience_________________________________" + userExp); Debug.Log("Flight coinRest_________________________________" + coinRest); Debug.Log("Flight coinPlay_________________________________" + ValueDeliverScript.coinPlay); Debug.Log("Flight destinyCardNumber_________________________________" + ValueDeliverScript.destinyCardNumber); //유저 경험치를 기록// #region 캐릭터 선택시 발동되는 기능들을 적용한다. //에이단(2)이 선택되었을때 스킨 경험치를 50% 추가 지급한다. if (activeOper == 2) { ValueDeliverScript.skinExp = (int)(ValueDeliverScript.skinExp * 1.5f); } //댄모렌(3)이 선택되었을때 유저 경험치를 50% 추가 지급한다. if (activeOper == 3) { exp = exp * 1.5f; } //레이첼가 선택되었을때 코인 획득량을 100% 추가지급한다. if (activeOper == 4) { ValueDeliverScript.coinPlay = (int)(ValueDeliverScript.coinPlay * 2f); } #endregion yield return(new WaitForSeconds(2f)); coinRest += ValueDeliverScript.coinPlay; //게임 종료후 획득 동전 동전스코어(coinRest)에 적용. AddSkinExp(1f); //스페셜 출격시 적기 격추량을 임시로 모아놓은 것을 실제 적용 데이터로 옮기는 부분.// dartCount += ValueDeliverScript.dartCountTemp; dustCount += ValueDeliverScript.dustCountTemp; spinballCount += ValueDeliverScript.spinballCountTemp; shieldCount += ValueDeliverScript.shieldCountTemp; //스페셜 출격시 적기 격추량을 임시로 모아놓은 것을 실제 적용 데이터로 옮기는 부분.// //스페셜출격 임시 격추량을 초기화// ValueDeliverScript.dartCountTemp = ValueDeliverScript.dustCountTemp = ValueDeliverScript.spinballCountTemp = ValueDeliverScript.shieldCountTemp = 0; //스페셜출격 임시 격추량을 초기화// //디텍터초기화// ValueDeliverScript.detectorType = -1; //디텍터초기화// //더블윙박스초기화// ValueDeliverScript.wingboxDouble = false; //더블윙박스초기화// //결과창 표시여부 결정// ValueDeliverScript.gameEndResult = true; //이 값이 true면 결과창을 출력한다. ValueDeliverScript.isResultToHanger = true; Time.timeScale = 1; //우리쪽 서버에만 저장하도록 만든것. 현재는 카톡에 저장이 되니 사용필요가 없음. yield return(null); Debug.Log("Score Play ::: In Game ::: " + ValueDeliverScript.scorePlay); Debug.Log("Score Play ::: In Game ::: " + userExp); //결과창 표시여부 결정// //Debug.Log("My Season Score is :::: " + KakaoGameUserInfo.Instance.scores[0].season_score); //if(true) Debug.Log("Into IF"); //이부분은 어떤 카드가 선택되었는가를 기준으로 새롭게 작성하여야 된다// //참고 변수는 ValueDeliverScript.destinyCardNumber// //스페셜 출격 미션 완료시 효과. if (ValueDeliverScript.isSelectSpecial) { switch (ValueDeliverScript.destinyCardNumber) { case 0: ValueDeliverScript.scorePlay += Mathf.FloorToInt(ValueDeliverScript.scorePlay * 0.1f); break; case 1: ValueDeliverScript.scorePlay += Mathf.FloorToInt(ValueDeliverScript.scorePlay * 0.2f); break; case 2: ValueDeliverScript.scorePlay += Mathf.FloorToInt(ValueDeliverScript.scorePlay * 0.3f); break; case 3: coinRest += Mathf.RoundToInt(ValueDeliverScript.coinPlay * 0.5f); break; case 4: coinRest += Mathf.RoundToInt(ValueDeliverScript.coinPlay * 0.75f); break; case 5: coinRest += ValueDeliverScript.coinPlay; break; case 6: userExp += Mathf.RoundToInt(exp * 0.5f); break; case 7: userExp += Mathf.RoundToInt(exp * 0.75f); break; case 8: userExp += Mathf.RoundToInt(exp); break; case 9: AddSkinExp(0.5f); break; case 10: AddSkinExp(0.75f); break; case 11: AddSkinExp(1f); break; case 12: ValueDeliverScript.scorePlay += Mathf.FloorToInt(ValueDeliverScript.scorePlay * 0.2f); coinRest += Mathf.RoundToInt(ValueDeliverScript.coinPlay * 0.2f); break; case 13: ValueDeliverScript.scorePlay += Mathf.FloorToInt(ValueDeliverScript.scorePlay * 0.2f); userExp += Mathf.RoundToInt(exp * 0.2f); break; case 14: ValueDeliverScript.scorePlay += Mathf.FloorToInt(ValueDeliverScript.scorePlay * 0.2f); AddSkinExp(0.3f); break; case 15: ValueDeliverScript.scorePlay += Mathf.FloorToInt(ValueDeliverScript.scorePlay * 0.3f); coinRest += Mathf.RoundToInt(ValueDeliverScript.coinPlay * 0.3f); break; case 16: ValueDeliverScript.scorePlay += Mathf.FloorToInt(ValueDeliverScript.scorePlay * 0.3f); userExp += Mathf.RoundToInt(exp * 0.3f); break; case 17: ValueDeliverScript.scorePlay += Mathf.FloorToInt(ValueDeliverScript.scorePlay * 0.3f); AddSkinExp(0.3f); break; } } ValueDeliverScript.skinExp = 0; //Debug.Log("여기오냐?1"); //포커로 출격시 사용한 폭탄의 수를 기록. flight000BombUseNumber += ValueDeliverScript.flight000BombUseNumberTemp; ValueDeliverScript.flight000BombUseNumberTemp = 0; //Debug.Log("여기오냐?2"); //코만치로 출격시 처치한 적의 수를 기록. flight001EnemyKill += ValueDeliverScript.flight001EnemyKillTemp; ValueDeliverScript.flight001EnemyKillTemp = 0; //Debug.Log("여기오냐?3"); //코만치로 출격시 획득한 동전 수를 기록. flight001GetCoin += ValueDeliverScript.flight001GetCoinTemp; ValueDeliverScript.flight001GetCoinTemp = 0; //Debug.Log("여기오냐?4"); //코만치로 출격시 사용한 스킬 수를 기록. flight001UseSkill += ValueDeliverScript.flight001UseSkillTemp; ValueDeliverScript.flight001UseSkillTemp = 0; //Debug.Log("여기오냐?5"); //코만치로 출격시 획득한 파워아이템의 수를 기록. flight001GetPowerItem += ValueDeliverScript.flight001GetPowerItemTemp; ValueDeliverScript.flight001GetPowerItemTemp = 0; //Debug.Log("여기오냐?6"); //팬텀으로 출격시 스핀볼 처치 수를 기록. flight002KillSpinball += ValueDeliverScript.flight002KillSpinballTemp; ValueDeliverScript.flight002KillSpinballTemp = 0; //Debug.Log("여기오냐?7"); //팬텀으로 출격시 완수한 인스턴스 미션의 수를 기록. flight002CompleteInstanceMission += ValueDeliverScript.flight002CompleteInstanceMissionTemp; ValueDeliverScript.flight002CompleteInstanceMissionTemp = 0; //Debug.Log("여기오냐?8"); //팬텀으로 출격시 구출한 친구의 수를 기록. flight002RescueFriend += ValueDeliverScript.flight002RescueFriendTemp; ValueDeliverScript.flight002RescueFriendTemp = 0; //Debug.Log("여기오냐?9"); //포커로 출격시 획득한 점수가 얼마인지 기록. if (ValueDeliverScript.flightNumber == 0) { if (ValueDeliverScript.scorePlay > flight000ScoreHigh) { flight000ScoreHigh = ValueDeliverScript.scorePlay; } } //Debug.Log("여기오냐?10"); //팬텀으로 출격시 스페셜 출격미션을 완수한 상태이면 스페셜 출격한 횟수를 더함. if (ValueDeliverScript.isSelectSpecial && ValueDeliverScript.flightNumber == 2) { flight002SpecialAttack++; } //Debug.Log("여기오냐?11"); //팬텀으로 출격시 웜홀 레벨이 6이상을 넘겼는지를 기록. if (ValueDeliverScript.flightNumber == 2) { if (GameObject.Find("GameManager").GetComponent <PortalControlScript>().portalLevel >= 6) { flight002WormLevel5 = 1; } } //Debug.Log("여기오냐?12"); ValueDeliverScript.bombRechargeDecrease = 0f; //핵폭탄 사용시간 감소를 정하는 값을 초기화. ValueDeliverScript.plasmaWaveCoolTime = 0f; //Debug.Log("여기오냐?13"); ValueDeliverScript.userExp = userExp; ValueDeliverScript.coinRest = coinRest; ValueDeliverScript.dartCount = dartCount; ValueDeliverScript.dustCount = dustCount; ValueDeliverScript.spinballCount = spinballCount; ValueDeliverScript.shieldCount = shieldCount; ValueDeliverScript.flight000BombUseNumber = flight000BombUseNumber; ValueDeliverScript.flight001EnemyKill = flight001EnemyKill; ValueDeliverScript.flight001GetCoin = flight001GetCoin; ValueDeliverScript.flight001UseSkill = flight001UseSkill; ValueDeliverScript.flight001GetPowerItem = flight001GetPowerItem; ValueDeliverScript.flight002KillSpinball = flight002KillSpinball; ValueDeliverScript.flight002CompleteInstanceMission = flight002CompleteInstanceMission; ValueDeliverScript.flight002RescueFriend = flight002RescueFriend; ValueDeliverScript.flight000ScoreHigh = flight000ScoreHigh; ValueDeliverScript.flight002SpecialAttack = flight002SpecialAttack; ValueDeliverScript.flight002WormLevel5 = flight002WormLevel5; scoreCoinCount.HighScore(); //최종점수를 하이스코어랑 비교하여 높은점수를 보여주도록 처리하는 함수. ValueDeliverScript.SaveGameData(NextF); }
public void Activate(int addCoin, int addMedal) { int userLevel = ValueDeliverScript.userLevel; Debug.Log("Into Level Up Activate Function"); Debug.Log("My New Level is " + userLevel); transform.FindChild("IndemnityItem/Item001/Script").GetComponent <UILabel>().text = "+" + addCoin; transform.FindChild("IndemnityItem/Item002/Script").GetComponent <UILabel>().text = "+" + addMedal; transform.FindChild("IndemnityItem/Item003/Script").GetComponent <UILabel>().text = "Max"; transform.FindChild("IndemnityItem/Item004/Script").GetComponent <UILabel>().text = "+1"; itemName iName = new itemName(); //레벨별 보상을 보여준다. switch (userLevel) { case 02: ValueDeliverScript.EquipReinforce08 += 5; //파이널파워업+5. LevelUpReward(5, iName.finalPowerUp, 5); break; case 03: ValueDeliverScript.EquipBomb01 += 5; //플라즈마웨이브+5. ValueDeliverScript.operaterLockOff["Operater001"] = true; //오퍼레이터01 잠금해제.(Aidan) LevelUpReward(5, iName.plazmaWave, 5, "", 0, iName.Aidan, "Aidan"); break; case 04: ValueDeliverScript.EquipAssist01 += 5; //쉴드+5. LevelUpReward(5, iName.shield, 5); break; case 05: ValueDeliverScript.EquipBomb05 += 5; //블랙홀+5. LevelUpReward(6, iName.blackHall, 5); break; case 06: ValueDeliverScript.EquipBomb01 += 3; //플라즈마웨이브+3. ValueDeliverScript.EquipReinforce08 += 3; //파이널파워업+3. LevelUpReward(6, iName.plazmaWave, 3, iName.finalPowerUp, 3, iName.comanch, "Comanch"); break; case 07: ValueDeliverScript.EquipReinforce01 += 3; //싱글증폭기+2. ValueDeliverScript.EquipAssist03 += 3; //숏봄+3. LevelUpReward(6, iName.singleAmp, 3, iName.ShortBomb, 3); break; case 08: ValueDeliverScript.EquipReinforce02 += 3; //듀얼증폭기+3. ValueDeliverScript.EquipAssist04 += 3; //스킬드레인.(에너지드레인)+3. LevelUpReward(6, iName.dualAmp, 3, iName.shortSkill, 3); break; case 09: ValueDeliverScript.EquipBomb01 += 3; //플라즈마웨이브+3. ValueDeliverScript.EquipReinforce07 += 3; //크리티컬엑셀레이터+3. LevelUpReward(6, iName.plazmaWave, 3, iName.criAccel, 3, iName.Dan, "Dan Moren"); break; case 10: ValueDeliverScript.EquipBomb05 += 3; //블랙홀+3. ValueDeliverScript.EquipReinforce03 += 3; //스핀볼탐지증폭기+3. if (ValueDeliverScript.FlightLockOff001 == 0) { ValueDeliverScript.FlightLockOff001 = 1; //코만치 락해제. 완전 봉인 해제는 2가 되어야 됨. } LevelUpReward(7, iName.blackHall, 3, iName.spinballAmp, 3); break; case 11: ValueDeliverScript.EquipReinforce04 += 3; //다트탐지증폭기+3. ValueDeliverScript.EquipAssist01 += 3; //쉴드+3. LevelUpReward(7, iName.dartAmp, 3, iName.shield, 3); break; case 12: ValueDeliverScript.EquipReinforce05 += 3; //더스트탐지증폭기+3. ValueDeliverScript.EquipReinforce06 += 3; //시드탐지증폭기+3. if (ValueDeliverScript.FlightLockOff002 == 0) { ValueDeliverScript.FlightLockOff002 = 1; //팬텀 잠금해제. 완전 봉인 해제는 2가 되어야 됨. } LevelUpReward(7, iName.dustAmp, 3, iName.seedAmp, 3, iName.phantom, "Phantom"); break; case 13: ValueDeliverScript.EquipBomb01 += 4; //플라즈마웨이브+4. ValueDeliverScript.EquipReinforce08 += 4; //파이널파워업+4. LevelUpReward(7, iName.plazmaWave, 4, iName.finalPowerUp, 4); break; case 14: ValueDeliverScript.EquipBomb01 += 4; //플라즈마웨이브+4. ValueDeliverScript.EquipReinforce08 += 4; //파이널파워업+4. LevelUpReward(7, iName.plazmaWave, 4, iName.finalPowerUp, 4); break; case 15: ValueDeliverScript.EquipReinforce01 += 4; //싱글증폭기+4. ValueDeliverScript.EquipAssist03 += 4; //숏봄+4. ValueDeliverScript.operaterLockOff["Operater003"] = true; //오퍼레이터03 잠금해제. LevelUpReward(8, iName.singleAmp, 4, iName.ShortBomb, 3, iName.rachel, "Rachel"); break; case 16: ValueDeliverScript.EquipReinforce02 += 4; //듀얼증폭기+4. ValueDeliverScript.EquipAssist04 += 4; //스킬드레인.(에너지드레인)+4. LevelUpReward(8, iName.dualAmp, 4, iName.shortSkill, 4); break; case 17: ValueDeliverScript.EquipBomb01 += 4; //플라즈마웨이브+4. ValueDeliverScript.EquipReinforce07 += 4; //크리티컬엑셀레이터+4. LevelUpReward(8, iName.plazmaWave, 4, iName.criAccel, 4); break; case 18: ValueDeliverScript.EquipBomb05 += 4; //블랙홀+4. ValueDeliverScript.EquipReinforce03 += 4; //스핀볼탐지증폭기+4. LevelUpReward(8, iName.blackHall, 4, iName.spinballAmp, 4); break; case 19: ValueDeliverScript.EquipReinforce04 += 4; //다트탐지증폭기+4. ValueDeliverScript.EquipAssist01 += 4; //쉴드+4. LevelUpReward(8, iName.dartAmp, 4, iName.shield, 4); break; case 20: ValueDeliverScript.EquipReinforce05 += 4; //더스트탐지증폭기+4. ValueDeliverScript.EquipReinforce06 += 4; //시드탐지증폭기+4. LevelUpReward(9, iName.dustAmp, 4, iName.seedAmp, 4); break; case 21: ValueDeliverScript.EquipBomb01 += 5; //플라즈마웨이브+5. ValueDeliverScript.EquipReinforce08 += 5; //파이널파워업+5. LevelUpReward(9, iName.plazmaWave, 5, iName.finalPowerUp, 5); break; case 22: ValueDeliverScript.EquipBomb01 += 5; //플라즈마웨이브+5. ValueDeliverScript.EquipReinforce08 += 5; //파이널파워업+5. LevelUpReward(9, iName.plazmaWave, 5, iName.finalPowerUp, 5); break; case 23: ValueDeliverScript.EquipReinforce01 += 5; //싱글증폭기+5. ValueDeliverScript.EquipAssist03 += 5; //숏봄+5. LevelUpReward(9, iName.singleAmp, 5, iName.ShortBomb, 5); break; case 24: ValueDeliverScript.EquipReinforce02 += 5; //듀얼증폭기+5. ValueDeliverScript.EquipAssist04 += 5; //스킬드레인.(에너지드레인)+5. LevelUpReward(9, iName.dualAmp, 5, iName.shortSkill, 5); break; case 25: ValueDeliverScript.EquipBomb01 += 5; //플라즈마웨이브+5. ValueDeliverScript.EquipReinforce07 += 5; //크리티컬엑셀레이터+5. LevelUpReward(10, iName.plazmaWave, 5, iName.criAccel, 5); break; case 26: ValueDeliverScript.EquipBomb05 += 5; //블랙홀+5. ValueDeliverScript.EquipReinforce03 += 5; //스핀볼탐지증폭기+5. LevelUpReward(10, iName.blackHall, 5, iName.spinballAmp, 5); break; case 27: ValueDeliverScript.EquipReinforce04 += 5; //다트탐지증폭기+5. ValueDeliverScript.EquipAssist01 += 5; //쉴드+5. LevelUpReward(10, iName.dartAmp, 5, iName.shield, 5); break; case 28: ValueDeliverScript.EquipReinforce05 += 5; //더스트탐지증폭기+5. ValueDeliverScript.EquipReinforce06 += 5; //시드탐지증폭기+5. LevelUpReward(10, iName.dustAmp, 5, iName.seedAmp, 5); break; case 29: ValueDeliverScript.EquipBomb01 += 6; //플라즈마웨이브+6. ValueDeliverScript.EquipReinforce08 += 6; //파이널파워업+6. LevelUpReward(10, iName.plazmaWave, 6, iName.finalPowerUp, 6); break; case 30: ValueDeliverScript.EquipBomb01 += 6; //플라즈마웨이브+6. ValueDeliverScript.EquipReinforce08 += 6; //파이널파워업+6. LevelUpReward(11, iName.plazmaWave, 6, iName.finalPowerUp, 6); break; case 31: ValueDeliverScript.EquipReinforce01 += 6; //싱글증폭기+6. ValueDeliverScript.EquipAssist03 += 6; //숏봄+6. LevelUpReward(11, iName.singleAmp, 6, iName.ShortBomb, 6); break; case 32: ValueDeliverScript.EquipReinforce02 += 6; //듀얼증폭기+6. ValueDeliverScript.EquipAssist04 += 6; //스킬드레인.(에너지드레인)+6. LevelUpReward(11, iName.dualAmp, 6, iName.shortSkill, 6); break; case 33: ValueDeliverScript.EquipBomb01 += 6; //플라즈마웨이브+6. ValueDeliverScript.EquipReinforce07 += 6; //크리티컬엑셀레이터+6. LevelUpReward(11, iName.plazmaWave, 6, iName.criAccel, 6); break; case 34: ValueDeliverScript.EquipBomb05 += 6; //블랙홀+6. ValueDeliverScript.EquipReinforce03 += 6; //스핀볼탐지증폭기+6. LevelUpReward(11, iName.blackHall, 6, iName.spinballAmp, 6); break; case 35: ValueDeliverScript.EquipReinforce04 += 6; //다트탐지증폭기+6. ValueDeliverScript.EquipAssist01 += 6; //쉴드+6. LevelUpReward(12, iName.dartAmp, 6, iName.shield, 6); break; case 36: ValueDeliverScript.EquipReinforce05 += 6; //더스트탐지증폭기+6. ValueDeliverScript.EquipReinforce06 += 6; //시드탐지증폭기+6. LevelUpReward(12, iName.dustAmp, 6, iName.seedAmp, 6); break; case 37: ValueDeliverScript.EquipBomb01 += 7; //플라즈마웨이브+7. ValueDeliverScript.EquipReinforce08 += 7; //파이널파워업+7. LevelUpReward(12, iName.plazmaWave, 7, iName.finalPowerUp, 7); break; case 38: ValueDeliverScript.EquipBomb01 += 7; //플라즈마웨이브+7. ValueDeliverScript.EquipReinforce08 += 7; //파이널파워업+7. LevelUpReward(12, iName.plazmaWave, 7, iName.finalPowerUp, 7); break; case 39: ValueDeliverScript.EquipReinforce01 += 7; //싱글증폭기+7. ValueDeliverScript.EquipAssist03 += 7; //숏봄+7. LevelUpReward(12, iName.singleAmp, 7, iName.ShortBomb, 7); break; case 40: ValueDeliverScript.EquipReinforce02 += 7; //듀얼증폭기+7. ValueDeliverScript.EquipAssist04 += 7; //스킬드레인.(에너지드레인)+7. LevelUpReward(13, iName.dualAmp, 7, iName.shortSkill, 7); break; case 41: ValueDeliverScript.EquipBomb01 += 7; //플라즈마웨이브+7. ValueDeliverScript.EquipReinforce07 += 7; //크리티컬엑셀레이터+7. LevelUpReward(13, iName.plazmaWave, 7, iName.criAccel, 7); break; case 42: ValueDeliverScript.EquipBomb05 += 7; //블랙홀+7. ValueDeliverScript.EquipReinforce03 += 7; //스핀볼탐지증폭기+7. LevelUpReward(13, iName.blackHall, 7, iName.spinballAmp, 7); break; case 43: ValueDeliverScript.EquipReinforce04 += 7; //다트탐지증폭기+7. ValueDeliverScript.EquipAssist01 += 7; //쉴드+7. LevelUpReward(13, iName.dartAmp, 7, iName.shield, 7); break; case 44: ValueDeliverScript.EquipReinforce05 += 7; //더스트탐지증폭기+7. ValueDeliverScript.EquipReinforce06 += 7; //시드탐지증폭기+7. LevelUpReward(13, iName.dustAmp, 7, iName.seedAmp, 7); break; case 45: ValueDeliverScript.EquipBomb01 += 8; //플라즈마웨이브+8. ValueDeliverScript.EquipReinforce08 += 8; //파이널파워업+8. LevelUpReward(14, iName.plazmaWave, 8, iName.finalPowerUp, 8); break; case 46: ValueDeliverScript.EquipBomb01 += 8; //플라즈마웨이브+8. ValueDeliverScript.EquipReinforce08 += 8; //파이널파워업+8. LevelUpReward(14, iName.plazmaWave, 8, iName.finalPowerUp, 8); break; case 47: ValueDeliverScript.EquipReinforce01 += 8; //싱글증폭기+8. ValueDeliverScript.EquipAssist03 += 8; //숏봄+8. LevelUpReward(14, iName.singleAmp, 8, iName.ShortBomb, 8); break; case 48: ValueDeliverScript.EquipReinforce02 += 8; //듀얼증폭기+8. ValueDeliverScript.EquipAssist04 += 8; //스킬드레인.(에너지드레인)+8. LevelUpReward(14, iName.dualAmp, 8, iName.shortSkill, 8); break; case 49: ValueDeliverScript.EquipBomb01 += 8; //플라즈마웨이브+8. ValueDeliverScript.EquipReinforce07 += 8; //크리티컬엑셀레이터+8. LevelUpReward(14, iName.plazmaWave, 8, iName.criAccel, 8); break; case 50: ValueDeliverScript.EquipBomb05 += 8; //블랙홀+8. ValueDeliverScript.EquipReinforce03 += 8; //스핀볼탐지증폭기+8. LevelUpReward(15, iName.blackHall, 8, iName.spinballAmp, 8); break; } ValueDeliverScript.SaveGameData(); }
void SeccessSendFuel02() { ValueDeliverScript.buddyPoint += 5; ChangeBuddyPoint(); ValueDeliverScript.SaveGameData(SeccessSendFuel03); }
// Use this for initialization void Awake() { Debug.Log("::::::::: 서버에 최고점수를 기록하게 함"); Debug.Log("ValueDeliverScript.scorePlay :: " + ValueDeliverScript.scorePlay); Debug.Log("ValueDeliverScript.scoreHigh :: " + ValueDeliverScript.scoreHigh); Debug.Log("ValueDeliverScript.flightNumber : " + ValueDeliverScript.flightNumber); Debug.Log("ValueDeliverScript.isBreakGame :: " + ValueDeliverScript.isBreakGame); Debug.Log("::::::::: 서버에 최고점수를 기록하게 함"); Debug.Log("::::::::: 서버에 최고점수를 기록하게 함"); scorePlay = ValueDeliverScript.scorePlay;//플레이해서 나온 최고 점수// gameObject.GetComponent <UILabel>().text = "0"; highMessage.SetActive(false); if (ValueDeliverScript.isTutComplete == 0) { return; } if (ValueDeliverScript.isTutComplete == 1) { gameObject.GetComponent <UILabel>().text = ValueDeliverScript.scorePlay.ToString(); return; } if (ValueDeliverScript.isBreakGame == false && ValueDeliverScript.isHigh == true) { if (ValueDeliverScript.scoreHigh < ValueDeliverScript.scorePlay) { Debug.Log("::::::::::::::::::::::: 기록 :::::::::::::::::"); Debug.Log("::::::::::::::::::::::: 기록 :::::::::::::::::"); Debug.Log("::::::::::::::::::::::: 기록 :::::::::::::::::"); highMessage.SetActive(true); ValueDeliverScript.scoreHigh = ValueDeliverScript.scorePlay; //ValueDeliverScript.lastScoreHigh = ValueDeliverScript.scorePlay; ValueDeliverScript.highFlight = ValueDeliverScript.flightNumber; ValueDeliverScript.highSkin = ValueDeliverScript.skinNumber; ValueDeliverScript.highBullet = ValueDeliverScript.bulletLevel; ValueDeliverScript.highBomb = ValueDeliverScript.activeBomb; ValueDeliverScript.highReinforce = ValueDeliverScript.activeReinforce; ValueDeliverScript.highAssist = ValueDeliverScript.activeAssist; ValueDeliverScript.highChar = ValueDeliverScript.activeOper; //게임을 종료후 이곳으로 이동하여 최고 기록 관련된 것들을 저장한다// ValueDeliverScript.SaveGameData(); Debug.Log("::::::::: 서버에 최고점수를 기록하게 함"); Debug.Log("::::::::: 서버에 최고점수를 기록하게 함"); Debug.Log("::::::::: 서버에 최고점수를 기록하게 함"); Debug.Log("::::::::: 서버에 최고점수를 기록하게 함"); Debug.Log("::::::::: 서버에 최고점수를 기록하게 함"); Debug.Log("::::::::: 서버에 최고점수를 기록하게 함"); //서버에 최고점수를 기록하게 함. GameObject.Find("GameManager").GetComponent <UpdateUserInfo>().UpdateScorevoid(); gameObject.GetComponent <UILabel>().color = new Color(248f / 255, 220f / 255f, 73 / 255); } } highScoreText.GetComponent <UILabel>().text = ValueDeliverScript.scoreHigh + ""; }