예제 #1
0
 public void EndNetworkWithFuel()
 {
     isNetwork = false;
     serverLoadingPanel.SetActive(false);
     //보상으로 가스를 하나 추가하여준다//
     ValueDeliverScript.SaveGameData(showPop);
 }
예제 #2
0
    void recieveMsg02()
    {
        ValueDeliverScript.SaveGameData(EndNetwork);
        GameObject            msgItemGet   = GameObject.Find("GameManager").GetComponent <HangarManager>().msgItemGet;
        HangarPopupController hpController = GameObject.Find("GameManager").GetComponent <HangarPopupController>();

        hpController.AddPopWin(msgItemGet, 0);
    }
예제 #3
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();
    }
예제 #4
0
    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();
    }
예제 #5
0
    //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();
    }
예제 #7
0
    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));
            }
        }
    }
예제 #8
0
    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 + "";
        }
    }
예제 #9
0
    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());
    }
예제 #10
0
 public void ReceiveData()              //서버에 닉네임을 저장하고 유저아이디를 불러온 후 호출되는 메소드.
 {
     ValueDeliverScript.SaveGameData(); //서버에 데이터를 저장한다.
 }
예제 #11
0
    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");
            }
        }
    }
예제 #12
0
    // 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();
    }
예제 #13
0
 //나의 변경된 나머지 모든 데이터를 저장한다//
 void recieveMsg02()
 {
     ValueDeliverScript.SaveGameData(EndNetwork);
 }
예제 #14
0
    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);
    }
예제 #15
0
    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();
    }
예제 #16
0
 void SeccessSendFuel02()
 {
     ValueDeliverScript.buddyPoint += 5;
     ChangeBuddyPoint();
     ValueDeliverScript.SaveGameData(SeccessSendFuel03);
 }
예제 #17
0
    // 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 + "";
    }