Exemplo n.º 1
0
    public void ShowEquipmentInfo(int btn_tag)
    {
        frameScroll.SetActive(false);
        switch (btn_tag)
        {
        case 0:
            selectedEquipType = EQUIPMENT_TYPE.WEAPON;
            break;

        case 1:
            selectedEquipType = EQUIPMENT_TYPE.ARMOR;
            break;

        case 2:
            selectedEquipType = EQUIPMENT_TYPE.ACCESSSORY;
            break;

        default:
            break;
        }
        GameObject objSubView = Instantiate(Resources.Load("UI/Lobby/SubViewEquipment")) as GameObject;

        objSubView.name = "SubViewEquipment";
        objSubView.transform.SetParent(FrameSubView.transform);
        objSubView.GetComponent <RectTransform>().anchoredPosition = Vector2.zero;
    }
Exemplo n.º 2
0
        public EQUIPMENT_TYPE getDataEquipmentType()
        {
            EQUIPMENT_TYPE eqType = new EQUIPMENT_TYPE();

            eqType.EquipmentTypeName = cbEquipmentType.Text;
            return(eqType);
        }
Exemplo n.º 3
0
    public SortBase.TYPE EquipmentTypeToSortBaseType(EQUIPMENT_TYPE type)
    {
        switch (type)
        {
        default:
            return(SortBase.TYPE.NONE);

        case EQUIPMENT_TYPE.ONE_HAND_SWORD:
            return(SortBase.TYPE.ONE_HAND_SWORD);

        case EQUIPMENT_TYPE.TWO_HAND_SWORD:
            return(SortBase.TYPE.TWO_HAND_SWORD);

        case EQUIPMENT_TYPE.SPEAR:
            return(SortBase.TYPE.SPEAR);

        case EQUIPMENT_TYPE.PAIR_SWORDS:
            return(SortBase.TYPE.PAIR_SWORDS);

        case EQUIPMENT_TYPE.ARROW:
            return(SortBase.TYPE.ARROW);

        case EQUIPMENT_TYPE.ARMOR:
            return(SortBase.TYPE.ARMOR);

        case EQUIPMENT_TYPE.HELM:
            return(SortBase.TYPE.HELM);

        case EQUIPMENT_TYPE.ARM:
            return(SortBase.TYPE.ARM);

        case EQUIPMENT_TYPE.LEG:
            return(SortBase.TYPE.LEG);
        }
    }
Exemplo n.º 4
0
    private static bool JudgeLimitWeapon(List <EQUIPMENT_TYPE> allowTypes, EquipItemTable.EquipItemData[] equips)
    {
        int i = 0;

        for (int count = allowTypes.Count; i < count; i++)
        {
            if (!Singleton <EquipItemTable> .I.IsWeapon(allowTypes[i]))
            {
                Debug.LogError((object)"武器のチェックに武器以外のタイプが渡されています(無視されます)");
            }
        }
        int j = 0;

        for (int num = equips.Length; j < num; j++)
        {
            if (equips[j] != null)
            {
                EQUIPMENT_TYPE type = equips[j].type;
                if (Singleton <EquipItemTable> .I.IsWeapon(type) && !allowTypes.Contains(type))
                {
                    return(false);
                }
            }
        }
        return(true);
    }
Exemplo n.º 5
0
        private ENABLE_EQUIP_TYPE GetEnableEquipTypeFromEquipmentType(EQUIPMENT_TYPE type)
        {
            switch (type)
            {
            case EQUIPMENT_TYPE.ONE_HAND_SWORD:
                return(ENABLE_EQUIP_TYPE.ONE_HAND_SWORD);

            case EQUIPMENT_TYPE.TWO_HAND_SWORD:
                return(ENABLE_EQUIP_TYPE.TWO_HAND_SWORD);

            case EQUIPMENT_TYPE.SPEAR:
                return(ENABLE_EQUIP_TYPE.SPEAR);

            case EQUIPMENT_TYPE.PAIR_SWORDS:
                return(ENABLE_EQUIP_TYPE.PAIR_SWORDS);

            case EQUIPMENT_TYPE.ARROW:
                return(ENABLE_EQUIP_TYPE.ARROW);

            case EQUIPMENT_TYPE.ARMOR:
            case EQUIPMENT_TYPE.HELM:
            case EQUIPMENT_TYPE.ARM:
            case EQUIPMENT_TYPE.LEG:
                return(ENABLE_EQUIP_TYPE.ARMORS);

            default:
                return(ENABLE_EQUIP_TYPE.ALL);
            }
        }
Exemplo n.º 6
0
 public EquipmentTable(int iD, string name, EQUIPMENT_TYPE type, PlayerStat stat)
 {
     ID   = iD;
     Name = name;
     Type = type;
     Stat = stat;
 }
Exemplo n.º 7
0
 public Equipment(int uid, string name, EQUIPMENT_TYPE type, PlayerStat stat)
 {
     _stat = stat;
     _uid  = uid;
     _type = type;
     _name = name;
 }
Exemplo n.º 8
0
 public Equipment(int value, EQUIPMENT_TYPE workerType)
 {
     mValue = value;
     mCount = 0;
     mPower = 1;
     mType  = workerType;
     mMutex = new Mutex();
 }
Exemplo n.º 9
0
 //добавление строки
 private void AddData(Object o)
 {
     newRow          = new EQUIPMENT_TYPE();
     newRow.EQT_NAME = "";
     data.Add(newRow);
     selectedRow = newRow;
     isEnabled   = true;
     focus();
 }
Exemplo n.º 10
0
 public CommonEquipmentFormat()
 {
     this.DBEquipmentID = -1;
     this.QualityGrade  = -1;
     this.EquipmentType = EQUIPMENT_TYPE.NONE;
     this.TexturePath   = "";
     this.TextureIconID = -1;
     this.NameString    = null;
 }
    public StatusFactor GetStatusFactor(int weaponIndex)
    {
        if (weaponIndex < 0 || weaponIndex >= 3)
        {
            return(null);
        }
        if (weaponIndex == cachedWeaponIndex && dirtyFlag >= eDirtyState.CalcFactor)
        {
            return(cachedFactor);
        }
        cachedFactor.Reset();
        EQUIPMENT_TYPE weaponType   = EQUIPMENT_TYPE.NONE;
        SP_ATTACK_TYPE spAttackType = SP_ATTACK_TYPE.NONE;

        for (int i = 0; i < 7; i++)
        {
            if (!object.ReferenceEquals(equipValues[i], null))
            {
                EquipValue equipValue = equipValues[i];
                if (i < 3)
                {
                    if (i != weaponIndex)
                    {
                        continue;
                    }
                    weaponType   = equipValue.type;
                    spAttackType = equipValue.spAttackType;
                }
                cachedFactor.baseStatus.hp += equipValue.baseStatus.hp;
                cachedFactor.constHp       += equipValue.constHp;
                for (int j = 0; j < 7; j++)
                {
                    cachedFactor.baseStatus.attacks[j] += equipValue.baseStatus.attacks[j];
                    cachedFactor.constAtks[j]          += equipValue.constAtks[j];
                }
                cachedFactor.baseStatus.defences[0] += equipValue.baseStatus.defences[0];
                cachedFactor.constDefs[0]           += equipValue.constDefs[0];
                for (int k = 0; k < 6; k++)
                {
                    cachedFactor.baseStatus.tolerances[k] += equipValue.baseStatus.tolerances[k];
                    cachedFactor.constTols[k]             += equipValue.constTols[k];
                }
                _GetEnableSkillSupport(weaponType, spAttackType, equipValue);
            }
        }
        for (int l = 0; l < 6; l++)
        {
            cachedFactor.baseStatus.defences[l + 1] += cachedFactor.baseStatus.defences[0];
        }
        cachedFactor.CheckMinusRate();
        cachedWeaponIndex = weaponIndex;
        dirtyFlag         = eDirtyState.CalcFactor;
        return(cachedFactor);
    }
Exemplo n.º 12
0
    void setData()
    {
        EquipmentList.Clear();

        if (partyInfo.getSelectedEquipType() == EQUIPMENT_TYPE.MAX)
        {
            DebugLog.Log(false, "Invalid Equipment type 'MAX'");
            return;
        }
        selectedEquipType = partyInfo.getSelectedEquipType();


        UserServantData servantData   = partyInfo.ServantList[partyInfo.selected_unit_idx];
        DBServantData   dbServantData = CSVData.Inst.GetServantData(servantData.id);

        for (int i = 0; i < UserDataManager.Inst.GetEquipmentList().Count; i++)
        {
            UserEquipmentData equipmentData   = UserDataManager.Inst.GetEquipmentList()[i];
            DBEquipmentData   dbEquipmentData = CSVData.Inst.GetEquipmentData(equipmentData.id);

            // 장착 가능 레벨 검사
            bool enable_equip_level = true;
            if (dbEquipmentData.tier == 2)
            {
                if (servantData.level <= 10)
                {
                    enable_equip_level = false;
                }
            }
            else if (dbEquipmentData.tier == 3)
            {
                if (servantData.level <= 20)
                {
                    enable_equip_level = false;
                }
            }
            else if (dbEquipmentData.tier == 4)
            {
                if (servantData.level <= 30)
                {
                    enable_equip_level = false;
                }
            }

            //선택된 파츠, 선택중인 서번트 직업, 장착가능한 레벨, 다른 서번트가 장착한 장비 , 장착할수 있는 상태인 장비
            if (equipmentData.equipmentType == selectedEquipType && equipmentData.isEquiped == false &&
                dbEquipmentData.isEquipAble(dbServantData.GetJobFlag) && enable_equip_level &&
                equipmentData.equipServantIndex == 0 && equipmentData.state == 1)
            {
                EquipmentList.Add(equipmentData);
            }
        }
    }
Exemplo n.º 13
0
        public string GetDefaultTexturePathByEquipmentType(EQUIPMENT_TYPE equipmentType)
        {
            string _texturePath        = "";
            var    _equipmentTableList = EquipmentTableReader.Instance.FindDefault(equipmentType, 0);

            if (_equipmentTableList.Count > 0)
            {
                var _equipmentTable = _equipmentTableList [0];
                _texturePath = _equipmentTable.TexturePath;
            }

            return(_texturePath);
        }
Exemplo n.º 14
0
    private void ToGrow()
    {
        EQUIPMENT_TYPE eQUIPMENT_TYPE = EQUIPMENT_TYPE.ONE_HAND_SWORD;
        object         eventData      = GameSection.GetEventData();

        if (eventData is EQUIPMENT_TYPE)
        {
            eQUIPMENT_TYPE = (EQUIPMENT_TYPE)(int)eventData;
        }
        GameSection.SetEventData(new object[2]
        {
            SmithEquipBase.SmithType.GROW,
            eQUIPMENT_TYPE
        });
    }
    private float _GetIncreaseValue(AttackHitInfo.ATTACK_TYPE atkType, Player.ATTACK_MODE atkMode)
    {
        EQUIPMENT_TYPE eQUIPMENT_TYPE = Player.ConvertAttackModeToEquipmentType(atkMode);
        int            i = 0;

        for (int num = parameter.gaugeInfo.Length; i < num; i++)
        {
            InGameSettingsManager.Evolve.GaugeInfo gaugeInfo = parameter.gaugeInfo[i];
            if (gaugeInfo.type == eQUIPMENT_TYPE)
            {
                return(gaugeInfo.value);
            }
        }
        return(0f);
    }
    private void RemoveCreateNewIcon(int tab_index)
    {
        EQUIPMENT_TYPE type     = TranslateInventoryTypeForEquipment(tab_index);
        int            badgeNum = MonoBehaviourSingleton <SmithManager> .I.smithBadgeData.GetBadgeNum(type);

        if (badgeNum > 0)
        {
            SortBase.TYPE tYPE      = TranslateInventoryType(tab_index);
            bool          is_pickup = tYPE == SortBase.TYPE.WEAPON_ALL || tYPE == SortBase.TYPE.ARMOR_ALL;
            MonoBehaviourSingleton <SmithManager> .I.RemoveSmithBadge(type, is_pickup);

            MonoBehaviourSingleton <SmithManager> .I.CreateBadgeData(true);

            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(NOTIFY_FLAG.UPDATE_SMITH_BADGE);
        }
    }
Exemplo n.º 17
0
        public int GetBadgeNum(EQUIPMENT_TYPE type)
        {
            int num = 0;
            int equipmentTypeIndex = UIBehaviour.GetEquipmentTypeIndex(type);

            if (!Singleton <EquipItemTable> .I.IsWeapon(type))
            {
                if (!Singleton <EquipItemTable> .I.IsVisual(type))
                {
                    equipmentTypeIndex -= 5;
                    return(defenseBadgeNum[equipmentTypeIndex]);
                }
                equipmentTypeIndex -= 5;
                return(visualBadgeNum[equipmentTypeIndex]);
            }
            return(weaponsBadgeNum[equipmentTypeIndex]);
        }
    protected virtual void SetupInventoryTypeToggole()
    {
        bool flag = selectTypeIndex < UIBehaviour.GetEquipmentTypeIndex(EQUIPMENT_TYPE.ARMOR) || selectTypeIndex == weaponPickupIndex;

        SetActive((Enum)UI.OBJ_ATK_ROOT, flag);
        SetActive((Enum)UI.OBJ_DEF_ROOT, !flag);
        SetToggleButton((Enum)UI.TGL_BUTTON_ROOT, flag, (Action <bool>) delegate(bool is_active)
        {
            EQUIPMENT_TYPE type = (!is_active) ? EQUIPMENT_TYPE.HELM : EQUIPMENT_TYPE.ONE_HAND_SWORD;
            int num             = (!is_active) ? 1 : 0;
            ResetTween((Enum)tabAnimTarget[num], 0);
            PlayTween((Enum)tabAnimTarget[num], true, (EventDelegate.Callback)null, false, 0);
            SetActive((Enum)UI.OBJ_ATK_ROOT, is_active);
            SetActive((Enum)UI.OBJ_DEF_ROOT, !is_active);
            selectTypeIndex         = UIBehaviour.GetEquipmentTypeIndex(type);
            sortSettings.dialogType = ((!is_active) ? SortBase.DIALOG_TYPE.ARMOR : SortBase.DIALOG_TYPE.WEAPON);
            SortBase.SORT_REQUIREMENT sORT_REQUIREMENT = (sortSettings.dialogType != SortBase.DIALOG_TYPE.ARMOR) ? SortBase.SORT_REQUIREMENT.REQUIREMENT_WEAPON_BIT : SortBase.SORT_REQUIREMENT.REQUIREMENT_ARMORS_BIT;
            if ((sortSettings.requirement & sORT_REQUIREMENT) == (SortBase.SORT_REQUIREMENT) 0)
            {
                if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ATK)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.DEF;
                }
                else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.DEF)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ATK;
                }
                else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ELEM_ATK)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEM_DEF;
                }
                else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ELEM_DEF)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEM_ATK;
                }
                else
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEMENT;
                }
            }
            SetDirty(InventoryUI);
            InitLocalInventory();
            LocalInventory();
            UpdateTabButton();
        });
    }
Exemplo n.º 19
0
    public ItemStatus GetTotalEquipTypeBuff(EQUIPMENT_TYPE type)
    {
        ItemStatus itemStatus         = new ItemStatus();
        int        equipmentTypeIndex = MonoBehaviourSingleton <StatusManager> .I.GetEquipmentTypeIndex(type);

        EquipItemInfo[] array = item;
        foreach (EquipItemInfo equipItemInfo in array)
        {
            if (equipItemInfo != null)
            {
                ItemStatus[] equipTypeSkillParam = equipItemInfo.GetEquipTypeSkillParam();
                ItemStatus   param = equipTypeSkillParam[equipmentTypeIndex + 1];
                itemStatus.Add(param);
            }
        }
        return(itemStatus);
    }
Exemplo n.º 20
0
 private void _Reset()
 {
     type         = EQUIPMENT_TYPE.NONE;
     spAttackType = SP_ATTACK_TYPE.NONE;
     baseStatus.Reset();
     constHp = 0;
     for (int i = 0; i < 7; i++)
     {
         constAtks[i] = 0;
         constDefs[i] = 0;
     }
     for (int j = 0; j < 6; j++)
     {
         constTols[j] = 0;
     }
     skillSupport.Clear();
     ability.Clear();
 }
    public CreateEquipItemData GetCreateEquipItemByPart(uint materialId, EQUIPMENT_TYPE type)
    {
        CreateEquipItemData[] creatableEquipItem = Singleton <CreateEquipItemTable> .I.GetCreatableEquipItem(materialId);

        int i = 0;

        for (int num = creatableEquipItem.Length; i < num; i++)
        {
            CreateEquipItemData          createEquipItemData = creatableEquipItem[i];
            EquipItemTable.EquipItemData equipItemData       = Singleton <EquipItemTable> .I.GetEquipItemData(createEquipItemData.equipItemID);

            if (equipItemData.type == type)
            {
                return(createEquipItemData);
            }
        }
        return(null);
    }
    public SmithCreateItemInfo[] GetCreateEquipItemDataAry(EQUIPMENT_TYPE type)
    {
        if (!Singleton <EquipItemTable> .IsValid())
        {
            return(null);
        }
        List <SmithCreateItemInfo> list = new List <SmithCreateItemInfo>();

        tableData.ForEach(delegate(CreateEquipItemData create_equip_item_table)
        {
            EquipItemTable.EquipItemData equipItemData = Singleton <EquipItemTable> .I.GetEquipItemData(create_equip_item_table.equipItemID);
            if (equipItemData != null && equipItemData.type == type)
            {
                list.Add(new SmithCreateItemInfo(equipItemData, create_equip_item_table));
            }
        });
        return(list.ToArray());
    }
        public List <EQUIPMENT_TYPE> getDataSource()
        {
            List <EQUIPMENT_TYPE> list = new List <EQUIPMENT_TYPE>();
            EQUIPMENT_TYPE        obj  = null;
            SqlConnection         conn = MSSQLDBUtils.GetDBConnection();

            conn.Open();
            String sql = "USE [rbi]" +
                         "SELECT [EquipmentTypeID]" +
                         ",[EquipmentTypeCode]" +
                         ",[EquipmentTypeName]" +
                         "FROM [rbi].[dbo].[EQUIPMENT_TYPE]";

            try
            {
                SqlCommand cmd = new SqlCommand();
                cmd.Connection  = conn;
                cmd.CommandText = sql;
                using (DbDataReader reader = cmd.ExecuteReader())
                {
                    while (reader.Read())
                    {
                        if (reader.HasRows)
                        {
                            obj = new EQUIPMENT_TYPE();
                            obj.EquipmentTypeID   = reader.GetInt32(0);
                            obj.EquipmentTypeCode = reader.GetString(1);
                            obj.EquipmentTypeName = reader.GetString(2);
                            list.Add(obj);
                        }
                    }
                }
            }
            catch
            {
                MessageBox.Show("GET DATA SOURCE FAIL!");
            }
            finally
            {
                conn.Close();
                conn.Dispose();
            }
            return(list);
        }
Exemplo n.º 24
0
    public void CreateBadgeData(bool is_force = false)
    {
        if (smithBadgeData == null || is_force)
        {
            smithBadgeData = new SmithBadgeData();
            EQUIPMENT_TYPE[] array = (EQUIPMENT_TYPE[])Enum.GetValues(typeof(EQUIPMENT_TYPE));
            int i = 0;
            for (int num = array.Length; i < num; i++)
            {
                EQUIPMENT_TYPE        type = array[i];
                SmithCreateItemInfo[] createEquipItemDataAry = Singleton <CreateEquipItemTable> .I.GetCreateEquipItemDataAry(type);

                if (createEquipItemDataAry != null && createEquipItemDataAry.Length > 0)
                {
                    int j = 0;
                    for (int num2 = createEquipItemDataAry.Length; j < num2; j++)
                    {
                        SmithCreateItemInfo create_info = createEquipItemDataAry[j];
                        CheckAndAddSmithBadge(create_info, false);
                    }
                }
            }
            smithBadgeData.DebugShowCount();
            SmithCreateItemInfo[] pickupItemAry = Singleton <CreatePickupItemTable> .I.GetPickupItemAry(SortBase.TYPE.WEAPON_ALL);

            int k = 0;
            for (int num3 = pickupItemAry.Length; k < num3; k++)
            {
                SmithCreateItemInfo create_info2 = pickupItemAry[k];
                CheckAndAddSmithBadge(create_info2, true);
            }
            smithBadgeData.DebugShowCount();
            SmithCreateItemInfo[] pickupItemAry2 = Singleton <CreatePickupItemTable> .I.GetPickupItemAry(SortBase.TYPE.ARMOR_ALL);

            int l = 0;
            for (int num4 = pickupItemAry2.Length; l < num4; l++)
            {
                SmithCreateItemInfo create_info3 = pickupItemAry2[l];
                CheckAndAddSmithBadge(create_info3, true);
            }
            smithBadgeData.DebugShowCount();
        }
    }
    public override void Initialize()
    {
        object[] array = GameSection.GetEventData() as object[];
        changeTargetType        = (EQUIPMENT_TYPE)(int)array[0];
        equippingItem           = (array[1] as EquipItemInfo);
        base.selectEquipSetData = (array[2] as LocalEquipSetData);
        EquipItem = equippingItem;
        if (equippingItem == null)
        {
            selectInventoryIndex = -1;
        }
        else
        {
            selectInventoryIndex = GetSelectItemIndex();
        }
        GameSection.SetEventData(base.selectEquipSetData);
        MonoBehaviourSingleton <StatusManager> .I.SetEquippingItem(equippingItem);

        base.Initialize();
    }
Exemplo n.º 26
0
        public HeroEquipmentFormat GetEquipment(int heroSlotID, EQUIPMENT_TYPE equipmentType)
        {
            if (UserSaveDataManager.Instance == null)
            {
                UserSaveDataManager.Instance.InitUserData();
            }

            HeroDataFormat _hero = GetHeroData(heroSlotID);

            if (_hero == null)
            {
                return(null);
            }

            HeroEquipmentFormat _equipment = _hero.EquipmentList.Find(item => {
                return(item.EquipmentType == equipmentType);
            });

            return(_equipment);
        }
Exemplo n.º 27
0
    public static ITEM_ICON_TYPE GetItemIconType(EQUIPMENT_TYPE type)
    {
        ITEM_ICON_TYPE iTEM_ICON_TYPE = ITEM_ICON_TYPE.NONE;

        switch (type)
        {
        case EQUIPMENT_TYPE.ONE_HAND_SWORD:
            return(ITEM_ICON_TYPE.ONE_HAND_SWORD);

        case EQUIPMENT_TYPE.TWO_HAND_SWORD:
            return(ITEM_ICON_TYPE.TWO_HAND_SWORD);

        case EQUIPMENT_TYPE.SPEAR:
            return(ITEM_ICON_TYPE.SPEAR);

        case EQUIPMENT_TYPE.PAIR_SWORDS:
            return(ITEM_ICON_TYPE.PAIR_SWORDS);

        case EQUIPMENT_TYPE.ARROW:
            return(ITEM_ICON_TYPE.ARROW);

        case EQUIPMENT_TYPE.ARMOR:
        case EQUIPMENT_TYPE.VISUAL_ARMOR:
            return(ITEM_ICON_TYPE.ARMOR);

        case EQUIPMENT_TYPE.HELM:
        case EQUIPMENT_TYPE.VISUAL_HELM:
            return(ITEM_ICON_TYPE.HELM);

        case EQUIPMENT_TYPE.ARM:
        case EQUIPMENT_TYPE.VISUAL_ARM:
            return(ITEM_ICON_TYPE.ARM);

        case EQUIPMENT_TYPE.LEG:
        case EQUIPMENT_TYPE.VISUAL_LEG:
            return(ITEM_ICON_TYPE.LEG);

        default:
            return(ITEM_ICON_TYPE.NONE);
        }
    }
Exemplo n.º 28
0
        public HeroEquipmentFormat GetRandomEquipmentByQualityGrade(EQUIPMENT_TYPE equipmentType, int quality)
        {
            var _equipmentTableList = EquipmentTableReader.Instance.FindDefault(equipmentType, (short)quality);

            int _weightMax = 0;

            for (int i = 0; i < _equipmentTableList.Count; i++)
            {
                _weightMax += _equipmentTableList [i].Weights;
            }

            int _random = Random.Range(1, _weightMax + 1);

            EquipmentTable _equipmentTable = null;
            int            point           = 0;

            for (int i = 0; i < _equipmentTableList.Count; i++)
            {
                if (point <= _random && _random <= point + _equipmentTableList [i].Weights)
                {
                    _equipmentTable = _equipmentTableList [i].CloneEx();
                    break;
                }
                point += _equipmentTableList [i].Weights;
            }

            var _equipmentAttributeList = EquipmentAttributesTableReader.Instance.FindDefaultByEquipmentID(_equipmentTable.ID);
            List <EquipmentAttribute> equipmentAttributeBaseList = new List <EquipmentAttribute> ();

            for (int i = 0; i < _equipmentAttributeList.Count; i++)
            {
                int attribute = CalculateAttributeOffSet(_equipmentAttributeList[i].ParameterA, _equipmentAttributeList[i].ParameterB);
                equipmentAttributeBaseList.Add(new EquipmentAttribute(_equipmentAttributeList[i].AttributeType, attribute));
            }

            List <EquipmentAttribute> _equipmentAttrubuteOffsetList = new List <EquipmentAttribute>();

            HeroEquipmentFormat _heroEquipment = new HeroEquipmentFormat(_equipmentTable, equipmentAttributeBaseList, _equipmentAttrubuteOffsetList);

            return(_heroEquipment);
        }
Exemplo n.º 29
0
        public bool IsMatchSupportEquipType(EQUIPMENT_TYPE type)
        {
            if (supportPassiveEqType == null)
            {
                return(false);
            }
            if (supportPassiveEqType.Length <= 0)
            {
                return(false);
            }
            ENABLE_EQUIP_TYPE enableEquipTypeFromEquipmentType = GetEnableEquipTypeFromEquipmentType(type);

            for (int i = 0; i < supportPassiveEqType.Length; i++)
            {
                if (enableEquipTypeFromEquipmentType == supportPassiveEqType[i])
                {
                    return(true);
                }
            }
            return(false);
        }
    public override void Initialize()
    {
        EQUIPMENT_TYPE eQUIPMENT_TYPE = (EQUIPMENT_TYPE)(int)GameSection.GetEventData();

        SmithManager.SmithCreateData smithCreateData = MonoBehaviourSingleton <SmithManager> .I.CreateSmithData <SmithManager.SmithCreateData>();

        smithCreateData.selectCreateEquipItemType = TranslateInventoryType(UIBehaviour.GetEquipmentTypeIndex(eQUIPMENT_TYPE));
        smithType = SmithType.GENERATE;
        GameSection.SetEventData(eQUIPMENT_TYPE);
        base.Initialize();
        pickupWeapon = Singleton <CreatePickupItemTable> .I.GetPickupItemAry(SortBase.TYPE.WEAPON_ALL);

        pickupArmor = Singleton <CreatePickupItemTable> .I.GetPickupItemAry(SortBase.TYPE.ARMOR_ALL);

        SetActive((Enum)UI.BTN_WEAPON_PICKUP, pickupWeapon.Length > 0);
        SetActive((Enum)UI.BTN_ARMOR_PICKUP, pickupArmor.Length > 0);
        selectTypeIndex = (int)Mathf.Log((float)smithCreateData.selectCreateEquipItemType, 2f);
        string caption = (!MonoBehaviourSingleton <InventoryManager> .I.IsWeaponInventoryType(base.selectInventoryType)) ? base.sectionData.GetText("CAPTION_DEFENCE") : base.sectionData.GetText("CAPTION_WEAPON");

        InitializeCaption(caption);
    }