public void Set_Panel(int num) { img_Skill = transform.Find("img_Skill").GetComponent <Image>(); txt_Skill_Lv = transform.Find("txt_Skill_Lv").GetComponent <Text>(); txt_Skill_Name = transform.Find("txt_Skill_Name").GetComponent <Text>(); txt_Skill_Sub = transform.Find("txt_Skill_Sub").GetComponent <Text>(); txt_Skill_Cool = transform.Find("txt_Skill_Cool").GetComponent <Text>(); btn_Skill_Upgrade = transform.Find("btn_Skill_Upgrade").GetComponent <Button>(); txt_Skill_Upgrade = btn_Skill_Upgrade.transform.Find("txt_Skill_Upgrade").GetComponent <Text>(); txt_Skill_val = btn_Skill_Upgrade.transform.Find("txt_Skill_val").GetComponent <Text>(); img_Skill_Upgrade = btn_Skill_Upgrade.transform.Find("img_Skill_Upgrade").GetComponent <Image>(); obj_Lock = transform.Find("obj_Lock").gameObject; btn_Skill_Upgrade.onClick.AddListener(() => Buy()); skill = Skill_s.Get_Skill((Ability_Type)num); img_Skill_Upgrade.sprite = Utill.Get_Item_Sp((Item_Type)skill.price_type); img_Skill.sprite = Utill.Get_Skill_Sp(skill.ability_type); txt_Skill_Name.text = skill.name; obj_Lock.SetActive(false); Set_Sub_Txt(); Set_Upgrade(Character_Lv.lv_1); }
public static bool Use_skill_2 = false; //질주 이속 public static void Set_Player_Stat() { //공격력 레벨당 10퍼 상승 //체력 5퍼 상승 int_Lv = BackEndDataManager.instance.Character_Data.int_character_Lv + (int)Skill_s.Get_Skill_Val(Ability_Type.add_level); float skill_atk = Use_skill_0 ? Skill_s.Get_Skill_Val(Ability_Type.skill_atk) : 0; int_Base_Atk = 100 + (100 / 20) * (int_Lv - 1); BigInteger int_Upgrade = int_Base_Atk * (BackEndDataManager.instance.Character_Data.Int_Upgrade_Lv * 5) / 100; int_Total_Atk = int_Base_Atk + int_Upgrade + (int)Skill_s.Get_Skill_Val(Ability_Type.add_atk) + (int_Base_Atk * (int)skill_atk) / 100; int_Hp = 2000 + (2000 / 20) * (int_Lv - 1); int_Atk_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_atk_speed) + (Use_skill_1 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_atk_speed) : 0); int_Critical_Damege = 5 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_damege); int_Critical_Percent = 1 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_percent); int_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_speed) + (Use_skill_2 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_speed) : 0); int_Top_Scroll_Speed = -int_Speed / 90.0f; int_Btm_Scroll_Speed = -int_Speed / 60.0f; UiManager.instance.Set_Character_Stat(); }
public void Buy() { Debug.Log(total); if (BackEndDataManager.instance.Get_Item((Item_Type)skill.price_type) >= total) { UiManager.instance.Check_Progress_Reward(Progress_Reward_Type.skill_upgrade, (int)Skill_s.skill_lv); Game_info_.Set_Game_Info(Game_Info_Type.skill_upgrade, (int)Skill_s.skill_lv); Quest_.Check_Daily_Quest(Daily_Quest_Type.skill_upgrade, (int)Skill_s.skill_lv); Skill_info skill_Info = BackEndDataManager.instance.Skill_Data.skill_Info.Find(x => x.int_num.Equals(skill.num)); if (skill_Info == null) { skill_Info = new Skill_info { int_num = skill.num, int_lv = (int)Skill_s.skill_lv }; BackEndDataManager.instance.Skill_Data.skill_Info.Add(skill_Info); } else { skill_Info.int_lv += (int)Skill_s.skill_lv; } BackEndDataManager.instance.Set_Item((Item_Type)skill.price_type, total, Calculate_Type.mius); Skill_s.Set_Skill_Val(skill_Info.int_num, skill_Info.int_lv); Player_stat.Set_Player_Stat((Ability_Type)skill.ability_type); BackEndDataManager.instance.Save_Skill_Data(); Set_Sub_Txt(); UiManager.instance.Check_Skill(); switch (skill.num) { case 0: PlayManager.instance.Start_Skill_0(); break; case 1: PlayManager.instance.Start_Skill_1(); break; case 2: PlayManager.instance.Start_Skill_2(); break; default: break; } } }
public static void Set_Player_Stat(Ability_Type skill_Type) { Debug.Log("이거냐?????"); switch (skill_Type) { case Ability_Type.add_atk_speed: int_Atk_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_atk_speed) + (Use_skill_1 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_atk_speed) : 0); break; case Ability_Type.add_speed: int_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_speed) + (Use_skill_2 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_speed) : 0); int_Top_Scroll_Speed = -int_Speed / 90.0f; int_Btm_Scroll_Speed = -int_Speed / 60.0f; break; case Ability_Type.add_critical_damege: int_Critical_Damege = 5 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_damege); break; case Ability_Type.add_critical_percent: int_Critical_Percent = 1 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_percent); break; case Ability_Type.add_level: int_Lv = BackEndDataManager.instance.Character_Data.int_character_Lv + (int)Skill_s.Get_Skill_Val(Ability_Type.add_level); float skill_atk = Use_skill_0 ? Skill_s.Get_Skill_Val(Ability_Type.skill_atk) : 0; int_Base_Atk = 100 + (100 / 20) * (int_Lv - 1); BigInteger int_Upgrade = (int_Base_Atk * BackEndDataManager.instance.Character_Data.Int_Upgrade_Lv * 5) / 100; int_Total_Atk = int_Base_Atk + int_Upgrade + (int)Skill_s.Get_Skill_Val(Ability_Type.add_atk) + (int_Base_Atk * (int)skill_atk) / 100; int_Hp = 2000 + (2000 / 20) * ((BigInteger)int_Lv - 1); UiManager.instance.Set_Character_Lv(); UiManager.instance.Set_Buy_Lv(); break; case Ability_Type.add_atk: skill_atk = Use_skill_0 ? Skill_s.Get_Skill_Val(Ability_Type.skill_atk) : 0; int_Base_Atk = 100 + (100 / 20) * (int_Lv - 1); int_Upgrade = (int_Base_Atk * BackEndDataManager.instance.Character_Data.Int_Upgrade_Lv * 5) / 100; int_Total_Atk = int_Base_Atk + int_Upgrade + (int)Skill_s.Get_Skill_Val(Ability_Type.add_atk) + (int_Base_Atk * (int)skill_atk) / 100; break; default: break; } UiManager.instance.Set_Character_Stat(); }