Exemplo n.º 1
0
 void MeleeWeaponSetting(string text, WEAPONRATING rating, int dmg, float attackspeed)
 {
     SGameMng.I.TextMngSc.NowWeaponText.text = text;
     _PlayerWeaponRating = rating;
     _nWeaponDmg         = dmg;
     _fAttackSpeed       = attackspeed;
 }
Exemplo n.º 2
0
 void InitItem(int num, string name, WEAPONRATING rating, int dmg, float attspeed, float range, Sprite icon)
 {
     MeleeItemList[num].s_name     = name;
     MeleeItemList[num].i_rating   = rating;
     MeleeItemList[num].i_dmg      = dmg;
     MeleeItemList[num].f_attspeed = attspeed;
     MeleeItemList[num].f_range    = range;
     MeleeItemList[num].S_Icon     = icon;
 }
Exemplo n.º 3
0
 void RangedWeaponSetting(string text, WEAPONRATING rating, int amount, int fullamount, float reloadtime, int dmg, float attackspeed)
 {
     SGameMng.I.TextMngSc.NowWeaponText.text = text;
     _PlayerWeaponRating = rating;
     _nBulletAmount      = amount;
     _nFullBulletAmount  = fullamount;
     _fReloadTime        = reloadtime;
     _nWeaponDmg         = dmg;
     _fAttackSpeed       = attackspeed;
 }
Exemplo n.º 4
0
 void MeleeWeaponSetting(string text, WEAPONRATING rating, int dmg, float attackspeed, int index, float frame)
 {
     //SGameMng.I.TextMngSc.NowWeaponText.text = text;
     _PlayerWeaponRating = rating;
     _nWeaponDmg         = dmg;
     _fAttackSpeed       = attackspeed;
     _fAniFrame          = frame;
     _animatorOverrideController["Weapon_Attack"] = _PlayerWeaponAttackAniClip[index];
     //_PlayerWeaponSr.sprite = SGameMng.I.WeaponSp[index];
     //_PlayerWeaponAnime.enabled = false;
 }
Exemplo n.º 5
0
    //조합아이템이 아닌 기본 아이템
    void InitItem(int privatenum, ItemType itemtype, string name, WEAPONRATING rating, Sprite icon)
    {
        ItemList[privatenum].GetPrivateNum(privatenum);
        ItemList[privatenum].i_itemtype = itemtype;
        ItemList[privatenum].s_name     = name;
        ItemList[privatenum].i_rating   = rating;

        ItemList[privatenum].i_dmg      = 0;
        ItemList[privatenum].f_attspeed = 0;
        ItemList[privatenum].f_range    = 0;


        ItemList[privatenum].S_Icon = icon;
    }
Exemplo n.º 6
0
    //조합 무기 아이템(조합번호와 절대값번호포함)
    void InitItem(int privatenum, ItemType itemtype, string name, WEAPONRATING rating, float reload, int bullet, int dmg, float attspeed, float range, Sprite icon, int craftnum, int absnum)
    {
        ItemList[privatenum].GetPrivateNum(privatenum);
        ItemList[privatenum].i_itemtype = itemtype;
        ItemList[privatenum].GetCraftNum(craftnum);
        ItemList[privatenum].GetAbsNum(absnum);
        ItemList[privatenum].s_name   = name;
        ItemList[privatenum].i_rating = rating;

        ItemList[privatenum].i_dmg              = dmg;
        ItemList[privatenum].f_attspeed         = attspeed;
        ItemList[privatenum].f_range            = range;
        ItemList[privatenum].i_FullBulletAmount = bullet;
        ItemList[privatenum].f_ReloadTime       = reload;


        ItemList[privatenum].S_Icon = icon;
    }
Exemplo n.º 7
0
 void RangedWeaponSetting(string text, WEAPONRATING rating, int amount, int fullamount, float reloadtime, int dmg, float attackspeed, int index, float frame, float anispeed)
 {
     //SGameMng.I.TextMngSc.NowWeaponText.text = text;
     _PlayerWeaponRating = rating;
     _nBulletAmount      = amount;
     _nSaveBulletAmount  = amount;
     _nFullBulletAmount  = fullamount;
     _fReloadTime        = reloadtime;
     _nWeaponDmg         = dmg;
     _fAttackSpeed       = attackspeed;
     _fAniFrame          = frame;
     _animatorOverrideController["Weapon_Attack"] = _PlayerWeaponAttackAniClip[index];
     //_PlayerWeaponSr.sprite = SGameMng.I.WeaponSp[index];
     _PlayerWeaponAnime.SetFloat("AttackSpeed", anispeed);
     if (_PlayerWeapon.Equals(ItemPrivateNum.ENDOFCENTURYGAUNTLET))
     {
         _bGauntletAni = true;
     }
     //_PlayerWeaponAnime.enabled = false;
 }
Exemplo n.º 8
0
 private Color SetRating(WEAPONRATING rating)
 {
     if (rating.Equals(WEAPONRATING.RARE))
     {
         return(Color.blue);
     }
     else if (rating.Equals(WEAPONRATING.UNIQUE))
     {
         return(Color.magenta);
     }
     else if (rating.Equals(WEAPONRATING.LEGEND))
     {
         return(Color.red);
     }
     else if (rating.Equals(WEAPONRATING.UNKNOWN))
     {
         return(Color.grey);
     }
     else
     {
         return(Color.white);
     }
 }
Exemplo n.º 9
0
    public void WeaponSetting(WEAPONTYPE WeaponType)
    {
        if (WeaponType.Equals(WEAPONTYPE.MELEE_WEAPON))
        {
            switch (_PlayerMeleeWeapon)
            {
            case MELEEWEAPON.TOOTH_PICK:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 이쑤시개";
                _PlayerWeaponRating = WEAPONRATING.NORMAL;
                _nWeaponDmg         = 4;
                _fAttackSpeed       = 0.3f;
                break;

            case MELEEWEAPON.CLIP:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 클립";
                _PlayerWeaponRating = WEAPONRATING.NORMAL;
                _nWeaponDmg         = 6;
                _fAttackSpeed       = 0.5f;
                break;

            case MELEEWEAPON.STONE_SPEAR:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 돌창";
                _PlayerWeaponRating = WEAPONRATING.NORMAL;
                _nWeaponDmg         = 7;
                _fAttackSpeed       = 0.5f;
                break;

            case MELEEWEAPON.VINE_WHIP:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 넝쿨채찍";
                _PlayerWeaponRating = WEAPONRATING.NORMAL;
                _nWeaponDmg         = 6;
                _fAttackSpeed       = 0.4f;
                break;

            case MELEEWEAPON.WOOD_SHIELD:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 나무방패";
                _PlayerWeaponRating = WEAPONRATING.NORMAL;
                _nWeaponDmg         = 4;
                _fAttackSpeed       = 0.6f;
                break;

            case MELEEWEAPON.SPIRAL_SWORD:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 나선검";
                _PlayerWeaponRating = WEAPONRATING.RARE;
                _nWeaponDmg         = 9;
                _fAttackSpeed       = 0.5f;
                break;

            case MELEEWEAPON.SWORD_SHIELD:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 소드쉴드";
                _PlayerWeaponRating = WEAPONRATING.RARE;
                _nWeaponDmg         = 9;
                _fAttackSpeed       = 0.5f;
                break;

            case MELEEWEAPON.KOLA:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : Kola";
                _PlayerWeaponRating = WEAPONRATING.RARE;
                _nWeaponDmg         = 11;
                _fAttackSpeed       = 0.4f;
                break;

            case MELEEWEAPON.RAPIER:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 레이피어";
                _PlayerWeaponRating = WEAPONRATING.RARE;
                _nWeaponDmg         = 8;
                _fAttackSpeed       = 0.2f;
                break;

            case MELEEWEAPON.FORK:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 포크";
                _PlayerWeaponRating = WEAPONRATING.UNIQUE;
                _nWeaponDmg         = 14;
                _fAttackSpeed       = 0.4f;
                break;

            case MELEEWEAPON.SEALED_KEY:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 봉인된 열쇠";
                _PlayerWeaponRating = WEAPONRATING.UNIQUE;
                _nWeaponDmg         = 17;
                _fAttackSpeed       = 0.3f;
                break;

            case MELEEWEAPON.MASTER_KEY:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 마스터키";
                _PlayerWeaponRating = WEAPONRATING.LEGEND;
                _nWeaponDmg         = 35;
                _fAttackSpeed       = 0.3f;
                break;

            case MELEEWEAPON.GAUNTLET:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : ??? 건틀릿";
                _PlayerWeaponRating = WEAPONRATING.UNKNOWN;
                _nWeaponDmg         = 6;
                _fAttackSpeed       = 0.4f;
                break;

            case MELEEWEAPON.SMALL_KEY:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : ??? 작은열쇠";
                _PlayerWeaponRating = WEAPONRATING.UNKNOWN;
                _nWeaponDmg         = 6;
                _fAttackSpeed       = 0.5f;
                break;
            }
        }
        else if (WeaponType.Equals(WEAPONTYPE.RANGED_WEAPON))
        {
            switch (_PlayerRangedWeapon)
            {
            case RANGEDWEAPON.TEST_GUN:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : TestGun";
                _PlayerWeaponRating = WEAPONRATING.NORMAL;
                _nBulletAmount      = 30;
                _nFullBulletAmount  = 30;
                _fReloadTime        = 5.0f;
                _nWeaponDmg         = 1;
                _fAttackSpeed       = 0.1f;
                break;

            case RANGEDWEAPON.WOOD_SLINGSHOT:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 나무새총";
                _PlayerWeaponRating = WEAPONRATING.NORMAL;
                _nBulletAmount      = 15;
                _nFullBulletAmount  = 90;
                _fReloadTime        = 1.0f;
                _nWeaponDmg         = 3;
                _fAttackSpeed       = 0.4f;
                break;

            case RANGEDWEAPON.WOOD_BOW:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 나무활";
                _PlayerWeaponRating = WEAPONRATING.NORMAL;
                _nBulletAmount      = 10;
                _nFullBulletAmount  = 100;
                _fReloadTime        = 1.3f;
                _nWeaponDmg         = 4;
                _fAttackSpeed       = 0.6f;
                break;

            case RANGEDWEAPON.STING:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 독침";
                _PlayerWeaponRating = WEAPONRATING.NORMAL;
                _nBulletAmount      = 15;
                _nFullBulletAmount  = 100;
                _fReloadTime        = 0.8f;
                _nWeaponDmg         = 3;
                _fAttackSpeed       = 0.4f;
                break;

            case RANGEDWEAPON.BOOMERANG:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 부메랑";
                _PlayerWeaponRating = WEAPONRATING.NORMAL;
                //_nBulletAmount = 30;
                //_nFullBulletAmount = 30;
                //_fReloadTime = 5.0f;
                _nWeaponDmg = 5;
                break;

            case RANGEDWEAPON.SEEDING:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 씨뿌리기";
                _PlayerWeaponRating = WEAPONRATING.NORMAL;
                _nBulletAmount      = 15;
                _nFullBulletAmount  = 80;
                _fReloadTime        = 1.0f;
                _nWeaponDmg         = 4;
                _fAttackSpeed       = 0.4f;
                break;

            case RANGEDWEAPON.FIRE_BIRD:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 불새";
                _PlayerWeaponRating = WEAPONRATING.RARE;
                _nBulletAmount      = 10;
                _nFullBulletAmount  = 100;
                _fReloadTime        = 1.2f;
                _nWeaponDmg         = 6;
                _fAttackSpeed       = 0.6f;
                break;

            case RANGEDWEAPON.FIRE_LOCK:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 화승총";
                _PlayerWeaponRating = WEAPONRATING.RARE;
                _nBulletAmount      = 5;
                _nFullBulletAmount  = 60;
                _fReloadTime        = 1.7f;
                _nWeaponDmg         = 9;
                _fAttackSpeed       = 1.0f;
                break;

            case RANGEDWEAPON.CHAKRAM:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 차크람";
                _PlayerWeaponRating = WEAPONRATING.RARE;
                _nBulletAmount      = 10;
                _nFullBulletAmount  = 80;
                _fReloadTime        = 0.8f;
                _nWeaponDmg         = 8;
                _fAttackSpeed       = 0.6f;
                break;

            case RANGEDWEAPON.RAILGUN:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 레일건";
                _PlayerWeaponRating = WEAPONRATING.RARE;
                _nBulletAmount      = 25;
                _nFullBulletAmount  = 120;
                _fReloadTime        = 1.0f;
                _nWeaponDmg         = 7;
                _fAttackSpeed       = 0.4f;
                break;

            case RANGEDWEAPON.SHILED_PISTOL:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 쉴드피스톨";
                _PlayerWeaponRating = WEAPONRATING.UNIQUE;
                _nBulletAmount      = 20;
                _nFullBulletAmount  = 120;
                _fReloadTime        = 1.0f;
                _nWeaponDmg         = 10;
                _fAttackSpeed       = 0.5f;
                break;

            case RANGEDWEAPON.GENTLEMAN_UMBRELLA:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 신사 우산";
                _PlayerWeaponRating = WEAPONRATING.UNIQUE;
                _nBulletAmount      = 20;
                _nFullBulletAmount  = 100;
                _fReloadTime        = 0.7f;
                _nWeaponDmg         = 8;
                _fAttackSpeed       = 0.4f;
                break;

            case RANGEDWEAPON.THREE_SIX_NINE:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 369";
                _PlayerWeaponRating = WEAPONRATING.UNIQUE;
                _nBulletAmount      = 6;
                _nFullBulletAmount  = 93;
                _fReloadTime        = 1.3f;
                _nWeaponDmg         = 6;
                _fAttackSpeed       = 0.5f;
                break;

            case RANGEDWEAPON.FLAXGUN:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : FlaxGun";
                _PlayerWeaponRating = WEAPONRATING.UNIQUE;
                _nBulletAmount      = 15;
                _nFullBulletAmount  = 150;
                _fReloadTime        = 1.2f;
                _nWeaponDmg         = 9;
                _fAttackSpeed       = 0.3f;
                break;

            case RANGEDWEAPON.END_OF_THE_CENTURY_GAUNTLET:
                SGameMng.I.TextMngSc.NowWeaponText.text = "현재무기 : 세기말 건틀릿";
                _PlayerWeaponRating = WEAPONRATING.LEGEND;
                _nBulletAmount      = 6;
                _nFullBulletAmount  = 60;
                _fReloadTime        = 1.5f;
                _nWeaponDmg         = 22;
                _fAttackSpeed       = 2.0f;
                break;
            }
        }
    }