public static void GetItemsByType(this ItemCollection items, E_ITEM_TYPE type) { WowDatabase _wowDatabase = Engine.Instance.WowDatabase; uint itemCount = _wowDatabase.ItemCount; items.Clear(); for (uint i = 0; i < itemCount; ++i) { SItem?r = _wowDatabase.GetItem(i); if (r != null) { if (r.Value.type == (int)type) { if (r.Value.name.IndexOf("deprecated", StringComparison.CurrentCultureIgnoreCase) == -1) { items.Add(new Item() { Name = r.Value.name, Type = (E_ITEM_TYPE)r.Value.type, Id = r.Value.id, ModelId = r.Value.modelId, SubClassName = r.Value.subclassname }); } } } } }
public static void GetItemsByType(this M2ItemCollection items, E_ITEM_TYPE type) { WowDatabase _wowDatabase = Engine.Instance.WowDatabase; uint itemCount = _wowDatabase.ItemCount; items.Clear(); for (uint i = 0; i < itemCount; ++i) { SItem?r = _wowDatabase.GetItem(i); if (r != null && r.Value.type == (int)type && r.Value.name.IndexOf("deprecated", StringComparison.CurrentCultureIgnoreCase) == -1) { int itemid = r.Value.id; string modelpath; string texturepath; modelpath = _wowDatabase.GetItemPath(itemid, out texturepath); items.Add(new M2Item() { Name = r.Value.name, Type = (E_ITEM_TYPE)r.Value.type, Id = r.Value.id, SubClassName = r.Value.subclassname, ModelPath = modelpath, TexturePath = texturepath }); } } }
public Ingredient AddItem_Ingrdient(E_ITEM_TYPE _type, int _nIndex, int _nListIndex) { Ingredient addIngredient = new Ingredient(); switch (_type) { case E_ITEM_TYPE.E_MATERIAL: { DBMaterialData materialDB = GameManager.Instance.lDBMaterialData[_nIndex]; addIngredient.nIndex = materialDB.nIndex; addIngredient.strName = materialDB.sMaterialName; addIngredient.sImage = materialDB.sImagePath; addIngredient.nCount = materialDB.nCount; addIngredient.sExplanation = materialDB.sExplanation; addIngredient.nSelected = materialDB.nSelected; addIngredient.nSellCost = materialDB.nSellCost; addIngredient.nListIndex = materialDB.nListIndex; addIngredient.strItemType = materialDB.sItemType; } break; } addIngredient.nCount = _nListIndex; return(addIngredient); }
E_ITEM_TYPE GetRandomItemType() { if (eType != E_ITEM_TYPE.NONE) { return(eType); } int randPerType = Random.Range(1, 3); if (randPerType == 1) { eType = E_ITEM_TYPE.EQUIP; } else if (randPerType == 2) { eType = E_ITEM_TYPE.WEAPON; } else if (randPerType == 3) { eType = E_ITEM_TYPE.ESSENCE; } else if (randPerType == 4) { eType = E_ITEM_TYPE.BLESS; } return(eType); }
public ItemInfo GetItemInfo(E_ITEM_TYPE _eType, int _nIdx) { ItemInfo result = null; //Linq var info = from n in listItems where (n.ItemType == _eType && n.TypeIdx == _nIdx) select n; result = info.FirstOrDefault(); return(result); }
public List <ItemInfo> GetItemsFromTier(E_ITEM_TIER _eTier, E_ITEM_TYPE _eType) { List <ItemInfo> items; var info = from n in listItems where (n.ItemTier == _eTier && n.ItemType == _eType) select n; items = info.ToList(); return(items); }
public void SetupItem() { if (UserDataManager.Instance.currStage >= 6) { int random = UnityEngine.Random.Range(0, 100); if (random <= 1) { eItemType = E_ITEM_TYPE.Lighting; } } if (eItemType != E_ITEM_TYPE.None) { view.items[((int)eItemType)].SetActive(true); } }
public void FillData(E_ITEM_TYPE type) { App app = Application.Current as App; Items.GetItemsByType(type); itemsView = CollectionViewSource.GetDefaultView(Items); visibleEntries.Clear(); foreach (Item v in Items) { if (!visibleEntries.ContainsKey(v.SubClassName)) { visibleEntries[v.SubClassName] = true; } } BuildTypeContextMenu(); }
public void Initialize(int _nIdx, E_ITEM_TYPE _eItemType, int _nTypeId, E_ELEMENT_TYPE _eElementType, E_ITEM_TIER _eItemTier, string _strNameKey, string _strInfoKey, string _strIconPath, string _strSpritePath) { nIdx = _nIdx; eItemType = _eItemType; nTypeIdx = _nTypeId; eElementType = _eElementType; eItemTier = _eItemTier; strNameKey = _strNameKey; strInfoKey = _strInfoKey; strSpritePath = _strSpritePath; strIconPath = _strIconPath; strSpritePath = strSpritePath.Replace("Assets/Resources/", ""); strSpritePath = strSpritePath.Replace(".png", ""); strIconPath = strIconPath.Replace("Assets/Resources/", ""); strIconPath = strIconPath.Replace(".png", ""); sprite = Resources.Load <Sprite>(strSpritePath); icon = Resources.Load <Sprite>(strIconPath); }
public Equipment AddItem_Equipment(E_ITEM_TYPE _type, int _nIndex, int _nListIndex) { Equipment addEquipment = new Equipment(); switch (_type) { case E_ITEM_TYPE.E_WEAPON: { DBWeapon weaponDB = GameManager.Instance.lDbWeapon [_nIndex]; addEquipment.nIndex = weaponDB.nIndex; addEquipment.strName = weaponDB.sName; addEquipment.nTier = weaponDB.nTier; addEquipment.strPossibleJob = weaponDB.sJob; addEquipment.nEnhance = weaponDB.nEnhanced; addEquipment.strItemType = weaponDB.sItemType; addEquipment.fPhysical_Attack_Rating = RandomAddValue(weaponDB.fPhysical_AttackRating); addEquipment.fMagic_Attack_Rating = RandomAddValue(weaponDB.fMagic_AttackRating); addEquipment.nQulity = GetQuality_Weapon(addEquipment.fPhysical_Attack_Rating, addEquipment.fMagic_Attack_Rating, weaponDB.fPhysical_AttackRating, weaponDB.fMagic_AttackRating); addEquipment.nSellCost = weaponDB.nSellCost; addEquipment.nMakeMaterialIndex = weaponDB.nMakeMaterial; addEquipment.nBreakMaterialIndex = weaponDB.nBreakMaterial; addEquipment.sImage = weaponDB.sImage; if (addEquipment.nQulity > 0) { RandomAddOption(addEquipment, weaponDB.nRandomOption); } addEquipment.nListIndex = _nListIndex; } break; case E_ITEM_TYPE.E_ARMOR: { DBArmor armorDB = GameManager.Instance.lDBArmor [_nIndex]; addEquipment.nIndex = armorDB.nIndex; addEquipment.strName = armorDB.sName; addEquipment.nTier = armorDB.nTier; addEquipment.strPossibleJob = armorDB.sJob; addEquipment.nEnhance = armorDB.nEnhanced; addEquipment.strItemType = armorDB.sItemType; addEquipment.fPhysical_Defense = RandomAddValue(armorDB.fPhysical_Defense); addEquipment.fMagic_Defense = RandomAddValue(armorDB.fMagic_Defense); addEquipment.fHp = RandomAddValue(armorDB.sHp); addEquipment.nQulity = GetQuality_Armor(addEquipment.fPhysical_Defense, addEquipment.fMagic_Defense, addEquipment.fHp, armorDB.fPhysical_Defense, armorDB.fMagic_Defense, armorDB.sHp); addEquipment.nSellCost = armorDB.nSellCost; addEquipment.nMakeMaterialIndex = armorDB.nMakeMaterial; addEquipment.nBreakMaterialIndex = armorDB.nBreakMaterial; addEquipment.sImage = armorDB.sImage; if (addEquipment.nQulity > 0) { RandomAddOption(addEquipment, armorDB.nRandomOption); } addEquipment.nListIndex = _nListIndex; } break; case E_ITEM_TYPE.E_GLOVE: { DBGlove gloveDB = GameManager.Instance.lDBGlove [_nIndex]; addEquipment.nIndex = gloveDB.nIndex; addEquipment.strName = gloveDB.sName; addEquipment.nTier = gloveDB.nTier; addEquipment.strPossibleJob = gloveDB.sJob; addEquipment.nEnhance = gloveDB.nEnhanced; addEquipment.strItemType = gloveDB.sItemType; addEquipment.fPhysical_Defense = RandomAddValue(gloveDB.fPhysical_Defense); addEquipment.fMagic_Defense = RandomAddValue(gloveDB.fMagic_Defense); addEquipment.nQulity = GetQuality_Glove(addEquipment.fPhysical_Defense, addEquipment.fMagic_Defense, gloveDB.fPhysical_Defense, gloveDB.fMagic_Defense); addEquipment.nSellCost = gloveDB.nSellCost; addEquipment.nMakeMaterialIndex = gloveDB.nMakeMaterial; addEquipment.nBreakMaterialIndex = gloveDB.nBreakMaterial; addEquipment.sImage = gloveDB.sImage; if (addEquipment.nQulity > 0) { RandomAddOption(addEquipment, gloveDB.nRandomOption); } addEquipment.nListIndex = _nListIndex; } break; case E_ITEM_TYPE.E_ACCESSORY: { DBAccessory accessoryDB = GameManager.Instance.lDBAccessory [_nIndex]; addEquipment.nIndex = accessoryDB.nIndex; addEquipment.strName = accessoryDB.sName; addEquipment.nTier = accessoryDB.nTier; addEquipment.fHp = RandomAddValue(accessoryDB.sHp); addEquipment.nQulity = GetQuality_Accessory(addEquipment.fHp, accessoryDB.sHp); addEquipment.strPossibleJob = accessoryDB.sJob; addEquipment.nEnhance = accessoryDB.nEnhanced; addEquipment.strItemType = accessoryDB.sItemType; addEquipment.nSellCost = accessoryDB.nSellCost; addEquipment.nMakeMaterialIndex = accessoryDB.nMakeMaterial; addEquipment.nBreakMaterialIndex = accessoryDB.nBreakMaterial; addEquipment.sImage = accessoryDB.sImage; if (addEquipment.nQulity > 0) { RandomAddOption(addEquipment, accessoryDB.nRandomOption); } addEquipment.nListIndex = _nListIndex; } break; } //테스트용 (강화) if (addEquipment.nTier > 1) { addEquipment.nEnhance = 5; } return(addEquipment); }