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 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(); }