Пример #1
0
 /// <summary>
 /// 20180515 SangBin :
 /// </summary>
 public void SwitchWeapon(WeaponCtrl.WeaponTypeEnum selectedWeapon)
 {
     StopFlame();
     currentWeaponType = selectedWeapon;
     StartCoroutine(MakeSwitchingEffect());
     weaponSubject.Notify();
     Display_Ammu();
 }
Пример #2
0
 public void NotifyNewItem(WeaponCtrl.WeaponTypeEnum item)
 {
     isNewItemNotify = true;
     NewItem         = item;
     Notify();
 }
Пример #3
0
 public void SetCurruntWeapon(WeaponCtrl.WeaponTypeEnum item)
 {
     weaponCtrl.SwitchWeapon(item);
     //Notify();
 }
        /// <summary>
        /// 20180515 SangBin : Calculation Player Striking Power
        /// 20180529 SangBin : Add Boss
        /// </summary>
        public double CalcPlayerStrkingPower(string enemyTag, WeaponCtrl.WeaponTypeEnum currentWeaponType)
        {
            double strikingPower = 0.0d;

            switch (currentWeaponType)
            {
            case WeaponCtrl.WeaponTypeEnum.weaponType01:
                switch (enemyTag)
                {
                case "ENEMY_TYPE01":
                case "ENEMY_TYPE01_BOSS":
                    strikingPower = w1ToE;
                    break;

                case "ENEMY_TYPE02":
                case "ENEMY_TYPE02_BOSS":
                    strikingPower = w1ToE;
                    break;

                case "ENEMY_TYPE03":
                case "ENEMY_TYPE03_BOSS":
                    strikingPower = w1ToE;
                    break;

                case "ENEMY_TYPE04_BOSS":
                    strikingPower = w1ToE / 2;
                    break;

                case "ENEMY_BUTTERFLY":
                    strikingPower = wToIM;
                    break;
                }
                break;

            case WeaponCtrl.WeaponTypeEnum.weaponType02:
                switch (enemyTag)
                {
                case "ENEMY_TYPE01":
                case "ENEMY_TYPE01_BOSS":
                    strikingPower = w2ToE1;
                    break;

                case "ENEMY_TYPE02":
                case "ENEMY_TYPE02_BOSS":
                    strikingPower = w2ToE2;
                    break;

                case "ENEMY_TYPE03":
                case "ENEMY_TYPE03_BOSS":
                    strikingPower = w2ToE3;
                    break;

                case "ENEMY_TYPE04_BOSS":
                    strikingPower = w2ToE4;
                    break;

                case "ENEMY_BUTTERFLY":
                    strikingPower = wToIM;
                    break;
                }
                break;

            case WeaponCtrl.WeaponTypeEnum.weaponType03:
                switch (enemyTag)
                {
                case "ENEMY_TYPE01":
                case "ENEMY_TYPE01_BOSS":
                    strikingPower = w3ToE1;
                    break;

                case "ENEMY_TYPE02":
                case "ENEMY_TYPE02_BOSS":
                    strikingPower = w3ToE2;
                    break;

                case "ENEMY_TYPE03":
                case "ENEMY_TYPE03_BOSS":
                    strikingPower = w3ToE3;
                    break;

                case "ENEMY_TYPE04_BOSS":
                    strikingPower = w3ToE4;
                    break;

                case "ENEMY_BUTTERFLY":
                    strikingPower = wToIM;
                    break;
                }
                break;

            case WeaponCtrl.WeaponTypeEnum.weaponType04:
                switch (enemyTag)
                {
                case "ENEMY_TYPE01":
                case "ENEMY_TYPE01_BOSS":
                    strikingPower = w4ToE1;
                    break;

                case "ENEMY_TYPE02":
                case "ENEMY_TYPE02_BOSS":
                    strikingPower = w4ToE2;
                    break;

                case "ENEMY_TYPE03":
                case "ENEMY_TYPE03_BOSS":
                    strikingPower = w4ToE3;
                    break;

                case "ENEMY_TYPE04_BOSS":
                    strikingPower = w4ToE4;
                    break;

                case "ENEMY_BUTTERFLY":
                    strikingPower = wToIM;
                    break;
                }
                break;
            }

            return(strikingPower);
        }
Пример #5
0
 public void Init(WeaponCtrl.WeaponTypeEnum type)
 {
     //myType = type;
     gameObject.SetActive(true);
     CheckSelectedWeapon(subject);
 }