Пример #1
0
    private void AddStarterItems()
    {
        var rustySword  = new Weapon_Sword("Rusty Sword", 7);
        var shortBow    = new Weapon_Bow("Short Bow", 4);
        var LightsWrath = new Weapon_Staff("Light's Wrath");

        var overall   = new Armor_Chest("Overall", 1);
        var chainVest = new Armor_Chest("Chain Vest", 2);

        var bandana    = new Armor_Helm("Bandana", 1);
        var dragonHelm = new Armor_Helm("Dragon Helm", 2);

        var wristBand     = new Armor_Bracers("Wristband", 1);
        var cobraBracelet = new Armor_Bracers("Cobra Bracelet", 2);

        Inventory.AddItem(rustySword);
        Inventory.AddItem(shortBow);
        Inventory.AddItem(LightsWrath);
        Inventory.AddItem(overall);
        Inventory.AddItem(chainVest);
        Inventory.AddItem(bandana);
        Inventory.AddItem(dragonHelm);
        Inventory.AddItem(wristBand);
        Inventory.AddItem(cobraBracelet);

        CharacterManager.SelectedCharacter.EquipItem(rustySword);
        CharacterManager.CharacterList.FirstOrDefault(x => x.CharacterType == Character.Characters.GIRL).EquipItem(shortBow);
        CharacterManager.CharacterList.FirstOrDefault(x => x.CharacterType == Character.Characters.SPRITE).EquipItem(LightsWrath);
    }
Пример #2
0
    public Weapon_Sword GetWeapon_Sword(SpawnCode weaponCode, GameObject _child)
    {
        if (!unlock.CheckCode(weaponCode))
        {
            return(null);
        }

        Weapon_Sword dump = _child.GetComponent <Weapon_Sword>();

        if (dump != null)
        {
            Destroy(dump);
        }

        Weapon_Sword tmp;

        switch (weaponCode)
        {
        case SpawnCode.W001: tmp = _child.AddComponent <Sword_Default>(); break;

        case SpawnCode.W002: tmp = _child.AddComponent <Sword_HotTuna>(); break;

        case SpawnCode.W003: tmp = _child.AddComponent <Sword_BBQStick>(); break;

        case SpawnCode.W004: tmp = _child.AddComponent <Sword_Broad>(); break;

        case SpawnCode.W005: tmp = _child.AddComponent <Sword_MoonLight>(); break;

        default: return(null);
        }

        //여기에 라우터로 장비 바꿨다는 포스트 날려야함
        return(tmp);
    }
Пример #3
0
    public void Load(InventoryData inventoryData)
    {
        foreach (WeaponData weapon in inventoryData.weaponDataList)
        {
            BaseWeapon newWeapon;

            switch (weapon.weaponType)
            {
            case 0:
                newWeapon = new Weapon_Sword();
                break;

            case 1:
                newWeapon = new Weapon_Fists();
                break;

            case 2:
                newWeapon = new Weapon_Axe();
                break;

            case 3:
                newWeapon = new Weapon_Polearm();
                break;

            case 4:
                newWeapon = new Weapon_Bow();
                break;

            case 5:
                newWeapon = new Weapon_Longsword();
                break;

            case 6:
                newWeapon = new Item_Shield();
                break;

            default:
                newWeapon = new Weapon_Fists();
                break;
            }
            newWeapon.Load(weapon);

            AddItem(newWeapon);
        }

        foreach (ArmorData armor in inventoryData.armorDataList)
        {
            BaseArmor newArmor = new BaseArmor();
            newArmor.Load(armor);

            AddItem(newArmor);
        }
    }
Пример #4
0
    private BaseItem CreateLoot(Quest quest)
    {
        BaseWeapon rewardItem;
        int        rewardValue = Random.Range(1, 3) * quest.GetDifficulty();

        switch (Random.Range(0, 6))
        {
        case 0:
            rewardItem = new Weapon_Sword();
            rewardItem.SetBaseScore(rewardValue);
            break;

        case 1:
            rewardItem = new Weapon_Sword();
            rewardItem.SetBaseScore(rewardValue);
            break;

        case 2:
            rewardItem = new Weapon_Axe();
            rewardItem.SetBaseScore(rewardValue);
            break;

        case 3:
            rewardItem = new Weapon_Polearm();
            rewardItem.SetBaseScore(rewardValue);
            break;

        case 4:
            rewardItem = new Weapon_Bow();
            rewardItem.SetBaseScore(rewardValue);
            break;

        case 5:
            rewardItem = new Weapon_Longsword();
            rewardItem.SetBaseScore(rewardValue);
            break;

        case 6:
            rewardItem = new Item_Shield();
            rewardItem.SetBaseScore(rewardValue);
            break;

        default:
            rewardItem = new Weapon_Sword();
            rewardItem.SetBaseScore(rewardValue);
            break;
        }

        Debug.Log("Quest Reward Made");

        return(rewardItem);
    }
Пример #5
0
 // Use this for initialization
 void Awake()
 {
     _sword              = FindObjectOfType <Weapon_Sword>();
     _source             = gameObject.AddComponent <AudioSource>();
     _source.playOnAwake = false;
 }