// 친구 구매 public void _FriendBuy(int FriendNum) { _FriendItem temp = new _FriendItem(); temp.CostPerLevel = FriendItem[FriendNum].CostPerLevel; temp.IsHaveItem = FriendItem[FriendNum].IsHaveItem; temp.UpgradeLevel = FriendItem[FriendNum].UpgradeLevel; temp.CurrentCost = FriendItem[FriendNum].CurrentCost; temp.ItemPower = FriendItem[FriendNum].ItemPower; if (FriendItem[FriendNum].IsHaveItem && Gold >= FriendItem[FriendNum].CurrentCost) { if (FriendItem[FriendNum].UpgradeLevel < 20)// <<<< 여기부터 { Gold -= temp.CurrentCost; temp.UpgradeLevel += 1; temp.CurrentCost = (temp.UpgradeLevel * temp.CostPerLevel); GoldPerSec = temp.ItemPower + (temp.ItemPower * temp.UpgradeLevel) * 0.2; FriendItem[FriendNum] = temp; StartCoroutine(SaveData.Instance.__SaveData()); //StartCoroutine(SaveData.Instance.__SaveData()); } else { Debug.Log("최대 업그레이드 수치입니다"); } } else if (!FriendItem[FriendNum].IsHaveItem && Gold >= FriendItem[FriendNum].CurrentCost) { Player_friendlevel += 1; temp.IsHaveItem = true; Gold -= temp.CurrentCost; temp.CurrentCost = temp.CostPerLevel; GoldPerSec += temp.ItemPower; FriendItem[FriendNum] = temp; StartCoroutine(SaveData.Instance.__SaveData()); //StartCoroutine(SaveData.Instance.__SaveData()); } else { Debug.Log("골드가 부족합니다"); } }
// 로그인 시 불러온 값을 게임매니저에 적용 public void Player_Check() { Debug.Log("플레이어 체크 시작"); _PassiveItem temp = new _PassiveItem(); _FriendItem temp2 = new _FriendItem(); Debug.Log("아이템 레벨 체크시작"); for (i = 0; i < Player_itemlevel; i++) { temp.CurrentCost = PassiveItem[i].CurrentCost; temp.ItemPower = PassiveItem[i].ItemPower; MulGold += temp.ItemPower; temp.IsHaveItem = true; PassiveItem[i] = temp; } Debug.Log("아이템 레벨 체크 종료"); Debug.Log("친구 레벨 체크 시작"); for (i = 0; i < Player_friendlevel; i++) { temp2.CostPerLevel = FriendItem[i].CostPerLevel; temp2.CurrentCost = FriendItem[i].CurrentCost; temp2.ItemPower = FriendItem[i].ItemPower; temp2.UpgradeLevel = Upgrade_Level[i]; temp2.IsHaveItem = true; temp2.CurrentCost = (temp2.UpgradeLevel * temp2.CostPerLevel); GoldPerSec += temp2.ItemPower + ((temp2.ItemPower * temp2.UpgradeLevel) * 0.2); FriendItem[i] = temp2; } Debug.Log("친구 레벨 체크 종료"); Debug.Log("플레이어 체크 종료"); }