Пример #1
0
    // 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");
        }
    }
Пример #2
0
    // 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");
    }