示例#1
0
    public void Setup(CGameMainWeaponOption _WeaponOption, MakingUI _makingUI)
    {
        makingUI     = _makingUI;
        WeaponOption = _WeaponOption;

        OptionText.text = WeaponOption.strOptionExplain;

        if (_WeaponOption.nIndex == (int)E_CREATOR.E_EPIC)
        {
            if (WeaponOption.bIsLock)
            {
                OptionImage.sprite = ActiveEpicSprite;
                LockImage.sprite   = ActiveEpicLockSprite;
            }
            else
            {
                OptionImage.sprite = UnActiveEpicSprite;
                LockImage.sprite   = UnActiveEpicLockSprite;
            }

            OptionText.text = _WeaponOption.strOptionExplain;
        }
        else if (_WeaponOption.nIndex >= (int)E_CREATOR.E_BOSS_ICE)
        {
            OptionImage.sprite = UnActiveBossSprite;
            LockImage.sprite   = NoneResetSprite;
        }
        else
        {
            OptionImage.sprite = UnActiveNormalSprite;

            LockImage.sprite = ResetSprite;
        }
    }
示例#2
0
    //옵션 정렬 방식이다
    private void AddButtons()
    {
        //등급이 높은 것을 정렬
        LIST_OPTION.Sort(delegate(CGameMainWeaponOption A, CGameMainWeaponOption B)
        {
            if (A.nIndex < B.nIndex)
            {
                return(1);
            }
            else if (A.nIndex > B.nIndex)
            {
                return(-1);
            }
            else
            {
                return(0);
            }
        });

        for (int i = 0; i < LIST_OPTION.Count; i++)
        {
            CGameMainWeaponOption item = LIST_OPTION [i];

            GameObject newButton = optionPanelPool.GetObject();
            newButton.transform.SetParent(contentPanel, false);
            newButton.transform.localScale = Vector3.one;

            OptionItem sampleButton = newButton.GetComponent <OptionItem> ();
            sampleButton.Setup(item);
        }
    }
示例#3
0
    public void SetInit()
    {
        WeaponOption = null;

        OptionText.text = null;

        OptionImage.sprite = UnOptionSprite;
        LockImage.sprite   = UnLockSprite;
    }
示例#4
0
    public void SetInit()
    {
        WeaponOption = null;

        OptionText.text = null;

        OptionImage.sprite = UnActiveNormalSprite;
        LockImage.sprite   = ResetSprite;
    }
示例#5
0
    public void Setup(CGameMainWeaponOption _WeaponOption)
    {
        WeaponOption = _WeaponOption;

        OptionText.text = string.Format("{0} : {1}", WeaponOption.strOptionName, WeaponOption.nValue);

        if (WeaponOption.bIsLock)
        {
            OptionImage.sprite = OptionSprite;
            LockImage.sprite   = LockSprite;
        }
        else
        {
            OptionImage.sprite = UnOptionSprite;
            LockImage.sprite   = UnLockSprite;
        }
    }
示例#6
0
    public void Setting(CGameMainWeaponOption _option)
    {
        if (_option.nIndex == (int)E_CREATOR.E_EPIC)
        {
            BackgroundImage.sprite = EpicSprite;
        }

        else if (_option.nIndex >= (int)E_CREATOR.E_BOSS_ICE)
        {
            BackgroundImage.sprite = BossSprite;
        }

        else
        {
            BackgroundImage.sprite = NormalSprite;
        }

        OptionText.text = _option.strOptionExplain;
    }
示例#7
0
    public void Setup(CGameMainWeaponOption _WeaponOption)
    {
//		WeaponOption = _WeaponOption;
//
//		if (_WeaponOption.nIndex != (int)E_CREATOR.E_EPIC)
//			OptionText.text = string.Format ("{0} : {1}", WeaponOption.strOptionName, WeaponOption.nValue);
//
//		else
//			OptionText.text = WeaponOption.strOptionName;
//
//		if (WeaponOption.bIsLock)
//		{
//			OptionImage.sprite = OptionSprite;
//			LockImage.sprite = LockSprite;
//		}
//		else
//		{
//			OptionImage.sprite = UnOptionSprite;
//			LockImage.sprite = UnLockSprite;
//		}
    }
示例#8
0
    private bool CheckData(CreatorWeapon _equiment, int nIndex, int _nInsertValue)
    {
        switch (nIndex)
        {
        case (int)E_CREATOR.E_ARBAIT:
            if (_equiment.fArbaitRepair == 0)
            {
                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                _equiment.fArbaitRepair = _nInsertValue;

                plusItem.nIndex        = (int)E_CREATOR.E_ARBAIT;
                plusItem.strOptionName = "아르바이트 수리력";
                plusItem.nValue        = _nInsertValue;
                plusItem.bIsLock       = false;

                LIST_OPTION.Add(plusItem);

                return(true);
            }
            break;

        case (int)E_CREATOR.E_HONOR:
            if (_equiment.fPlusHonorPercent == 0)
            {
                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                _equiment.fPlusHonorPercent = _nInsertValue;

                plusItem.nIndex        = (int)E_CREATOR.E_HONOR;
                plusItem.strOptionName = "명예 추가 증가량";
                plusItem.nValue        = _nInsertValue;
                plusItem.bIsLock       = false;

                LIST_OPTION.Add(plusItem);

                return(true);
            }
            break;

        case (int)E_CREATOR.E_GOLD:
            if (_equiment.fPlusGoldPercent == 0)
            {
                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                _equiment.fPlusGoldPercent = _nInsertValue;

                plusItem.nIndex        = (int)E_CREATOR.E_ARBAIT;
                plusItem.strOptionName = "골드 추가 증가량";
                plusItem.nValue        = _nInsertValue;
                plusItem.bIsLock       = false;

                LIST_OPTION.Add(plusItem);

                return(true);
            }
            break;

        case (int)E_CREATOR.E_WATERCHARGE:
            if (_equiment.fWaterPlus == 0)
            {
                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                _equiment.fWaterPlus = _nInsertValue;

                plusItem.nIndex        = (int)E_CREATOR.E_ARBAIT;
                plusItem.strOptionName = "물 증가량";
                plusItem.nValue        = _nInsertValue;
                plusItem.bIsLock       = false;

                LIST_OPTION.Add(plusItem);

                return(true);
            }
            break;

        case (int)E_CREATOR.E_WATERUSE:
            if (_equiment.fActiveWater == 0)
            {
                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                _equiment.fActiveWater = _nInsertValue;

                plusItem.nIndex        = (int)E_CREATOR.E_ARBAIT;
                plusItem.strOptionName = "물 추가 증가량";
                plusItem.nValue        = _nInsertValue;
                plusItem.bIsLock       = false;

                LIST_OPTION.Add(plusItem);

                return(true);
            }
            break;

        case (int)E_CREATOR.E_CRITICAL:
            if (_equiment.fCriticalChance == 0)
            {
                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                _equiment.fCriticalChance = _nInsertValue;


                plusItem.nIndex        = (int)E_CREATOR.E_ARBAIT;
                plusItem.strOptionName = "크리티컬 확률 증가";
                plusItem.nValue        = _nInsertValue;
                plusItem.bIsLock       = false;

                LIST_OPTION.Add(plusItem);

                return(true);
            }
            break;

        case (int)E_CREATOR.E_CRITICALD:
            if (_equiment.fCriticalDamage == 0)
            {
                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                _equiment.fCriticalDamage = _nInsertValue;

                plusItem.nIndex        = (int)E_CREATOR.E_ARBAIT;
                plusItem.strOptionName = "크리티컬 데미지 증가";
                plusItem.nValue        = _nInsertValue;
                plusItem.bIsLock       = false;

                LIST_OPTION.Add(plusItem);

                return(true);
            }
            break;

        case (int)E_CREATOR.E_BIGCRITICAL:
            if (_equiment.fBigSuccessed == 0)
            {
                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                _equiment.fBigSuccessed = _nInsertValue;

                plusItem.nIndex        = (int)E_CREATOR.E_ARBAIT;
                plusItem.strOptionName = "대성공 확률 증가";
                plusItem.nValue        = _nInsertValue;
                plusItem.bIsLock       = false;

                LIST_OPTION.Add(plusItem);

                return(true);
            }
            break;

        case (int)E_CREATOR.E_ACCURACY:
            if (_equiment.fAccuracyRate == 0)
            {
                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                _equiment.fAccuracyRate = _nInsertValue;

                plusItem.nIndex        = (int)E_CREATOR.E_ARBAIT;
                plusItem.strOptionName = "명중률 증가";
                plusItem.nValue        = _nInsertValue;
                plusItem.bIsLock       = false;

                LIST_OPTION.Add(plusItem);
                return(true);
            }
            break;
        }

        return(false);
    }
示例#9
0
    void MakeWeapon()
    {
        if (int.Parse(CostDayText.text) <= 0)
        {
            return;
        }

        int nDight     = 0;
        int nDightCost = int.Parse(CostDayText.text);

        playerData.SetDay(playerData.GetDay() - nDightCost);

        float fCostDay = (float)nDightCost;

        while (fCostDay >= 10)
        {
            fCostDay *= 0.1f;
            nDight++;
        }

        CreatorWeapon createWeapon = new CreatorWeapon();

        //제작 비용
        nCalcGoldCost  = (int)Mathf.Round(m_nBasicGold + m_nBasicGold * (m_nPlusGoldPercent * fCostDay * 0.01f));
        nCalcHonorCost = (int)Mathf.Round(m_nBasicHonor + m_nBasicHonor * (m_nPlusHonorPercent * nDight * 0.01f));

        //수리력
        createWeapon.fRepair = (int)Mathf.Round(Random.Range(nCalcMinRepair, nCalcMaxRepair + 1));

        int nOptionLength = 3;

        //추가 옵션 범위
        nCalcAddMinOption = (int)Mathf.Round(m_nBasicMinOption + (float)(m_nBasicMinOption * (m_nPlusOptionMinPercent * nDight * 0.01f)));
        nCalcAddMaxOption = (int)Mathf.Round(m_nBasicMaxOption + (float)(m_nBasicMaxOption * (m_nPlusOptionMaxPercent * nDight * 0.01f)));

        for (int nIndex = 0; nIndex < LIST_OPTION.Count; nIndex++)
        {
            if (LIST_OPTION [nIndex].bIsLock == false)
            {
                LIST_OPTION.Remove(LIST_OPTION [nIndex--]);
            }

            else
            {
                nOptionLength--;

                nInsertValue = Random.Range(nCalcAddMinOption, nCalcAddMaxOption + 1);

                switch (LIST_OPTION [nIndex].nIndex)
                {
                case (int)E_CREATOR.E_ARBAIT:
                    createWeapon.fArbaitRepair = nInsertValue;
                    break;

                case (int)E_CREATOR.E_HONOR:
                    createWeapon.fPlusHonorPercent = nInsertValue;
                    break;

                case (int)E_CREATOR.E_GOLD:
                    createWeapon.fPlusGoldPercent = nInsertValue;
                    break;

                case (int)E_CREATOR.E_WATERCHARGE:
                    createWeapon.fWaterPlus = nInsertValue;
                    break;

                case (int)E_CREATOR.E_WATERUSE:
                    createWeapon.fActiveWater = nInsertValue;
                    break;

                case (int)E_CREATOR.E_CRITICAL:
                    createWeapon.fCriticalChance = nInsertValue;
                    break;

                case (int)E_CREATOR.E_CRITICALD:
                    createWeapon.fCriticalDamage = nInsertValue;
                    break;

                case (int)E_CREATOR.E_BIGCRITICAL:
                    createWeapon.fBigSuccessed = nInsertValue;
                    break;

                case (int)E_CREATOR.E_ACCURACY:
                    createWeapon.fAccuracyRate = nInsertValue;
                    break;
                }
            }
        }

        int nInsertIndex = 0;

        while (nOptionLength > 0)
        {
            nInsertIndex = Random.Range((int)E_CREATOR.E_ARBAIT, (int)E_CREATOR.E_MAX);
            nInsertValue = Random.Range(nCalcAddMinOption, nCalcAddMaxOption + 1);

            if (CheckData(createWeapon, nInsertIndex, nInsertValue))
            {
                nOptionLength--;
            }
        }

        //보스 옵션 셋팅
        for (int nIndex = 0; nIndex < BossSoulSlots.Length; nIndex++)
        {
            //만약 체크가 됐다면
            if (BossSoulSlots [nIndex].bIsCheck)
            {
                nInsertValue = Random.Range(nCalcAddMinOption, nCalcAddMaxOption + 1);

                if (nIndex == (int)E_BOSSNAME.E_BOSSNAME_ICE)
                {
                    createWeapon.fIceBossValue = nInsertValue;
                }

                else if (nIndex == (int)E_BOSSNAME.E_BOSSNAME_SASIN)
                {
                    createWeapon.fSasinBossValue = nInsertValue;
                }

                else if (nIndex == (int)E_BOSSNAME.E_BOSSNAME_FIRE)
                {
                    createWeapon.fFireBossValue = nInsertValue;
                }

                else if (nIndex == (int)E_BOSSNAME.E_BOSSNAME_MUSIC)
                {
                    createWeapon.fRusiuBossValue = nInsertValue;
                }

                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                plusItem.nIndex        = nIndex + (int)E_CREATOR.E_BOSS_ICE;
                plusItem.strOptionName = strBossExplains [nIndex];
                plusItem.nValue        = nInsertValue;
                plusItem.bIsLock       = false;

                BossSoulSlots [nIndex].ReSetting();

                LIST_OPTION.Add(plusItem);
            }
        }

        //특수 옵션 미정

        NowRepairPower.text = string.Format("{0}", Mathf.RoundToInt(createWeapon.fRepair));

        playerData.SetCreatorWeapon(createWeapon);

        SpawnManager.Instance.SetDayInitInfo(playerData.GetDay());

        RefreshDisplay();

        CostDayText.text = "0";
    }
示例#10
0
    public void CreateWeapon()
    {
        bIsCreate = true;

        int nDight     = 0;
        int nDightCost = playerData.GetDay();

        float fCostDay = (float)nDightCost;

        while (fCostDay > 10)
        {
            fCostDay -= 10;
            nDight++;
        }

        createWeapon = new CreatorWeapon();

        int   nDay        = playerData.GetDay();
        float fOriValue   = nDay + 10;
        float fMinusValue = Mathf.Floor((nDay + 10) * 0.1f) * 10;
        float result      = fOriValue - fMinusValue;

        double dCurComplete = 3 * Math.Max(Math.Pow(1.83, (Math.Floor((nDay + 20) * 0.1f))), 1) * (1 + (result) * 0.05f);

        dCalcMinRepair = dCurComplete - dCurComplete * 0.1f;

        int nPlusCount = 0;

        while (dCalcMinRepair >= 400000000)
        {
            dCalcMinRepair *= 0.1;
            dCurComplete   *= 0.1;

            nPlusCount++;
        }

        float fResult = UnityEngine.Random.Range((float)dCalcMinRepair, (float)dCurComplete);

        dCurComplete = fResult * Math.Pow(10, nPlusCount);

        RepairText.text = ScoreManager.ScoreInstance.ChangeMoney(dCurComplete);

        //수리력 설정
        createWeapon.dRepair = dCurComplete;

        int nOptionLength = 3;

        //리스트에서 지움
        LIST_OPTION.Clear();

        //추가 옵션 범위
        nCalcAddMinOption = Mathf.RoundToInt(m_nBasicMinOption + (float)(m_nBasicMinOption * nDight * 0.1f));
        nCalcAddMaxOption = Mathf.RoundToInt(m_nBasicMaxOption + (float)(m_nBasicMaxOption * nDight * 0.1f));

        //옵션 셋팅
        while (nOptionLength > 0)
        {
            int nInsertIndex = 0;

            nInsertIndex = UnityEngine.Random.Range((int)E_CREATOR.E_REPAIRPERCENT, (int)E_CREATOR.E_MAX);
            nInsertValue = UnityEngine.Random.Range(nCalcAddMinOption, nCalcAddMaxOption + 1);

            if (CheckData(createWeapon, nInsertIndex, nInsertValue))
            {
                nOptionLength--;
            }
        }

        //보스 옵션 셋팅
        for (int nIndex = 0; nIndex < BossSoulSlots.Length; nIndex++)
        {
            //만약 체크가 됐다면
            if (BossSoulSlots [nIndex].bIsCheck)
            {
                nInsertValue = UnityEngine.Random.Range(nCalcAddMinOption, nCalcAddMaxOption + 1);

                if (nIndex == (int)E_BOSSNAME.E_BOSSNAME_ICE)
                {
                    createWeapon.fIceBossValue = nInsertValue;
                }
                else if (nIndex == (int)E_BOSSNAME.E_BOSSNAME_SASIN)
                {
                    createWeapon.fSasinBossValue = nInsertValue;
                }
                else if (nIndex == 3)
                {
                    createWeapon.fFireBossValue = nInsertValue;
                }
                else if (nIndex == 2)
                {
                    createWeapon.fRusiuBossValue = nInsertValue;
                }

                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                plusItem.nIndex           = nIndex + (int)E_CREATOR.E_BOSS_ICE;
                plusItem.strOptionName    = strBossExplains [nIndex];
                plusItem.nValue           = nInsertValue;
                plusItem.strOptionExplain = string.Format("{0} : {1}%", plusItem.strOptionName, plusItem.nValue);
                plusItem.bIsLock          = false;

                LIST_OPTION.Add(plusItem);
            }
        }

        //만약 전 에픽이 있을 경우 락을 했는지 안했는지 넣어 줌
        if (playerData.GetCreatorWeapon() != null)
        {
            createWeapon.bIsLock       = playerData.GetCreatorWeapon().bIsLock;
            createWeapon.nEpicIndex    = playerData.GetCreatorWeapon().nEpicIndex;
            createWeapon.nUnicodeIndex = playerData.GetCreatorWeapon().nUnicodeIndex;
        }

        //락이 아닐 경우 다시 에픽 확률을 계산 해서 넣어 줌
        if (createWeapon.bIsLock == false)
        {
            if (createEpic != null)
            {
                createEpic.Relive();
            }

            //특수 옵션 미정
            if (UnityEngine.Random.Range(0, 100) <= 10)
            {
                int nRandomIndex = (int)UnityEngine.Random.Range(0, (int)E_EPIC_INDEX.E_EPIC_MAX);

                createEpic = EpicFactory(nRandomIndex);

                createWeapon.nEpicIndex = nRandomIndex;

                createWeapon.nUnicodeIndex = nRandomIndex + 175;

                createWeapon.nCostDay = playerData.GetDay();

                createWeapon.strName = GameManager.Instance.cUnicodeData [createWeapon.nUnicodeIndex].strName;

                if (createEpic != null)
                {
                    createEpic.Init(playerData.GetDay(), playerData);
                }
            }
            else
            {
                createEpic = null;
            }
        }
        //락 일경우 추가 된 일차로 옵션 수치만 다시 설정 해준다.
        else
        {
            createEpic = EpicFactory(createWeapon.nEpicIndex);

            createEpic.Init(playerData.GetDay(), playerData);

            createWeapon.nCostDay = playerData.GetDay();

            createWeapon.strName = GameManager.Instance.cUnicodeData [createWeapon.nUnicodeIndex].strName;

            createWeapon.bIsLock = false;
        }

        if (createEpic != null)
        {
            //에픽 옵션 추가
            CGameMainWeaponOption EpicOption = new CGameMainWeaponOption();

            EpicOption.nIndex           = (int)E_CREATOR.E_EPIC;
            EpicOption.strOptionName    = createEpic.strExplain;
            EpicOption.nValue           = (int)createEpic.fValue;
            EpicOption.strOptionExplain = createEpic.strExplain;
            EpicOption.bIsLock          = false;
            createEpic.bIsLock          = false;

            LIST_OPTION.Add(EpicOption);

            createWeapon.WeaponSprite = Resources.Load <Sprite> ("Crafts/CreatorWeapon/" + createEpic.nIndex);

            SoundManager.instance.PlaySound(eSoundArray.ES_CraftSound_GreatFinish);
        }
        else
        {
            int nRandomWeaponIndex = (int)UnityEngine.Random.Range(184, 211);

            //184,211

            createWeapon.nEpicIndex = -1;

            createWeapon.nCostDay = playerData.GetDay();

            createWeapon.WeaponSprite = Resources.Load <Sprite> ("Crafts/CreatorWeapon/" + (nRandomWeaponIndex - 175).ToString());

            createWeapon.strName = GameManager.Instance.cUnicodeData [nRandomWeaponIndex].strName;

            createWeapon.nUnicodeIndex = nRandomWeaponIndex;

            SoundManager.instance.PlaySound(eSoundArray.ES_CraftSound_Finish);
        }

        createWeapon.nOptionChangeCount = 1;

        WeaponImage.sprite  = createWeapon.WeaponSprite;
        WeaponNameText.text = createWeapon.strName;
    }
示例#11
0
    public void DeleteOption(CGameMainWeaponOption _option)
    {
        LIST_OPTION.Remove(_option);

        RefreshDisplay();
    }
示例#12
0
    void Awake()
    {
        playerData = GameManager.Instance.GetPlayer();
        MakingButton.onClick.AddListener(MakeWeapon);

        for (int nIndex = 0; nIndex < BossSoulSlots.Length; nIndex++)
        {
            BossSoulSlots [nIndex].SetUp(this, playerData, nIndex);
        }

        if (playerData.GetCreatorWeapon().dRepair == 0)
        {
            //playerData.SetDay (11);
            //MakeWeapon ();
        }
        else
        {
            BossSlotOne.sprite = null;
            BossSlotTwo.sprite = null;

            CreatorWeapon createWeapon = new CreatorWeapon();

            //저장 된 데이터를 미리 캐싱해 둔다
            CreatorWeapon LoadCreateWeapon = playerData.GetCreatorWeapon();

            #region SetCreateWeaponSetting

            createWeapon.dRepair = LoadCreateWeapon.dRepair;

            createWeapon.nOptionChangeCount = LoadCreateWeapon.nOptionChangeCount;

            createWeapon.bIsLock = LoadCreateWeapon.bIsLock;

            if (LoadCreateWeapon.fRepairPercent != 0)
            {
                CheckData(createWeapon, (int)E_CREATOR.E_REPAIRPERCENT, (int)LoadCreateWeapon.fRepairPercent);
            }

            if (LoadCreateWeapon.fArbaitRepair != 0)
            {
                CheckData(createWeapon, (int)E_CREATOR.E_ARBAIT, (int)LoadCreateWeapon.fArbaitRepair);
            }

            if (LoadCreateWeapon.fPlusHonorPercent != 0)
            {
                CheckData(createWeapon, (int)E_CREATOR.E_HONOR, (int)LoadCreateWeapon.fPlusHonorPercent);
            }

            if (LoadCreateWeapon.fPlusGoldPercent != 0)
            {
                CheckData(createWeapon, (int)E_CREATOR.E_GOLD, (int)LoadCreateWeapon.fPlusGoldPercent);
            }

            if (LoadCreateWeapon.fWaterPlus != 0)
            {
                CheckData(createWeapon, (int)E_CREATOR.E_WATERCHARGE, (int)LoadCreateWeapon.fWaterPlus);
            }

            if (LoadCreateWeapon.fCriticalChance != 0)
            {
                CheckData(createWeapon, (int)E_CREATOR.E_CRITICAL, (int)LoadCreateWeapon.fCriticalChance);
            }

            if (LoadCreateWeapon.fCriticalDamage != 0)
            {
                CheckData(createWeapon, (int)E_CREATOR.E_CRITICALD, (int)LoadCreateWeapon.fCriticalDamage);
            }

            if (LoadCreateWeapon.fBigSuccessed != 0)
            {
                CheckData(createWeapon, (int)E_CREATOR.E_BIGCRITICAL, (int)LoadCreateWeapon.fBigSuccessed);
            }

            if (LoadCreateWeapon.fAccuracyRate != 0)
            {
                CheckData(createWeapon, (int)E_CREATOR.E_ACCURACY, (int)LoadCreateWeapon.fAccuracyRate);
            }

            if (LoadCreateWeapon.fIceBossValue != 0)
            {
                createWeapon.fIceBossValue = LoadCreateWeapon.fIceBossValue;

                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                plusItem.nIndex        = (int)E_CREATOR.E_BOSS_ICE;
                plusItem.strOptionName = strBossExplains [0];
                plusItem.nValue        = (int)LoadCreateWeapon.fIceBossValue;
                plusItem.bIsLock       = false;

                plusItem.strOptionExplain = string.Format("{0} : {1}%", plusItem.strOptionName, plusItem.nValue);


                LIST_OPTION.Add(plusItem);
            }

            if (LoadCreateWeapon.fRusiuBossValue != 0)
            {
                createWeapon.fRusiuBossValue = LoadCreateWeapon.fRusiuBossValue;

                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                plusItem.nIndex        = (int)E_CREATOR.E_BOSS_RUSIU;
                plusItem.strOptionName = strBossExplains [1];
                plusItem.nValue        = (int)LoadCreateWeapon.fRusiuBossValue;
                plusItem.bIsLock       = false;

                plusItem.strOptionExplain = string.Format("{0} : {1}%", plusItem.strOptionName, plusItem.nValue);


                LIST_OPTION.Add(plusItem);
            }

            if (LoadCreateWeapon.fSasinBossValue != 0)
            {
                createWeapon.fSasinBossValue = LoadCreateWeapon.fSasinBossValue;

                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                plusItem.nIndex        = (int)E_CREATOR.E_BOSS_SASIN;
                plusItem.strOptionName = strBossExplains [2];
                plusItem.nValue        = (int)LoadCreateWeapon.fSasinBossValue;
                plusItem.bIsLock       = false;

                plusItem.strOptionExplain = string.Format("{0} : {1}%", plusItem.strOptionName, plusItem.nValue);

                LIST_OPTION.Add(plusItem);
            }

            if (LoadCreateWeapon.fFireBossValue != 0)
            {
                createWeapon.fFireBossValue = LoadCreateWeapon.fFireBossValue;

                CGameMainWeaponOption plusItem = new CGameMainWeaponOption();

                plusItem.nIndex        = (int)E_CREATOR.E_BOSS_FIRE;
                plusItem.strOptionName = strBossExplains [3];
                plusItem.nValue        = (int)LoadCreateWeapon.fFireBossValue;
                plusItem.bIsLock       = false;

                plusItem.strOptionExplain = string.Format("{0} : {1}%", plusItem.strOptionName, plusItem.nValue);

                LIST_OPTION.Add(plusItem);
            }

            if (LoadCreateWeapon.fIceBossValue != 0)
            {
                BossSlotOne.sprite = ObjectCashing.Instance.LoadSpriteFromCache("Crafts/IceSoul");
            }

            if (LoadCreateWeapon.fSasinBossValue != 0)
            {
                if (BossSlotOne.sprite != null)
                {
                    BossSlotTwo.sprite = ObjectCashing.Instance.LoadSpriteFromCache("Crafts/SasinSoul");
                }
                else
                {
                    BossSlotOne.sprite = ObjectCashing.Instance.LoadSpriteFromCache("Crafts/SasinSoul");
                }
            }

            if (LoadCreateWeapon.fRusiuBossValue != 0)
            {
                if (BossSlotOne.sprite != null)
                {
                    BossSlotTwo.sprite = ObjectCashing.Instance.LoadSpriteFromCache("Crafts/DodomSoul");
                }
                else
                {
                    BossSlotOne.sprite = ObjectCashing.Instance.LoadSpriteFromCache("Crafts/DodomSoul");
                }
            }

            if (LoadCreateWeapon.fFireBossValue != 0)
            {
                if (BossSlotOne.sprite != null)
                {
                    BossSlotTwo.sprite = ObjectCashing.Instance.LoadSpriteFromCache("Crafts/SkullSoul");
                }
                else
                {
                    BossSlotOne.sprite = ObjectCashing.Instance.LoadSpriteFromCache("Crafts/SkullSoul");
                }
            }

            if (BossSlotOne.sprite == null)
            {
                BossSlotOne.sprite = ObjectCashing.Instance.LoadSpriteFromCache("Crafts/crafts_bosssoul_slot_check_unactive");
            }

            if (BossSlotTwo.sprite == null)
            {
                BossSlotTwo.sprite = ObjectCashing.Instance.LoadSpriteFromCache("Crafts/crafts_bosssoul_slot_check_unactive");
            }


            if (LoadCreateWeapon.nEpicIndex != (int)E_EPIC_INDEX.E_EPIC_FAIEL)
            {
                createWeapon.nEpicIndex = LoadCreateWeapon.nEpicIndex;

                createEpic = EpicFactory(createWeapon.nEpicIndex);

                createEpic.Init(LoadCreateWeapon.nCostDay, playerData);

                //에픽 옵션 추가
                CGameMainWeaponOption EpicOption = new CGameMainWeaponOption();

                EpicOption.nIndex           = (int)E_CREATOR.E_EPIC;
                EpicOption.strOptionName    = createEpic.strExplain;
                EpicOption.nValue           = (int)createEpic.fValue;
                EpicOption.strOptionExplain = createEpic.strExplain;
                EpicOption.bIsLock          = createWeapon.bIsLock;
                createEpic.bIsLock          = createWeapon.bIsLock;

                LIST_OPTION.Add(EpicOption);

                createWeapon.WeaponSprite = Resources.Load <Sprite> ("Crafts/CreatorWeapon/" + createEpic.nIndex);
            }
            else
            {
                createWeapon.WeaponSprite = Resources.Load <Sprite> ("Crafts/CreatorWeapon/" + (LoadCreateWeapon.nUnicodeIndex - 175).ToString());
            }

            createWeapon.nUnicodeIndex = LoadCreateWeapon.nUnicodeIndex;

            WeaponNameText.text = GameManager.Instance.cUnicodeData[LoadCreateWeapon.nUnicodeIndex].strName;

            createWeapon.strName = WeaponNameText.text;

            WeaponImage.sprite = createWeapon.WeaponSprite;

            PlayerWeaponImage.sprite = createWeapon.WeaponSprite;

            playerData.SetCreatorWeapon(createWeapon, createEpic);

            SpawnManager.Instance.SetDayInitInfo(playerData.GetDay());

            RefreshDisplay();

            SetShowText();


            #endregion
        }
    }
示例#13
0
 public void AddItem(int _nIndex, string _strExplain, int _nValue, bool _bIsLock = false)
 {
     CGameMainWeaponOption plusItem = new CGameMainWeaponOption();
 }