public void CreateDungeonEvents() { int value; foreach (DungeonProgress dp_ in DungeonData.Instance.dungeon_Progress) { dp = dp_; if (dp.isParty == true) { if (dp.p.dayIndex == 5) //보스일 경우 지정된 특별한 이벤트들 생성함. { BattleEventDelegate[3](); } else if (dp.p.day >= 0) //보스가 아닌 일반.. { value = UnityEngine.Random.Range(0, 3); BattleEventDelegate[value](); } else//Day가 -1 이니 탐색완료. { dp.SetData(7); } } } }
public void Choice(int value) { bool result = Random.Range(0, answer_1.Contains(type) ? 1 : 2) == 0 ? true : false; int answer = 0; int dp_Evnet_Type_Num = 8; switch (type) { case 0: //Left_Or_Right int day = DungeonData.Instance.day_Array[dp.p.dayIndex] / 2; dp.p.Day += result ? -day : day / 2; answer = result ? 0 : 1; break; case 1: //Lucky_Lake foreach (int k in dp.p.k) { UnitData.Instance.knights[k].Lucky_Lake(); } answer = 2; break; case 2: //Treasure_Chest if (value == 1) { answer = 5; break; } if (result) { dp.Reward += 100; } /* * else// 이건 미믹 전투화면이된다. * { * //dp_Evnet_Type_Num = 5; * } */ answer = result ? 3 : 4; break; case 3: //Gamble break; default: break; } //표시 result_Obj.SetActive(true); result_Obj.GetComponentInChildren <Text>().text = TextData.Instance.choice_Event_Result[answer]; dp.SetData(dp_Evnet_Type_Num); GameController.Instance.EventCheck(); }
public void EndBattle() { dp.SetData(8); //HP정보 Knight 에 저장 foreach (KnightState ks in dp.p.knightStates) { ks.UpdateState(); } sceneController.MoveToMain(); }
private void SetNoneEvent() { dp.SetData(2); }
private void Create_Event_None() { dp.SetData(2); }