/* 씨앗 심기 */ void PlantingProcess() { if (!m_BlockManager.IS_Focus) { return; } // 블록 포커스 상태에서 마우스 클릭 else { if (Input.GetMouseButtonDown(0)) { if (m_BlockManager.Hit_Info.transform.tag != "FarmLand") { return; } // 씨앗 개수 부족 if (Inven.MySeedCount <= 0) { Text temptext = GameObject.Instantiate(EventMgr.ErrorMsg); temptext.transform.SetParent(EventMgr.transform); temptext.transform.localPosition = Vector3.up * 300f; temptext.transform.localScale = Vector3.one; StartCoroutine(ErrorMsg.ErrorMsgCoroutine(temptext, EventMgr.SeedErrorMsg)); return; } ObjectManagement(Seed); --Inven.MySeedCount; Inven.UpdateInvenUI(); } } }
// 포인터를 누르고 뗄 때 호출 public void OnPointerClick(PointerEventData eventData) { if (!Store.gameObject.activeSelf) { return; } Slot slot = eventData.pointerPress.GetComponent <Slot>(); if (eventData.pointerId != -2 || slot.SlotState == E_SLOTSTATE.EMPTY) { return; } switch (slot.SlotType) { case E_SLOTTYPE.INVENTORY: // 인벤토리 슬롯 우클릭 // 작물 판매 --slot.Count; Inven.MyGold += slot.ItemInfo.ItemPrice; if (slot.Count <= 0) { SlotReset(slot); // 작물이 0개가 되면 슬롯 초기화 } slot.UpdateSlotUI(); Inven.UpdateInvenUI(); break; case E_SLOTTYPE.STORE: // 상점 슬롯 우클릭 if (Inven.MyGold < slot.ItemInfo.ItemPrice) // 골드 부족 { Text temptext = GameObject.Instantiate(EventMgr.ErrorMsg); temptext.transform.SetParent(EventMgr.transform); temptext.transform.localPosition = Vector3.up * 300f; temptext.transform.localScale = Vector3.one; StartCoroutine(ErrorMsg.ErrorMsgCoroutine(temptext, EventMgr.GoldErrorMsg)); return; } // 씨앗 구입 --slot.Count; ++Inven.MySeedCount; if (slot.Count <= 0) { slot.Count = 99; } Inven.MyGold -= slot.ItemInfo.ItemPrice; slot.UpdateSlotUI(); Inven.UpdateInvenUI(); break; } }