public void LevelUp() { StartCoroutine(chatBoxCall.ChatBoxOpener("강해진 기분이 드는데?")); ++level; exp = (exp - maxExp); maxExp = (maxExp * level); // 이부분은 나중에.. 레벨별로 나눠서 경험치 부과 hpIncresase._MaxHp += 10; float increasedHp = hpIncresase._MaxHp - hpIncresase._hp; hpIncresase._hp = hpIncresase._MaxHp; maxHpIncrease.HpUp(increasedHp); mpIncrease.maxMp += 1; float increasedMp = mpIncrease.maxMp - mpIncrease.nowMp; Debug.Log(mpIncrease.maxMp + "최대엠피" + mpIncrease.nowMp + "지금엠피"); mpIncrease.nowMp = mpIncrease.maxMp; // 레벨업보상 maxHpIncrease.MpUp(increasedMp); // 레벨업보상으로 마나채워줌 // maxHpIncrease.maxhP += 10; Debug.Log(level + "되었음"); }
public override void ItemUse(int i) { if (ItemBagList.itemBagStuffList[i].ItemQttProp >= 1) { PortionFxGen fxGen = GameObject.Find("Player").GetComponent <PortionFxGen>(); fxGen.PortionFxGener(0); ChatBoxController chatCon = GameObject.Find("Player").GetComponent <ChatBoxController>(); chatCon.StartCoroutine(chatCon.ChatBoxOpener("포션기모찌\n인정?")); PlayerAudioSource polyPlay = GameObject.Find("Player").GetComponent <PlayerAudioSource>(); polyPlay.playPoly(7); float dotHealRate = hpUp._MaxHp / 100; if (hpUp._hp > hpUp._MaxHp) { // hpUp._hp = hpUp._MaxHp; hpGageUP.HpUp(1); // 그냥 1을 넣어주면 알아서 메소드에서 맞춰줌 // yield break; 멈출필요는 없는듯 걍 만피만 유지해주면됨 만피에서 떨어지면 이하가실행 } hpUp._hp = hpUp._hp + (dotHealRate * 30); hpGageUP.HpUp(0.3f); ItemBagList.itemBagStuffList[i].ItemQttProp = ItemBagList.itemBagStuffList[i].ItemQttProp - 1; if (ItemBagList.itemBagStuffList[i].ItemQttProp == 0) { ItemBagList.itemBagStuffList.Remove(ItemBagList.itemBagStuffList[i]); } } methodCaller.WhatIsInBag(); // 생각좀해보자 }