示例#1
0
    public static void DisplayWeapon(UIView view, ItemData.WeaponRuntimeData weaponRuntimeData)
    {
        if (weaponRuntimeData.level > 0)
        {
            view.text.gameObject.SetActive(true);
            view.text.SetText("*" + weaponRuntimeData.level);
        }

        view.image.gameObject.SetActive(true);
        view.image.sprite = UIIconLoader.WeaponIcons[(int)weaponRuntimeData.weapon];
    }
示例#2
0
    public int CalculatePlayerDamage()
    {
        ItemData.WeaponRuntimeData weaponData = playerRuntimeData.playerStock.weaponStock[playerRuntimeData.playerSlot.weaponIndex];
        int weaponDamage = ItemData.weaponData[(int)weaponData.weapon].Attack[weaponData.level];
        int res          = (int)((playerData.MAS_damageAmount + weaponDamage) * (1 + playerRuntimeData.currentDecayPoints / CalculatePlayerMaxDecayPoint()));

        if (playerRuntimeData.playerSlot.IsWearableEquiped(playerRuntimeData.playerStock, ItemData.Wearable.Magic_Pendant))
        {
            res = (int)(res * ItemData.WearableItemBuffData.Magic_Pendant_attackMultiplier);
        }
        return(res);
    }
    protected void DisplayPlayerSlot()
    {
        slotViews.ClearViewGroup();
        // There is always a weapon at slot 0
        List <ItemData.WeaponRuntimeData> weapons = playerStock.weaponStock;
        int currentWeapon = playerSlot.weaponIndex;

        ItemData.WeaponRuntimeData weaponData = weapons[currentWeapon];
        UIInventoryState.DisplayWeapon(slotViews.views[0], weaponData);

        // slot one
        List <ItemData.WearableRuntimeData> wearables = playerStock.wearableStock;
        int currentWearableOne = playerSlot.wearableOneIndex;
        int currentWearableTwo = playerSlot.wearableTwoIndex;

        if (playerSlot.IsWearableInUse(playerStock, currentWearableOne))
        {
            UIInventoryState.DisplayWearable(slotViews.views[1], wearables[currentWearableOne]);
        }
        else
        {
            slotViews.views[1].image.gameObject.SetActive(true);
            slotViews.views[1].image.sprite = UIIconLoader.EmptySprite;
        }

        if (playerSlot.IsWearableInUse(playerStock, currentWearableTwo))
        {
            UIInventoryState.DisplayWearable(slotViews.views[2], wearables[currentWearableTwo]);
        }
        else
        {
            slotViews.views[2].image.gameObject.SetActive(true);
            slotViews.views[2].image.sprite = UIIconLoader.EmptySprite;
        }

        // Debug.Log("weapon: " + weapons[currentWeapon].weapon.ToString());
        // Debug.Log("slot one: " + wearables[currentWearableOne].wearable.ToString());
        // Debug.Log("slot two: " + wearables[currentWearableTwo].wearable.ToString());

        // slot two
    }
示例#4
0
 public PlayerEquipment(ItemData.WeaponRuntimeData weapon, ItemData.WearableRuntimeData wearableOne, ItemData.WearableRuntimeData wearableTwo)
 {
     this.weapon          = weapon;
     this.wearableSlotOne = wearableOne;
     this.wearableSlotTwo = wearableTwo;
 }
示例#5
0
 public void Pick(ItemData.WeaponRuntimeData weapon)
 {
     weaponStock.Add(weapon);
 }