示例#1
0
    /*void Update()
     * {
     *  if (Player_Stat.instance.isPhysical_LevelUp)
     *  {
     *
     *  }
     * }*/

    public Physical_Manager Physic_Skill_Choose(int Min, int Max, int num)
    {
        int frame1; int frame2;
        Physical_Manager chosen1 = null; Physical_Manager chosen2 = null;

        StartCoroutine("LevelUpDelay");
        frame1 = Random.Range(Min, Max + 1);
        do
        {
            frame2 = Random.Range(Min, Max + 1);
        }while (frame2 == frame1);

        foreach (Physical_Manager pm in scripts)
        {
            if (pm.Skill_Num == frame1)
            {
                chosen1 = pm;
            }
            if (pm.Skill_Num == frame2)
            {
                chosen2 = pm;
            }
        }
        // # 중복이 발생할 수 있는 잘못된 코드이다.
        if (num == 1)
        {
            return(chosen1);
        }
        else if (num == 2)
        {
            return(chosen2);
        }
        else
        {
            return(null);
        }
    }
示例#2
0
    void Update()
    {
        if (LegCache.gameObject.activeSelf && !ForOne)
        {
            Min = 0;            // 이건 Skill_Num 값이다. 스프라이트와는 관계 없음.
            Max = 9;
            StartCoroutine("WaitForUpdate");
            One = Physic_System.GetComponent <Physical_Manager>().Physic_Skill_Choose(Min, Max, 1);
            Two = Physic_System.GetComponent <Physical_Manager>().Physic_Skill_Choose(Min, Max, 2);
            LegCurrent.gameObject.SetActive(true);
            // # 첫번째 버튼
            Leg.transform.GetChild(0).GetComponent <Image>().overrideSprite            = LegSprites[One.Sprite_Num];
            Leg.transform.GetChild(0).transform.GetChild(0).GetComponent <Text>().text = One.Skill_Name;                 //스킬의 이름을 UI에 띄워준다.
            Leg.transform.GetChild(0).transform.GetChild(1).GetComponent <Text>().text = One.Skill_Desc;                 //스킬의 설명을 UI에 띄워준다.
            // # 두번째 버튼
            Leg.transform.GetChild(1).GetComponent <Image>().overrideSprite            = LegSprites[Two.Sprite_Num];
            Leg.transform.GetChild(1).transform.GetChild(0).GetComponent <Text>().text = Two.Skill_Name;
            Leg.transform.GetChild(1).transform.GetChild(1).GetComponent <Text>().text = Two.Skill_Desc;
            ForOne = true;
            LegIMG.gameObject.SetActive(true);
            Limitation.gameObject.SetActive(true);
            LegCurrent.GetComponent <Text>().text = Player_Stat.instance.LegLimit.ToString();
        }

        if (ArmCache.gameObject.activeSelf && !ForOne)
        {
            Min = 10;
            Max = 19;
            StartCoroutine("WaitForUpdate");
            One = Physic_System.GetComponent <Physical_Manager>().Physic_Skill_Choose(Min, Max, 1);
            Two = Physic_System.GetComponent <Physical_Manager>().Physic_Skill_Choose(Min, Max, 2);
            ArmCurrent.gameObject.SetActive(true);
            Arm.transform.GetChild(0).GetComponent <Image>().overrideSprite            = ArmSprites[One.Sprite_Num];
            Arm.transform.GetChild(0).transform.GetChild(0).GetComponent <Text>().text = One.Skill_Name;
            Arm.transform.GetChild(0).transform.GetChild(1).GetComponent <Text>().text = One.Skill_Desc;
            Arm.transform.GetChild(1).GetComponent <Image>().overrideSprite            = ArmSprites[Two.Sprite_Num];
            Arm.transform.GetChild(1).transform.GetChild(0).GetComponent <Text>().text = Two.Skill_Name;
            Arm.transform.GetChild(1).transform.GetChild(1).GetComponent <Text>().text = Two.Skill_Desc;
            ForOne = true;
            ArmIMG.gameObject.SetActive(true);
            Limitation.gameObject.SetActive(true);
            ArmCurrent.GetComponent <Text>().text = Player_Stat.instance.ArmLimit.ToString();
        }

        if (ChestCache.gameObject.activeSelf && !ForOne)
        {
            Min = 20;
            Max = 32;   //갱신 예정
            StartCoroutine("WaitForUpdate");
            One = Physic_System.GetComponent <Physical_Manager>().Physic_Skill_Choose(Min, Max, 1);
            Two = Physic_System.GetComponent <Physical_Manager>().Physic_Skill_Choose(Min, Max, 2);
            ChestCurrent.gameObject.SetActive(true);
            Chest.transform.GetChild(0).GetComponent <Image>().overrideSprite            = ChestSprites[One.Sprite_Num];
            Chest.transform.GetChild(0).transform.GetChild(0).GetComponent <Text>().text = One.Skill_Name;
            Chest.transform.GetChild(0).transform.GetChild(1).GetComponent <Text>().text = One.Skill_Desc;
            Chest.transform.GetChild(1).GetComponent <Image>().overrideSprite            = ChestSprites[Two.Sprite_Num];
            Chest.transform.GetChild(1).transform.GetChild(0).GetComponent <Text>().text = Two.Skill_Name;
            Chest.transform.GetChild(1).transform.GetChild(1).GetComponent <Text>().text = Two.Skill_Desc;
            ForOne = true;
            ChestIMG.gameObject.SetActive(true);
            Limitation.gameObject.SetActive(true);
            ChestCurrent.GetComponent <Text>().text = Player_Stat.instance.ChestLimit.ToString();
        }

        if (HeadCache.gameObject.activeSelf && !ForOne)
        {
            Min = 35;
            Max = 45;
            StartCoroutine("WaitForUpdate");
            One = Physic_System.GetComponent <Physical_Manager>().Physic_Skill_Choose(Min, Max, 1);
            Two = Physic_System.GetComponent <Physical_Manager>().Physic_Skill_Choose(Min, Max, 2);
            HeadCurrent.gameObject.SetActive(true);
            Head.transform.GetChild(0).GetComponent <Image>().overrideSprite            = HeadSprites[One.Sprite_Num];
            Head.transform.GetChild(0).transform.GetChild(0).GetComponent <Text>().text = One.Skill_Name;
            Head.transform.GetChild(0).transform.GetChild(1).GetComponent <Text>().text = One.Skill_Desc;
            Head.transform.GetChild(1).GetComponent <Image>().overrideSprite            = HeadSprites[Two.Sprite_Num];
            Head.transform.GetChild(1).transform.GetChild(0).GetComponent <Text>().text = Two.Skill_Name;
            Head.transform.GetChild(1).transform.GetChild(1).GetComponent <Text>().text = Two.Skill_Desc;
            ForOne = true;
            HeadIMG.gameObject.SetActive(true);
            Limitation.gameObject.SetActive(true);
            HeadCurrent.GetComponent <Text>().text = Player_Stat.instance.HeadLimit.ToString();
        }
    }