public Skill_Red GetSkill_Red(SpawnCode skillcode, GameObject _child) { if (!unlock.CheckCode(skillcode)) { return(null); } Skill_Red dump = _child.GetComponent <Skill_Red>(); if (dump != null) { Destroy(dump); } Skill_Red tmp; switch (skillcode) { case SpawnCode.R001: tmp = _child.AddComponent <Skill_Red_PiercingSpear>(); break; case SpawnCode.R002: tmp = _child.AddComponent <Skill_Red_ArrowRain>(); break; case SpawnCode.R003: tmp = _child.AddComponent <Skill_Red_SwordTrap>(); break; case SpawnCode.R004: tmp = _child.AddComponent <Skill_Red_Turret>(); break; case SpawnCode.R005: tmp = _child.AddComponent <Skill_Red_PowerBuff>(); break; default: return(null); } //여기에 라우터로 장비 바꿨다는 포스트 날려야함 return(tmp); }
//주석 public void SkillUISetting() { //플레이어의 착용중인 장비 가져오기 Skill_Red tmpr = ps.skill.GetComponent <Skill_Red>(); SkillImage1.sprite = spriteSupplier.GetSource(tmpr.m_code); SkillText1.text = tmpr.m_title; Skill_Green tmpb = ps.skill.GetComponent <Skill_Green>(); SkillImage2.sprite = spriteSupplier.GetSource(tmpb.m_code); SkillText2.text = tmpb.m_title; Skill_Blue tmpg = ps.skill.GetComponent <Skill_Blue>(); SkillImage3.sprite = spriteSupplier.GetSource(tmpg.m_code); SkillText3.text = tmpg.m_title; }
public void SkillSlotSetting() { if (skillType == 0) //Red { // for (int i = 0; i < list_red.Count; i++) //skillImageArray[i].sprite = list_red[i].m_spritePath; Skill_Red tmp = ps.skill.GetComponent <Skill_Red>(); skillNameText.text = tmp.m_title; cooldownText.text = "쿨타임 : " + tmp.m_delay.ToString(); SkillDescriptionText.text = tmp.m_description; useSkillImage.sprite = spriteSupplier.GetSource(list_red[0].m_code); for (int i = 0; i < list_red.Count; i++) { if (sc.GetIsUnlocked(list_red[i].m_code) == false) { skillImageArray[i].transform.GetChild(0).gameObject.SetActive(false); skillImageArray[i].GetComponent <Button>().interactable = false; if (list_red[i].m_code != tmp.m_code) { skillImageArray[i].transform.GetChild(1).gameObject.SetActive(false); } } skillImageArray[i].sprite = spriteSupplier.GetSource(list_red[i].m_code); } } else if (skillType == 1)//Green { //SkillList = RedSkillLIst //for(int i =0; i<skillImageArray.Length;i++) //skillImageArray[i].sprite = SkillList[i].Image; Skill_Green tmp = ps.skill.GetComponent <Skill_Green>(); skillNameText.text = tmp.m_title; cooldownText.text = "쿨타임 : " + tmp.m_delay.ToString(); SkillDescriptionText.text = tmp.m_description; useSkillImage.sprite = spriteSupplier.GetSource(list_green[0].m_code); for (int i = 0; i < list_green.Count; i++) { if (sc.GetIsUnlocked(list_green[i].m_code) == false) { skillImageArray[i].transform.GetChild(0).gameObject.SetActive(false); skillImageArray[i].GetComponent <Button>().interactable = false; } if (list_green[i].m_code != tmp.m_code) { skillImageArray[i].transform.GetChild(1).gameObject.SetActive(false); } skillImageArray[i].sprite = spriteSupplier.GetSource(list_green[i].m_code); } } else { //SkillList = RedSkillLIst //for(int i =0; i<skillImageArray.Length;i++) //skillImageArray[i].sprite = SkillList[i].Image; Skill_Blue tmp = ps.skill.GetComponent <Skill_Blue>(); skillNameText.text = tmp.m_title; cooldownText.text = "쿨타임 : " + tmp.m_delay.ToString(); SkillDescriptionText.text = tmp.m_description; useSkillImage.sprite = spriteSupplier.GetSource(list_blue[0].m_code); for (int i = 0; i < list_blue.Count; i++) { if (sc.GetIsUnlocked(list_blue[i].m_code) == false) { skillImageArray[i].transform.GetChild(0).gameObject.SetActive(false); skillImageArray[i].GetComponent <Button>().interactable = false; } if (list_blue[i].m_code != tmp.m_code) { skillImageArray[i].transform.GetChild(1).gameObject.SetActive(false); } skillImageArray[i].sprite = spriteSupplier.GetSource(list_blue[i].m_code); } } //for (int i = 0; i < skillList.Count; i++) //{ // if (skillList[i].unlock == false) //해금시 이미지 안보이게 // skillImageArray[i].transform.GetChild(0).GetComponent<Image>().enabled = false; // if(skillList[i].Use == false) //비장착시 이미지 안보이게 // skillImageArray[i].transform.GetChild(1).GetComponent<Image>().enabled = false; //} }