//드래그 끝날때 끝나는 슬롯이 뭐냐에 따라 효과다름
    public void OnEndDrag(PointerEventData eventData)
    {
        //아까 옮긴 아이템을 다시 자기자식으로 옮김
        cInventory.GetInstance._DraggingItem.GetChild(0).SetParent(transform);
        transform.GetChild(0).localPosition = Vector3.zero;

        if (cInventory.GetInstance._EnteredSlot != null)
        {
            //레이캐스트 타겟을 켬
            transform.GetChild(0).GetComponent <Image>().raycastTarget = true;
            //이동하는 슬롯이 무기슬롯이고 첫번째 무기슬롯일때 무기변경하고 현제 장착중인 무기도 변경
            if (cInventory.GetInstance._EnteredSlot._SlotType == SlotType.Weapon && cInventory.GetInstance._EnteredSlot == cInventory.GetInstance.GetWeaponSlot(0))
            {
                ChangeItem();
                _Weapon.SetWeaPon(cInventory.GetInstance._EnteredSlot._item);
                cUIManager.GetInstance.GetWeaPonSlot().SetItem();
                cUIManager.GetInstance.GetSkill().SetImage(cInventory.GetInstance._EnteredSlot._item);
            }
            //1번 무기 슬롯에있는걸 2번무기슬롯이 비어있을때 이동안됨
            else if (this == cInventory.GetInstance.GetWeaponSlot(0) && cInventory.GetInstance._EnteredSlot == cInventory.GetInstance.GetWeaponSlot(1) && cInventory.GetInstance.GetWeaponSlot(1)._item._ItemIcon == null)
            {
                return;
            }
            // 1번무기슬롯에 있는 아이템 못뺌
            else if (this == cInventory.GetInstance.GetWeaponSlot(0) && cInventory.GetInstance._EnteredSlot._SlotType == SlotType.Basic && cInventory.GetInstance._EnteredSlot._item._ItemIcon == null)
            {
                return;
            }
            //2번무기 슬롯아이템 집어넣고 UI상에 보이게함
            else if (cInventory.GetInstance._EnteredSlot._SlotType == SlotType.Weapon && cInventory.GetInstance._EnteredSlot == cInventory.GetInstance.GetWeaponSlot(1))
            {
                ChangeItem();
                cUIManager.GetInstance.GetWeaPonSlot().SetItem();
            }
            //일반 슬롯에 아이템이 있으면 무기변경
            else if (cInventory.GetInstance._EnteredSlot._SlotType == SlotType.Basic && this == cInventory.GetInstance.GetWeaponSlot(0))
            {
                ChangeItem();
                _Weapon.SetWeaPon(this._item);
                cUIManager.GetInstance.GetWeaPonSlot().SetItem();
            }
            //일반 슬롯 끼리는 아이템 위치변경
            else if (cInventory.GetInstance._EnteredSlot._SlotType == SlotType.Basic)
            {
                ChangeItem();
            }
        }
    }
示例#2
0
    private void Update()
    {
        //탭누를시 무기 1번 슬롯 2번슬롯 변경
        if (Input.GetKeyDown(KeyCode.Tab))
        {
            if (cInventory.GetInstance.GetWeaponSlot(1)._item._ItemIcon != null)
            {
                cInventory.GetInstance.ChangeWeapon();
                cUIManager.GetInstance.GetSkill().SetImage(cInventory.GetInstance.GetWeaponSlot(0)._item);
                cUIManager.GetInstance.GetWeaPonSlot().ChangeSlot();
                _WeaPon.SetWeaPon(cInventory.GetInstance.GetWeaponSlot(0)._item);
            }
        }
        if (Input.GetKeyDown(KeyCode.T))
        {
            if (_Stat.gameObject.activeSelf == false)
            {
                _Stat.gameObject.SetActive(true);
            }
            else if (_Stat.gameObject.activeSelf == true)
            {
                _Stat.gameObject.SetActive(false);
            }
        }
        //인벤토리 열기
        if (Input.GetKeyDown(KeyCode.I))
        {
            cInventory.GetInstance.SetActive();
        }
        //ESC누를시 일시정지
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            SetStop();
        }
        //클릭시마우스버튼변경
        if (Input.GetMouseButton(0))
        {
            Cursor.SetCursor(_ClickTexture, Vector2.zero, _CursorMode);
        }

        else if (Input.GetMouseButtonUp(0))
        {
            Cursor.SetCursor(_CursorTexture, Vector2.zero, _CursorMode);
        }
        //플레이어 죽으면 할것
        if (Player.GetInstance._state == State.Die)
        {
            if (!_isDie)
            {
                _BackGround.Stop();
                _BackGround.loop = false;
                _BackGround.clip = _BackGroundClip[4];
                _BackGround.Play();
                Player.GetInstance._Ani.SetTrigger("DIe");
                _Dead.SetActive(true);
                _isDie = true;
            }
        }
    }
示例#3
0
  private void Start()
  {
    
      _WeaPonSlotList[0]._item = cDataBaseManager.GetInstance._ItemList[0];
      ItemImageChange(_WeaPonSlotList[0]);
      _NowWeaPon.SetWeaPon(_WeaPonSlotList[0]._item);
 
  }
示例#4
0
    private void Start()
    {
        _WeaPonSlotList[0]._item = cDataBaseManager.GetInstance._ItemList[0];
        ItemImageChange(_WeaPonSlotList[0]);
        _NowWeaPon.SetWeaPon(_WeaPonSlotList[0]._item);

        AddItem(cDataBaseManager.GetInstance._ItemList[1]);
        AddItem(cDataBaseManager.GetInstance._ItemList[2]);
        AddItem(cDataBaseManager.GetInstance._ItemList[3]);
        AddItem(cDataBaseManager.GetInstance._ItemList[4]);
        AddItem(cDataBaseManager.GetInstance._ItemList[5]);
        AddItem(cDataBaseManager.GetInstance._ItemList[6]);
        AddItem(cDataBaseManager.GetInstance._ItemList[7]);
        AddItem(cDataBaseManager.GetInstance._ItemList[8]);
        AddItem(cDataBaseManager.GetInstance._ItemList[9]);

        _Shop = FindObjectOfType <cShopNPC>();
    }
示例#5
0
    private void Update()
    {
        //탭누를시 무기 1번 슬롯 2번슬롯 변경
        if (Input.GetKeyDown(KeyCode.Tab))
        {
            if (_WeaponNum == 0)
            {
                _WeaponNum = 1;
            }
            else if (_WeaponNum == 1)
            {
                _WeaponNum = 0;
            }
            cUIManager.GetInstance.GetWeaPonSlot().ChangeSlot();

            _WeaPon.SetWeaPon(cInventory.GetInstance.GetWeaponSlot(_WeaponNum)._item);
        }
        //인벤토리 열기
        if (Input.GetKeyDown(KeyCode.I))
        {
            cInventory.GetInstance.SetActive();
        }
        //ESC누를시 일시정지
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            _StopPanel.SetActive(true);
            Time.timeScale = 0;
        }
        if (Input.GetMouseButtonDown(0))
        {
            Cursor.SetCursor(_ClickTexture, Vector2.zero, _CursorMode);
        }
        else if (Input.GetMouseButtonUp(0))
        {
            Cursor.SetCursor(_CursorTexture, Vector2.zero, _CursorMode);
        }
        if (Player.GetInstance._state == State.Die)
        {
            _BackGround.Stop();
            _BackGround.loop = false;
            Player.GetInstance.transform.rotation = Quaternion.Euler(0, 0, 90);
            // 죽는소리재생
        }
    }