Commit 3711a2a4 authored by 18손재민's avatar 18손재민

Merge branch 'item' into tetris

parents 94bbcef8 2e546999
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using System.Collections.Generic;
using UnityEngine;
public class Addon : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public abstract class Addon {
public ItemQuality quality;
public AddonType type;
public Sprite sprite;
}
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InventoryManager : MonoBehaviour {
List<Item> itemList = new List<Item>();
List<Addon> addonList = new List<Addon>();
public void PushItem(Item item)
{
if(itemList.Count < 9)
itemList.Add(item);
}
public void PushAddon(Addon addon)
{
if (addonList.Count < 9)
addonList.Add(addon);
}
public void DiscardItem(int index)
{
if (itemList.Count > index)
itemList.RemoveAt(index);
}
public void DiscardAddon(int index)
{
if (addonList.Count > index)
addonList.RemoveAt(index);
}
public void DiscardAddon(int itemIndex, AddonType addonType)
{
if (itemList[itemIndex].addons[(int)addonType] != null)
itemList[itemIndex].addons[(int)addonType] = null;
}
public void AttachAddon(int itemIndex, int addonIndex)
{
if(itemList[itemIndex].attachable[(int)addonList[addonIndex].type] && itemList[itemIndex].addons[(int)addonList[addonIndex].type] == null)
{
itemList[itemIndex].addons[(int)addonList[addonIndex].type] = addonList[addonIndex];
addonList.RemoveAt(addonIndex);
}
}
public void DetachAddon(int itemIndex, AddonType addonType)
{
if(addonList.Count < 9 && itemList[itemIndex].addons[(int)addonType] != null)
{
addonList.Add(itemList[itemIndex].addons[(int)addonType]);
itemList[itemIndex].addons[(int)addonType] = null;
}
}
}
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class Item {
public int id;
public ItemQuality quality;
public int skillNum;
public string[] combo = new string[3]; //Capital Letters A B C
public bool[] attachable = new bool[4]; //0: prop 1: matter 2: component 3:theory
public Addon[] addons = new Addon[4]; //0: prop 1: matter 2: component 3:theory
public Sprite sprite;
public bool ComboAction(string currentCombo)
{
for(int i=0; i<skillNum; i++)
{
if (combo[i].Equals(currentCombo))
{
if (i == 0) PlaySkill1();
else if (i == 1) PlaySkill2();
else if (i == 2) PlaySkill3();
return true;
}
}
return false;
}
protected void PlaySkill1()
{
}
protected void PlaySkill2()
{
}
protected void PlaySkill3()
{
}
}
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......@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public class Item : MonoBehaviour {
public class Bow : Item {
// Use this for initialization
void Start () {
......
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DroppedItem : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Frame : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Potion : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ComboUI : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CoolUI : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MinimapUI : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TimerUI : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InventoryUI : MonoBehaviour {
Canvas canvas;
bool isActive;
void Start()
{
canvas = gameObject.GetComponent<Canvas>();
canvas.enabled = false;
isActive = false;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Tab))
{
isActive = !isActive;
canvas.enabled = isActive;
if (isActive)
Time.timeScale = 0;
else
Time.timeScale = 1;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIManager : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
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