Commit dff4ecb8 authored by 18김상언's avatar 18김상언

거미를 만들어보려고 했는데 하루종일 했는데 못했다

코딩 너무 어렵다
그래서 정신승리 하려고 아이템 인벤토리에 애드온 설명 추가시켰다.
앙 오늘 뭔가 했음.
parent 2664fff9
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......@@ -4440,6 +4744,6 @@ RectTransform:
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......@@ -11,6 +11,7 @@ public abstract class Addon {
public Sprite highlight;
public Vector2 sizeInventory;
public string addonDescription;
public string addonInfo;
public Addon()
{
......@@ -25,6 +26,7 @@ public abstract class Addon {
highlight = null;
sizeInventory = new Vector2(0, 0);
addonDescription = null;
addonInfo = null;
}
public virtual float DamageAdder(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
{
......
......@@ -15,6 +15,8 @@ public class CoollyPride : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/Coolly Pride"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/Coolly Pride"); ;
sizeInventory = new Vector2(80, 80);
addonDescription = "꺼지지 않을 것 처럼 타올랐지만, 이제는 완전히 식어버린 차숀의 긍지.";
addonInfo = "기본 피해량이 4 미만이면 적을 2초간 빙결시킵니다.";
}
public override float[] DebuffAdder(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
......
......@@ -15,6 +15,8 @@ public class GlowingHerb : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/Glowing Herb"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/Glowing Herb"); ;
sizeInventory = new Vector2(80, 80);
addonDescription = "활활 타오르며 매콤한 맛이 날 것 같지만 평범하게 쓰다. - 하부 료진";
addonInfo = "타격시 적을 3초간 화상 상태로 만듭니다.";
}
public override float[] DebuffAdder(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
......
......@@ -17,6 +17,8 @@ public class Gluttony : Addon
highlight = Resources.Load<Sprite>("Sprites/Addons/parchment piece"); ;
sizeInventory = new Vector2(80, 80);
lifeStoneManager = LifeStoneManager.Instance;
addonDescription = "식욕은 누구에게나 존재한다. - 토미 다라바.";
addonInfo = "적을 처치하면 생명석이 1개 회복됩니다.";
}
public override void OtherEffect(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
{
......
......@@ -16,6 +16,7 @@ public class ParchmentPiece : Addon
highlight = Resources.Load<Sprite>("Sprites/Addons/parchment piece_border"); ;
sizeInventory = new Vector2(70, 77.5f);
addonDescription = "쓸모없는 애드온";
addonInfo = "피해량이 3 미만이면 피해량이 100% 증가합니다.";
}
public override float DamageMultiplier(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
{
......
......@@ -151,6 +151,7 @@ public class InventoryUI : MonoBehaviour {
infoAddonsFrame[i].transform.Find("Quality").GetComponent<Text>().text = qualityString[(int)itemList[selectedItem].addons[i].quality];
infoAddonsFrame[i].transform.Find("Name").GetComponent<Text>().text = itemList[selectedItem].addons[i].name;
infoAddonsFrame[i].transform.Find("Description").GetComponent<Text>().text = itemList[selectedItem].addons[i].addonDescription;
infoAddonsFrame[i].transform.Find("Info").GetComponent<Text>().text = itemList[selectedItem].addons[i].addonInfo;
}
......
......@@ -9,7 +9,7 @@ public class Baculus : Item
{
public override void Declare()
{
id = 15; name = "Baculus";
id = 15; name = "바쿨루스";
quality = ItemQuality.Ordinary;
skillNum = 2;
combo = new string[3] { "BCB", "ACBC", "" };
......@@ -20,5 +20,7 @@ public class Baculus : Item
animation[1] = Resources.Load<AnimationClip>("Animations/baculusAttack2");
animation[2] = null;
sizeInventory = new Vector2(90, 160);
itemInfo = "신을 숭배하는 자들이 들고 있던 청백색의 주교 지팡이. 영험한 힘이 느껴진다.";
comboName = new string[3] { "기도", "징벌", "" };
}
}
......@@ -11,7 +11,7 @@ public class Bow : Item {
public override void Declare()
{
id = 2; name = "bow";
id = 2; name = "";
quality = ItemQuality.Study;
skillNum = 2;
combo = new string[3] { "BB", "BC", "" };
......@@ -22,6 +22,8 @@ public class Bow : Item {
animation[1] = Resources.Load<AnimationClip>("Animations/bowAttack2");
animation[2] = null;
sizeInventory = new Vector2(137.5f, 137.5f);
itemInfo = "단순한 나무활. 군더더기 없는 깔끔한 모습이지만 금방이라도 부셔질 듯이 조잡한 것을 보니 싸구려 인듯 하다.";
comboName = new string[3] { "쏘기", "위로 쏘기", "" };
player = GameObject.Find("Player");
arrow = Resources.Load<GameObject>("Prefabs/Projectiles/bow_arrow");
......
......@@ -9,7 +9,7 @@ public class Dagger : Item
{
public override void Declare()
{
id = 1; name = "dagger";
id = 1; name = "단검(Sweet Sword)";
quality = ItemQuality.Study;
skillNum = 2;
combo = new string[3] { "A", "AA", "" };
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 아이템명: 감전봉
/// 번호: 52
/// </summary>
public class ElectricShockRod : Item {
public override void Declare()
{
id = 52; name = "감전봉";
quality = ItemQuality.Masterpiece;
skillNum = 2;
combo = new string[3] { "ABA", "CBABB", "" };
attachable = new bool[4] { false, false, true, true };
sprite = Resources.Load<Sprite>("Sprites/Items/electric shock rod");
highlight = Resources.Load<Sprite>("Sprites/Items/electric shock rod");
animation[0] = Resources.Load<AnimationClip>("Animations/electricShockRodAttack1");
animation[1] = Resources.Load<AnimationClip>("Animations/electricShockRodAttack2");
animation[2] = null;
sizeInventory = new Vector2(90, 160);
itemInfo = "몸이 타는 것 같은 수준으로 아프다. 명령을 내릴 때 효과적일 것 같다.";
comboName = new string[3] { "충전", "방전", "" };
}
}
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......@@ -9,7 +9,7 @@ public class ExplosionGloves : Item
{
public override void Declare()
{
id = 21; name = "explosion gloves";
id = 21; name = "폭탄마의 장갑";
quality = ItemQuality.Ordinary;
skillNum = 2;
combo = new string[3] { "CAC", "CA", "" };
......
......@@ -9,7 +9,7 @@ public class Morgenstern : Item
{
public override void Declare()
{
id = 16; name = "Baculus";
id = 16; name = "모닝스타";
quality = ItemQuality.Superior;
skillNum = 2;
combo = new string[3] { "BBCAA", "BBB", "" };
......
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