DEG-25 강화 기초 로직
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Assets/KJM/KJM.unity
(Stored with Git LFS)
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Assets/KJM/KJM.unity
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Assets/KJM/KJM_Test/Save.meta
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Assets/KJM/KJM_Test/Save.meta
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@ -6,11 +6,11 @@ using UnityEngine;
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public class DungeonSave
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public class DungeonSave
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{
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{
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// 강화 수치
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// 강화 수치
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public int attackLevel = 0;
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public int attackPowerLevel = 0;
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public int attackSpeedLevel = 0;
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public int attackSpeedLevel = 0;
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public int heartLevel = 0;
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public int heartLevel = 0;
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public int moveSpeedLevel = 0;
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public int moveSpeedLevel = 0;
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public int evasionTimeLevel = 0;
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public int dashCoolDownLevel = 0;
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// 현재 진행 중인 스테이지
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// 현재 진행 중인 스테이지
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public int stageLevel = 0;
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public int stageLevel = 0;
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@ -20,11 +20,11 @@ public class DungeonSave
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{
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{
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if (other == null) return;
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if (other == null) return;
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if (other.attackLevel != 0) attackLevel = other.attackLevel;
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if (other.attackPowerLevel != 0) attackPowerLevel = other.attackPowerLevel;
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if (other.attackSpeedLevel != 0) attackSpeedLevel = other.attackSpeedLevel;
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if (other.attackSpeedLevel != 0) attackSpeedLevel = other.attackSpeedLevel;
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if (other.heartLevel != 0) heartLevel = other.heartLevel;
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if (other.heartLevel != 0) heartLevel = other.heartLevel;
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if (other.moveSpeedLevel != 0) moveSpeedLevel = other.moveSpeedLevel;
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if (other.moveSpeedLevel != 0) moveSpeedLevel = other.moveSpeedLevel;
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if (other.evasionTimeLevel != 0) evasionTimeLevel = other.evasionTimeLevel;
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if (other.dashCoolDownLevel != 0) dashCoolDownLevel = other.dashCoolDownLevel;
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if (other.stageLevel != 0) stageLevel = other.stageLevel;
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if (other.stageLevel != 0) stageLevel = other.stageLevel;
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}
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}
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}
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}
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@ -18,7 +18,6 @@ public class SaveManager : Singleton<SaveManager>
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private Save mainSave;
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private Save mainSave;
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private Save backupSave;
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private Save backupSave;
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void Start()
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void Start()
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{
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{
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Load(); //저장된 메인,백업 세이브를 로드
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Load(); //저장된 메인,백업 세이브를 로드
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@ -11,11 +11,11 @@ using Random = UnityEngine.Random;
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public class TestScript : MonoBehaviour,ISaveable
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public class TestScript : MonoBehaviour,ISaveable
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{
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{
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//던전
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//던전
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private int attackLevel;
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private int attackPowerLevel;
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private int attackSpeedLevel;
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private int attackSpeedLevel;
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private int heartLevel;
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private int heartLevel;
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private int moveSpeedLevel;
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private int moveSpeedLevel;
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private int evasionTimeLevel;
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private int dashCoolDownLevel;
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private int stageLevel;
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private int stageLevel;
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//일상
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//일상
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@ -34,7 +34,7 @@ public class TestScript : MonoBehaviour,ISaveable
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float floatValue = Random.Range(0f, 2f);
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float floatValue = Random.Range(0f, 2f);
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int intValue = Random.Range(0, 10);
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int intValue = Random.Range(0, 10);
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attackLevel = intValue;
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attackPowerLevel = intValue;
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attackSpeedLevel = intValue;
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attackSpeedLevel = intValue;
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heartLevel = intValue;
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heartLevel = intValue;
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moveSpeedLevel = intValue;
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moveSpeedLevel = intValue;
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@ -59,11 +59,11 @@ public class TestScript : MonoBehaviour,ISaveable
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{
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{
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if (save?.dungeonSave != null)
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if (save?.dungeonSave != null)
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{
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{
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attackLevel = save.dungeonSave.attackLevel;
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attackPowerLevel = save.dungeonSave.attackPowerLevel;
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attackSpeedLevel = save.dungeonSave.attackSpeedLevel;
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attackSpeedLevel = save.dungeonSave.attackSpeedLevel;
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heartLevel = save.dungeonSave.heartLevel;
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heartLevel = save.dungeonSave.heartLevel;
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moveSpeedLevel = save.dungeonSave.moveSpeedLevel;
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moveSpeedLevel = save.dungeonSave.moveSpeedLevel;
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evasionTimeLevel = save.dungeonSave.evasionTimeLevel;
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dashCoolDownLevel = save.dungeonSave.dashCoolDownLevel;
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stageLevel = save.dungeonSave.stageLevel;
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stageLevel = save.dungeonSave.stageLevel;
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}
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}
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@ -90,11 +90,11 @@ public class TestScript : MonoBehaviour,ISaveable
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{
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{
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dungeonSave = new DungeonSave()
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dungeonSave = new DungeonSave()
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{
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{
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attackLevel = this.attackLevel,
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attackPowerLevel = this.attackPowerLevel,
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attackSpeedLevel = this.attackSpeedLevel,
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attackSpeedLevel = this.attackSpeedLevel,
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heartLevel = this.heartLevel,
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heartLevel = this.heartLevel,
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moveSpeedLevel = this.moveSpeedLevel,
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moveSpeedLevel = this.moveSpeedLevel,
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evasionTimeLevel = this.evasionTimeLevel,
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dashCoolDownLevel = this.dashCoolDownLevel,
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stageLevel = this.stageLevel,
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stageLevel = this.stageLevel,
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},
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},
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Assets/KJM/KJM_Test/Upgrade.meta
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Assets/KJM/KJM_Test/Upgrade.meta
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Assets/KJM/KJM_Test/Upgrade/Prefabs.meta
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Assets/KJM/KJM_Test/Upgrade/Prefabs/UpgradeCard.prefab
(Stored with Git LFS)
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Assets/KJM/KJM_Test/Upgrade/Prefabs/UpgradeCard.prefab
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Assets/KJM/KJM_Test/Upgrade/Prefabs/UpgradePanel.prefab
(Stored with Git LFS)
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Assets/KJM/KJM_Test/Upgrade/Prefabs/UpgradePanel.prefab
(Stored with Git LFS)
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Assets/KJM/KJM_Test/Upgrade/Sprite.meta
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Assets/KJM/KJM_Test/Upgrade/Sprite/AttackPower.png
(Stored with Git LFS)
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Assets/KJM/KJM_Test/Upgrade/Sprite/AttackPower.png
(Stored with Git LFS)
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Assets/KJM/KJM_Test/Upgrade/Sprite/AttackPower.png.meta
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(Stored with Git LFS)
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(Stored with Git LFS)
Normal file
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(Stored with Git LFS)
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Assets/KJM/KJM_Test/Upgrade/Sprite/MoveSpeed.png
(Stored with Git LFS)
Normal file
Binary file not shown.
152
Assets/KJM/KJM_Test/Upgrade/Sprite/MoveSpeed.png.meta
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59
Assets/KJM/KJM_Test/Upgrade/UpgradeCard.cs
Normal file
59
Assets/KJM/KJM_Test/Upgrade/UpgradeCard.cs
Normal file
@ -0,0 +1,59 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class UpgradeCard : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Sprite[] upgradeSprite;
|
||||||
|
|
||||||
|
StatType currentStatType;
|
||||||
|
Image[] upgradeIcon;
|
||||||
|
TextMeshProUGUI upgradeText;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
upgradeIcon = gameObject.GetComponentsInChildren<Image>();
|
||||||
|
upgradeText = gameObject.GetComponentInChildren<TextMeshProUGUI>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Init(StatType statType)
|
||||||
|
{
|
||||||
|
currentStatType = statType;
|
||||||
|
|
||||||
|
//텍스트 설정
|
||||||
|
upgradeText.text = StatNameText(currentStatType) + " Lv." + (UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(currentStatType));
|
||||||
|
|
||||||
|
//아이콘 설정
|
||||||
|
upgradeIcon[1].sprite = upgradeSprite[(int)statType-1];
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private String StatNameText(StatType statType)
|
||||||
|
{
|
||||||
|
switch (statType)
|
||||||
|
{
|
||||||
|
case StatType.AttackPower:
|
||||||
|
return "공격력";
|
||||||
|
case StatType.AttackSpeed:
|
||||||
|
return "공격 속도";
|
||||||
|
case StatType.MoveSpeed:
|
||||||
|
return "이동 속도";
|
||||||
|
case StatType.DashCoolDown:
|
||||||
|
return "대시 쿨타임";
|
||||||
|
case StatType.Heart:
|
||||||
|
return "최대 하트";
|
||||||
|
default:
|
||||||
|
return "";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ClickCard()
|
||||||
|
{
|
||||||
|
//레벨 증가
|
||||||
|
UpgradeManager.Instance.upgradeStat.UpgradeLevel(currentStatType);
|
||||||
|
Debug.Log(UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(currentStatType));
|
||||||
|
}
|
||||||
|
}
|
11
Assets/KJM/KJM_Test/Upgrade/UpgradeCard.cs.meta
Normal file
11
Assets/KJM/KJM_Test/Upgrade/UpgradeCard.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
64
Assets/KJM/KJM_Test/Upgrade/UpgradeManager.cs
Normal file
64
Assets/KJM/KJM_Test/Upgrade/UpgradeManager.cs
Normal file
@ -0,0 +1,64 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public enum StatType
|
||||||
|
{
|
||||||
|
AttackPower = 1,
|
||||||
|
AttackSpeed,
|
||||||
|
MoveSpeed,
|
||||||
|
DashCoolDown,
|
||||||
|
Heart
|
||||||
|
}
|
||||||
|
|
||||||
|
public class UpgradeManager : Singleton<UpgradeManager>
|
||||||
|
{
|
||||||
|
//현재 캔버스 찾는 함수 설정
|
||||||
|
public Canvas canvas;
|
||||||
|
|
||||||
|
public GameObject backgroundPanel;
|
||||||
|
public Button upgradeButton;
|
||||||
|
|
||||||
|
public UpgradeStat upgradeStat;
|
||||||
|
|
||||||
|
private readonly List<int> statNumbers = new List<int> { 1, 2, 3, 4, 5 };
|
||||||
|
|
||||||
|
public void GenerateUpgradeCard()
|
||||||
|
{
|
||||||
|
//카드 번호 셔플
|
||||||
|
ShuffleStatNumber();
|
||||||
|
|
||||||
|
//강화 수치가 맥스인 항목은 제외하는 로직
|
||||||
|
|
||||||
|
//배경 패널 생성 애니메이션
|
||||||
|
RectTransform backgroundRectTransform = Instantiate(backgroundPanel,canvas.transform).GetComponent<RectTransform>();
|
||||||
|
|
||||||
|
var card1 = Instantiate(upgradeButton, backgroundRectTransform);
|
||||||
|
card1.GetComponent<UpgradeCard>().Init((StatType)statNumbers[0]);
|
||||||
|
|
||||||
|
var card2 = Instantiate(upgradeButton, backgroundRectTransform);
|
||||||
|
card2.GetComponent<UpgradeCard>().Init((StatType)statNumbers[1]);
|
||||||
|
|
||||||
|
var card3 = Instantiate(upgradeButton, backgroundRectTransform);
|
||||||
|
card3.GetComponent<UpgradeCard>().Init((StatType)statNumbers[2]);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// 리스트 셔플
|
||||||
|
private void ShuffleStatNumber()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < statNumbers.Count; i++)
|
||||||
|
{
|
||||||
|
int randIndex = Random.Range(i, statNumbers.Count);
|
||||||
|
(statNumbers[i], statNumbers[randIndex]) = (statNumbers[randIndex], statNumbers[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/KJM/KJM_Test/Upgrade/UpgradeManager.cs.meta
Normal file
11
Assets/KJM/KJM_Test/Upgrade/UpgradeManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
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|
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120
Assets/KJM/KJM_Test/Upgrade/UpgradeStat.cs
Normal file
120
Assets/KJM/KJM_Test/Upgrade/UpgradeStat.cs
Normal file
@ -0,0 +1,120 @@
|
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|
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class UpgradeStat : MonoBehaviour,ISaveable
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|
{
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|
private const int MAX_UPGRADES = 4;
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|
private const int MAX_UPGRADES_HEART = 3;
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|
|
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|
private int attackPowerLevel = 1;
|
||||||
|
private int attackSpeedLevel = 1;
|
||||||
|
private int moveSpeedLevel = 1;
|
||||||
|
private int dashCoolDownLevel = 1;
|
||||||
|
private int heartLevel = 1;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 강화 수치 올리는 함수
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="number"></param>
|
||||||
|
public void UpgradeLevel(StatType statType)
|
||||||
|
{
|
||||||
|
switch (statType)
|
||||||
|
{
|
||||||
|
case StatType.AttackPower:
|
||||||
|
if(attackPowerLevel<MAX_UPGRADES)
|
||||||
|
attackPowerLevel++;
|
||||||
|
break;
|
||||||
|
case StatType.AttackSpeed:
|
||||||
|
if (attackSpeedLevel < MAX_UPGRADES)
|
||||||
|
attackSpeedLevel++;
|
||||||
|
break;
|
||||||
|
case StatType.MoveSpeed:
|
||||||
|
if(moveSpeedLevel < MAX_UPGRADES)
|
||||||
|
moveSpeedLevel++;
|
||||||
|
break;
|
||||||
|
case StatType.DashCoolDown:
|
||||||
|
if(dashCoolDownLevel < MAX_UPGRADES)
|
||||||
|
dashCoolDownLevel++;
|
||||||
|
break;
|
||||||
|
case StatType.Heart:
|
||||||
|
if(heartLevel < MAX_UPGRADES_HEART)
|
||||||
|
heartLevel++;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 현재 강화 수치 반환 함수
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="number"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public int CurrentUpgradeLevel(StatType statType)
|
||||||
|
{
|
||||||
|
int currentUpgradeLevel = 0;
|
||||||
|
switch (statType)
|
||||||
|
{
|
||||||
|
case StatType.AttackPower:
|
||||||
|
currentUpgradeLevel = attackPowerLevel;
|
||||||
|
break;
|
||||||
|
case StatType.AttackSpeed:
|
||||||
|
currentUpgradeLevel = attackSpeedLevel;
|
||||||
|
break;
|
||||||
|
case StatType.MoveSpeed:
|
||||||
|
currentUpgradeLevel = moveSpeedLevel;
|
||||||
|
break;
|
||||||
|
case StatType.DashCoolDown:
|
||||||
|
currentUpgradeLevel = dashCoolDownLevel;
|
||||||
|
break;
|
||||||
|
case StatType.Heart:
|
||||||
|
currentUpgradeLevel = heartLevel;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
int max = statType == StatType.Heart ? MAX_UPGRADES_HEART : MAX_UPGRADES;
|
||||||
|
|
||||||
|
return (currentUpgradeLevel < 1 || currentUpgradeLevel > max)? 1 : currentUpgradeLevel;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 강화 수치 로컬에 저장
|
||||||
|
/// </summary>
|
||||||
|
/// <returns></returns>
|
||||||
|
public Save ExtractSaveData()
|
||||||
|
{
|
||||||
|
return new Save
|
||||||
|
{
|
||||||
|
dungeonSave = new DungeonSave()
|
||||||
|
{
|
||||||
|
attackPowerLevel = this.attackPowerLevel,
|
||||||
|
attackSpeedLevel = this.attackSpeedLevel,
|
||||||
|
heartLevel = this.heartLevel,
|
||||||
|
moveSpeedLevel = this.moveSpeedLevel,
|
||||||
|
dashCoolDownLevel = this.dashCoolDownLevel,
|
||||||
|
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 강화 수치 로컬에서 로드
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="save"></param>
|
||||||
|
public void ApplySaveData(Save save)
|
||||||
|
{
|
||||||
|
if (save?.dungeonSave != null)
|
||||||
|
{
|
||||||
|
attackPowerLevel = save.dungeonSave.attackPowerLevel;
|
||||||
|
attackSpeedLevel = save.dungeonSave.attackSpeedLevel;
|
||||||
|
heartLevel = save.dungeonSave.heartLevel;
|
||||||
|
moveSpeedLevel = save.dungeonSave.moveSpeedLevel;
|
||||||
|
dashCoolDownLevel = save.dungeonSave.dashCoolDownLevel;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/KJM/KJM_Test/Upgrade/UpgradeStat.cs.meta
Normal file
11
Assets/KJM/KJM_Test/Upgrade/UpgradeStat.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: 4814816a9b65ad3448bd8bad61e38347
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|
MonoImporter:
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|
externalObjects: {}
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||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
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|
executionOrder: 0
|
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|
icon: {instanceID: 0}
|
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|
userData:
|
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|
assetBundleName:
|
||||||
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|
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