장비 장착 시스템 작업 완료

This commit is contained in:
김판돌 2023-12-18 20:13:31 +09:00
parent 1120439b4e
commit c9d6223759
26 changed files with 4244 additions and 25 deletions

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EquipItemPrefab : MonoBehaviour
{
public ePart part;
public void SelectItem()
{
UnitSetUiCtrl.Instance.ItemSet(part);
}
}

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@ -33,6 +33,8 @@ public class UnitCtrl : MonoBehaviour
//이곳은 생성된 유닛에게 세팅됨
this.isEnemy = isEnemy;
unit.UnitSet(Statics.excelDatas.unitData[tableIndex]);
if (!isEnemy)//아군 유닛에게만 세팅이 되어야함
unit.DeckUnitInfoSet();
unit.UnitBonusSet(new UnitBonus(unitLevel, new int[0], 0, 0));
}

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@ -1,9 +1,13 @@
using System;
using System.Diagnostics;
using System.Reflection;
[Serializable]
public class UnitInfo
{
long _id;
public long id { get { return _id; } }
string _name;
public string name { get { return _name; } }
@ -26,8 +30,11 @@ public class UnitInfo
UnitBonus unitBonus;
public DeckUnitInfo deckUnitInfo;
public void UnitSet(UnitData ud)
{
_id = ud.index;
_name = ud.name;
_maxHp = ud.hp;
_attack = ud.attack;
@ -37,6 +44,139 @@ public class UnitInfo
_buy = ud.buy.ToArray();
}
public void DeckUnitInfoSet()
{
foreach (var item in Statics.deckUnit)
{
if (item.Value.unit_id == _id)
{
this.deckUnitInfo = item.Value;
}
}
if (this.deckUnitInfo == null)
{
UnityEngine.Debug.LogError("Not Data : " + _id);
return;
}
int index = -1;
if (this.deckUnitInfo.equip0_id != 0)//무기
{
//장착에 대한 시스템 작성
index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip0_id);
Equipment eq = Statics.equipment[index];
EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
switch (eq.rand_stats)
{
case 1: //공격력
_attack += eqd.stats1;
break;
case 2: //방어관통력
break;
case 3: //치명타대미지
break;
}
}
if (this.deckUnitInfo.equip1_id != 0)//갑옷
{
//장착에 대한 시스템 작성
index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip1_id);
Equipment eq = Statics.equipment[index];
EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
switch (eq.rand_stats)
{
case 1: //방어력
_defense += eqd.stats1;
break;
case 2: //체력
_maxHp += eqd.stats2;
break;
case 3: //데미지감소
break;
}
}
if (this.deckUnitInfo.equip2_id != 0)//장갑
{
//장착에 대한 시스템 작성
index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip2_id);
Equipment eq = Statics.equipment[index];
EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
switch (eq.rand_stats)
{
case 1: //이동속도
_moveSpeed += eqd.stats1;
break;
case 2: //공격속도
_attackSpeed += eqd.stats2;
break;
case 3: //공격력
_attack += eqd.stats3;
break;
}
}
if (this.deckUnitInfo.equip3_id != 0)//투구
{
//장착에 대한 시스템 작성
index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip3_id);
Equipment eq = Statics.equipment[index];
EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
switch (eq.rand_stats)
{
case 1: //공격력
_attack += eqd.stats1;
break;
case 2: //방어관통력
break;
case 3: //체력
_maxHp += eqd.stats3;
break;
}
}
if (this.deckUnitInfo.equip4_id != 0)//방패
{
//장착에 대한 시스템 작성
index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip4_id);
Equipment eq = Statics.equipment[index];
EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
switch (eq.rand_stats)
{
case 1: //방어력
_defense += eqd.stats1;
break;
case 2: //대미지감소
break;
case 3: //체력
_maxHp += eqd.stats3;
break;
}
}
if (this.deckUnitInfo.equip5_id != 0)//반지
{
//장착에 대한 시스템 작성
index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip5_id);
Equipment eq = Statics.equipment[index];
EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
switch (eq.rand_stats)
{
case 1: //치명타확률
break;
case 2: //이동속도
_moveSpeed += eqd.stats2;
break;
case 3: //공격속도
_attackSpeed += eqd.stats3;
break;
}
}
}
public void UnitBonusSet(UnitBonus unitBonus)
{
this.unitBonus = unitBonus;
@ -72,17 +212,9 @@ public class UnitBonus
public int[] equipment { get { return _equipment; } }
//장착한 리더의 강화 수치
int _leaderType;
public int leaderType { get { return _leaderType; } }
int _leaderbonus;
public int leaderbonus { get { return _leaderbonus; } }
public UnitBonus(int level, int[] equipment, int leaderType, int leaderbonus)
{
this._level = level;
this._equipment = equipment;
this._leaderType = leaderType;
this._leaderbonus = leaderbonus;
}
}

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@ -43,7 +43,6 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
moneyText.text = money.ToString();
isEndGame = false;
delay = 0.0f;
//TODO 나중에 다른 리더를 가져갈 수 있게 만들기
units = new UnitCtrl[9];
units[0] = Statics.intUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit0_id].unit_id].GetComponent<UnitCtrl>();
units[1] = Statics.intUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit1_id].unit_id].GetComponent<UnitCtrl>();
@ -58,6 +57,7 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
{
unitSpriteButton[n].sprite = units[n].unitSprite;
unitTextButton[n].text = units[n].unit.buy[0].ToString();
units[n].unit.DeckUnitInfoSet();
}
//테스트용 일단은 이곳에서 임시 처리
Statics.chapter = 101;

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@ -3,7 +3,7 @@ using System.Collections.Generic;
public class UnitData : Excel
{
public int index;
public long index;
public string name;
public int hp;
public int attack;

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@ -97,7 +97,7 @@ public class DeckUnitInfo
public class Equipment
{
public long id { get; set; }
public long unit_id { get; set; }
public long user_id { get; set; }
public long equip_unit { get; set; }
public int rand_stats { get; set; }
public long equipment_data_id { get; set; }
@ -127,12 +127,14 @@ public class EquipChangeReq
public string uuid { get; set; }
public long unit_id { get; set; }
public long equipment_id { get; set; }
public bool is_equipment { get; set; }
public EquipChangeReq(long unit_id, long equipment_id)
public EquipChangeReq(long unit_id, long equipment_id, bool is_equipment)
{
this.uuid = Statics.uuid;
this.unit_id = unit_id;
this.equipment_id = equipment_id;
this.is_equipment = is_equipment;
}
}
@ -141,10 +143,11 @@ public class EquipChangeResp : Request<EquipChangeResp>
private Protocol protocol = Protocol.EquipChange;
public Equipment equipment { get; set; }
public DeckUnitInfo deck_unit_info { get; set; }
public Equipment change_equipment { get; set; }
public void Request(Action<EquipChangeResp> onRequestFinished, long unit_id, long equipment_id)
public void Request(Action<EquipChangeResp> onRequestFinished, long unit_id, long equipment_id, bool is_equipment)
{
CreateRequest(protocol, onRequestFinished, new EquipChangeReq(unit_id, equipment_id), HTTPMethods.Post, null);
CreateRequest(protocol, onRequestFinished, new EquipChangeReq(unit_id, equipment_id, is_equipment), HTTPMethods.Post, null);
}
}
#endregion

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@ -42,6 +42,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
[SerializeField] GameObject itemInfo;
[SerializeField] Image itemImage;
[SerializeField] TMP_Text itemName;
[SerializeField] TMP_Text equipType;
[SerializeField] GameObject status0;
[SerializeField] TMP_Text status0Status;
[SerializeField] TMP_Text status0Value;
@ -55,6 +56,9 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
[SerializeField] TMP_Text status3Status;
[SerializeField] TMP_Text status3Value;
//유닛 장착 아이템 정보
[SerializeField] Image[] equipItems;
GameObjectPool<ItemPrefab> itemPrefabList;
GameObjectPool<UnitPrefab> unitPrefabList;
@ -176,9 +180,109 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
criticalDamage.text = "50%";
damageReduction.text = "0%";
int index = -1;
if (deckUnitInfo.equip0_id == 0)
{
equipItems[0].color = Color.clear;
}
else
{
equipItems[0].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip0_id));
if (index == -1)
{
Debug.LogError("notData");
equipItems[2].color = Color.clear;
}
else
equipItems[0].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
if (deckUnitInfo.equip1_id == 0)
{
equipItems[1].color = Color.clear;
}
else
{
equipItems[1].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip1_id));
if (index == -1)
{
Debug.LogError("notData");
equipItems[2].color = Color.clear;
}
else
equipItems[1].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
if (deckUnitInfo.equip2_id == 0)
{
equipItems[2].color = Color.clear;
}
else
{
equipItems[2].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip2_id));
if(index == -1)
{
Debug.LogError("notData");
equipItems[2].color = Color.clear;
}
else
equipItems[2].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
if (deckUnitInfo.equip3_id == 0)
{
equipItems[3].color = Color.clear;
}
else
{
equipItems[3].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip3_id));
if (index == -1)
{
Debug.LogError("notData : " + deckUnitInfo.equip3_id);
equipItems[2].color = Color.clear;
}
else
equipItems[3].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
if (deckUnitInfo.equip4_id == 0)
{
equipItems[4].color = Color.clear;
}
else
{
equipItems[4].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip4_id));
if (index == -1)
{
Debug.LogError("notData");
equipItems[2].color = Color.clear;
}
else
equipItems[4].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
if (deckUnitInfo.equip5_id == 0)
{
equipItems[5].color = Color.clear;
}
else
{
equipItems[5].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip5_id));
if (index == -1)
{
Debug.LogError("notData");
equipItems[2].color = Color.clear;
}
else
equipItems[5].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
//카메라 유닛 생성
if(UnitObject != null)
if (UnitObject != null)
Destroy(UnitObject);
UnitObject = Instantiate(unitCtrl.gameObject, CamContent);
@ -189,6 +293,58 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
{
this.selectItemPrefab = itemPrefab;
this.selectItem = equipment;
equipType.text = "장착";
itemInfo.SetActive(true);
itemImage.sprite = Statics.stringIcons[equipmentData.name];
itemName.text = equipmentData.name;
status0.SetActive(true);
status0Status.text = StatusText(equipmentData.part, equipment.rand_stats);
status0Value.text = ValueText(equipmentData, equipment.rand_stats);
status1.SetActive(false);
status2.SetActive(false);
status3.SetActive(false);
}
public void ItemSet(ePart part)
{
Equipment equipment;
int index = -1;
switch (part)
{
case ePart.Weapon:
index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip0_id);
equipment = Statics.equipment[index];
break;
case ePart.Armor:
index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip1_id);
equipment = Statics.equipment[index];
break;
case ePart.Gloves:
index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip2_id);
equipment = Statics.equipment[index];
break;
case ePart.Headpiece:
index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip3_id);
equipment = Statics.equipment[index];
break;
case ePart.Shield:
index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip4_id);
equipment = Statics.equipment[index];
break;
case ePart.Ring:
index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip5_id);
equipment = Statics.equipment[index];
break;
default:
Debug.LogError("Not Data");
return;
}
EquipmentData equipmentData = Statics.excelDatas.equipmentData[equipment.equipment_data_id];
this.selectItem = equipment;
equipType.text = "해제";
itemInfo.SetActive(true);
itemImage.sprite = Statics.stringIcons[equipmentData.name];
itemName.text = equipmentData.name;
@ -282,6 +438,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
return "";
}
}
private string ValueText(EquipmentData equipmentData, int randStats)
{
switch (randStats)
@ -314,12 +471,13 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
break;
}
}
Statics.deckUnit.Remove(data.deck_unit_info.id);
Statics.deckUnit.Add(data.deck_unit_info.id, data.deck_unit_info);
//세팅되어있는 데이터 수정
selectUnitPrefab.SetData(data.deck_unit_info);
if(data.equipment.unit_id != 0)
if(data.equipment.equip_unit == 0)
{
//생성
ItemPrefab prefab = itemPrefabList.pop();
@ -341,6 +499,27 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
}
}
}
}, selectUnit.id, selectItem.id);
//추가 데이터 처리
if (data.change_equipment != null)
{
for (int n = 0; n < Statics.equipment.Count; n++)
{
if (Statics.equipment[n].id == data.change_equipment.id)
{
Statics.equipment[n] = data.change_equipment;
break;
}
}
//이곳은 장착 해제 여부밖에 나올수 없어 이렇게 작업됨.
ItemPrefab prefab = itemPrefabList.pop();
prefab.SetData(data.change_equipment);
prefab.gameObject.SetActive(true);
onItemPrefabList.Add(prefab);
}
selectUnitPrefab.SelectUnit();
}, selectUnit.id, selectItem.id, selectItem.equip_unit == 0);
}
}

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