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explain EquipmentManagementSystem

Yoo Hyeokjin edited this page Jun 27, 2023 · 2 revisions

EquipmentManagementSystem

목차

코드 설명

변수 선언

public List<Weapon> Weapons;           // 현재 가지고 있는 Weapon List
public List<Accessory> Accessories;    // 현재 가지고 있는 Accessory List
public List<int> MasteredWeapons;      // 현재 가지고 있는 Master한 Weapon List
public List<int> MasteredAccessories;  // 현재 가지고 있는 Master한 Weapon List
public int[] TransWeaponIndex;         // 해당 index의 weapon이 현재 보유중인 Weapons의 몇 번째 index에 있는지 반환하는 배열, 없다면 -1 반환
public int[] TransAccessoryIndex;      // 위와 같으나 Accessory에 해당

Character가 가지고 있는 초기 Weapon Setting -> 한번만 실행된다.

public void Set(int startingWeapon)
{
    Weapons = new List<Weapon>(); // List를 만들어준다.
    Accessories = new List<Accessory>(); // List를 만들어준다.
    TransWeaponIndex = Enumerable.Repeat<int>(-1, Constants.MAX_WEAPON_NUMBER).ToArray<int>(); // MAX_WEAPON_NUMBER만큼 -1로 채운다.
    TransAccessoryIndex = Enumerable.Repeat<int>(-1, Constants.MAX_ACCESSORY_NUMBER).ToArray<int>(); // MAX_ACCESSORY_NUMBER만큼 -1로 채운다.
    MasteredWeapons = new List<int>(); // List를 만들어준다.
    MasteredAccessories = new List<int>(); // List를 만들어준다.

    SetNewWeapon(startingWeapon); // Weapon을 얻었을 때 실행하는 코드
}

Weapon을 얻었을 때 실행하는 코드

public void SetNewWeapon(int weaponIndex)
{
    GameManager.instance.WeaponGetTime[weaponIndex] = GameManager.instance.GameTime; // Weapon을 얻은 시간을 저장한다.

    AddNewWeapon(weaponIndex); // 새로 얻은 무기를 Weapon List에 추가하는 Method
    TransWeaponIndex[weaponIndex] = Weapons.Count - 1; // 해당하는 무기가 Weapon List에 몇 번째에 해당하는 저장한다.

    Weapons.Last().WeaponDefalutSetting(weaponIndex); // 가지고 있는 무기들을 기본 Setting을 한다.
    GameManager.instance.WeaponSlot.GetComponent<SlotUI>().AddSlot(weaponIndex, 0); // Slot UI 에 해당 Weapon을 넣는다.

    ProcessWeaponSub(weaponIndex, Weapons.Last()); // 비둘기 관련된 Method
}

private void ProcessWeaponSub(int weaponIndex, Weapon weapon)
{
    switch(weaponIndex) 
    {
        case 7: // peachOne
            weapon.GetComponent<Peachone>().SpawnBlueBird(SkillFiringSystem.instance.Birds[0]);
            break;
        case 8: // ebonyWings
            weapon.GetComponent<EbonyWings>().SpawnBlackBird(SkillFiringSystem.instance.Birds[1]);
            break;
    }
}
private void AddNewWeapon(int weaponIndex) // SkillFiringSystem에 저장된 해당되는 무기의 Prefab을 불러온다.
{
    switch (weaponIndex)
    {
        case 0: // Whip
            Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<Whip>());
            break;
        case 1: // MagicWand
            Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<MagicWand>());
            break;
        case 2: // Knife
            Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<Knife>());
            break;
        case 3: // Cross
            Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<Cross>());
            break;
        case 4: // KingBible
            Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<KingBible>());
            break;
        case 5: // FireWand
            Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<FireWand>());
            break;
        case 6: // Garlic
            Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<Gralic>());
            break;
        case 7: // peachOne
            Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<Peachone>());
            break;
        case 8: // ebonyWings
            Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<EbonyWings>());
            break;
        case 9: // LightningRing
            Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<LightningRing>());
            break;
    }
}

Accessory를 얻었을 때 실행되는 코드

public void GetAccessory(int accessoryIndex)
{ 
    TransAccessoryIndex[accessoryIndex] = Accessories.Count; // 얻은 Accessory가 몇 번째인지 저장한다.
    Accessories.Add(new Accessory(accessoryIndex)); // Accessory List에 얻은 Accessory를 추가한다.
    UpgradeAccessory(accessoryIndex); // Accessory를 Upgrade한다.
    GameManager.instance.AccessorySlot.GetComponent<SlotUI>().AddSlot(accessoryIndex, 1); // Slot UI 에 해당 Accessory를 넣는다.
}

Weapon, Accessory를 가지고 있는지 유무

public bool HasWeapon(int weaponIndex)
{
    if (weaponIndex < 0 || weaponIndex >= Constants.MAX_WEAPON_NUMBER)
        return false;
    return TransWeaponIndex[weaponIndex] >= 0;
}
public bool HasAcc(int accIndex)
{
    if (accIndex < 0 || accIndex >= Constants.MAX_ACCESSORY_NUMBER)
        return false;
    return TransAccessoryIndex[accIndex] >= 0;
}

Item을 얻었을 때 실행하는 Method

public void ApplyItem(Tuple<int, int, int> pickUp)
{
    switch ((Enums.EPickUpType)pickUp.Item1)
    {
        case Enums.EPickUpType.Weapon: // Weapon을 얻었다면 
            ApplyWeapon(pickUp.Item2, pickUp.Item3); // Weapon을 적용한다.
            break;
        case Enums.EPickUpType.Accessory: // Accessory를 얻었다면 
            ApplyAccessory(pickUp.Item2, pickUp.Item3); // Accessory를 적용한다.
            break;
        default:
            ApplyEtc(pickUp.Item2); // Etc를 얻었다면 그것을 적용한다.
            break;
    }
}

private void ApplyWeapon(int weaponIndex, int hasWeapon)
{ // Weapon을 가지고 있으면 Upgrade를 하고 없으면 Set해라
    if (hasWeapon == 0)
        SetNewWeapon(weaponIndex);
    else
        UpgradeWeapon(weaponIndex);
}
private void ApplyAccessory(int accessoryIndex, int hasAccessory)
{ // Accessory를 가지고 있으면 Upgrade를 하고 없으면 Set해라
    if (hasAccessory == 0)
        GetAccessory(accessoryIndex);
    else
        UpgradeAccessory(accessoryIndex);
}
private void ApplyEtc(int etcIndex)
{ // 얻은 Etc를 적용
    switch ((Enums.EEtc)etcIndex)
    {
        case Enums.EEtc.Food:
            // TODO: 체력 회복 함수와 연결
            break;
        case Enums.EEtc.Money:
            // TODO: 재화 획득 함수와 연결
            break;
        default:
            break;
    }
}

Weapon, Accessory Upgrade하는 Method

public Weapon GetWeapon(int weaponIndex)
{ // 해당하는 무기를 return한다.
    if (TransWeaponIndex[weaponIndex] < 0)
        Debug.Log("없는 무기 호출");
    // TODO: 없는 무기 호출시 에러! 제대로 작성
    Debug.Log(TransWeaponIndex[weaponIndex]);
    Debug.Log(Weapons[TransWeaponIndex[weaponIndex]]);
    return Weapons[TransWeaponIndex[weaponIndex]];
}
public void UpgradeWeapon(int weaponIndex)
{ // Weapon을 Upgrade한다. 만약 MaxLevel이라면 Master한 Weapon에 추가한다.
    Weapons[TransWeaponIndex[weaponIndex]].Upgrade();
    if (Weapons[TransWeaponIndex[weaponIndex]].IsMaster())
    {
        MasteredWeapons.Add(weaponIndex);
    }
}
public void UpgradeAccessory(int accessoryIndex)
{ // Accessory을 Upgrade한다. 만약 MaxLevel이라면 Master한 Accessory에 추가한다.
    Accessories[TransAccessoryIndex[accessoryIndex]].Upgrade();
    if (Accessories[TransAccessoryIndex[accessoryIndex]].IsMaster())
    {
        MasteredAccessories.Add(accessoryIndex);
    }
}

ScriptCode

EquipmentManagementSystem.cs

using System.Collections.Generic;
using System.Linq;
using System;
using UnityEngine;

public class EquipmentManagementSystem 
{
    public List<Weapon> Weapons;
    public List<Accessory> Accessories;
    public List<int> MasteredWeapons;
    public List<int> MasteredAccessories;
    public int[] TransWeaponIndex; // 해당 index의 weapon이 현재 보유중인 Weapons의 몇 번째 index에 있는지 반환하는 배열, 없다면 -1 반환
    public int[] TransAccessoryIndex; // 위와 같으나 Accessory에 해당

    public void Set(int startingWeapon)
    {
        Weapons = new List<Weapon>();
        Accessories = new List<Accessory>();
        TransWeaponIndex = Enumerable.Repeat<int>(-1, Constants.MAX_WEAPON_NUMBER).ToArray<int>();
        TransAccessoryIndex = Enumerable.Repeat<int>(-1, Constants.MAX_ACCESSORY_NUMBER).ToArray<int>();
        MasteredWeapons = new List<int>();
        MasteredAccessories = new List<int>();

        SetNewWeapon(startingWeapon);
    }
    public void ApplyItem(Tuple<int, int, int> pickUp)
    {
        switch ((Enums.EPickUpType)pickUp.Item1)
        {
            case Enums.EPickUpType.Weapon:
                ApplyWeapon(pickUp.Item2, pickUp.Item3);
                break;
            case Enums.EPickUpType.Accessory:
                ApplyAccessory(pickUp.Item2, pickUp.Item3);
                break;
            default:
                ApplyEtc(pickUp.Item2);
                break;
        }
    }
    public bool HasWeapon(int weaponIndex)
    {
        if (weaponIndex < 0 || weaponIndex >= Constants.MAX_WEAPON_NUMBER)
            return false;
        return TransWeaponIndex[weaponIndex] >= 0;
    }
    public bool HasAcc(int accIndex)
    {
        if (accIndex < 0 || accIndex >= Constants.MAX_ACCESSORY_NUMBER)
            return false;
        return TransAccessoryIndex[accIndex] >= 0;
    }
    public void SetNewWeapon(int weaponIndex)
    {
        GameManager.instance.WeaponGetTime[weaponIndex] = GameManager.instance.GameTime;

        AddNewWeapon(weaponIndex);
        TransWeaponIndex[weaponIndex] = Weapons.Count - 1;

        Weapons.Last().WeaponDefalutSetting(weaponIndex);
        GameManager.instance.WeaponSlot.GetComponent<SlotUI>().AddSlot(weaponIndex, 0);

        ProcessWeaponSub(weaponIndex, Weapons.Last());
    }
    public Weapon GetWeapon(int weaponIndex)
    {
        if (TransWeaponIndex[weaponIndex] < 0)
            Debug.Log("없는 무기 호출");
        // TODO: 없는 무기 호출시 에러! 제대로 작성
        Debug.Log(TransWeaponIndex[weaponIndex]);
        Debug.Log(Weapons[TransWeaponIndex[weaponIndex]]);
        return Weapons[TransWeaponIndex[weaponIndex]];
    }
    public void UpgradeWeapon(int weaponIndex)
    {
        Weapons[TransWeaponIndex[weaponIndex]].Upgrade();
        if (Weapons[TransWeaponIndex[weaponIndex]].IsMaster())
        {
            MasteredWeapons.Add(weaponIndex);
        }
    }
    public void GetAccessory(int accessoryIndex)
    {
        TransAccessoryIndex[accessoryIndex] = Accessories.Count;
        Accessories.Add(new Accessory(accessoryIndex));
        UpgradeAccessory(accessoryIndex);
        GameManager.instance.AccessorySlot.GetComponent<SlotUI>().AddSlot(accessoryIndex, 1);
    }
    public void UpgradeAccessory(int accessoryIndex)
    {
        Accessories[TransAccessoryIndex[accessoryIndex]].Upgrade();
        if (Accessories[TransAccessoryIndex[accessoryIndex]].IsMaster())
        {
            MasteredAccessories.Add(accessoryIndex);
        }
    }
    private void ProcessWeaponSub(int weaponIndex, Weapon weapon)
    {
        switch(weaponIndex) 
        {
            case 7: // peachOne
                weapon.GetComponent<Peachone>().SpawnBlueBird(SkillFiringSystem.instance.Birds[0]);
                break;
            case 8: // ebonyWings
                weapon.GetComponent<EbonyWings>().SpawnBlackBird(SkillFiringSystem.instance.Birds[1]);
                break;
        }
    }
    private void AddNewWeapon(int weaponIndex)
    {
        switch (weaponIndex)
        {
            case 0: // Whip
                Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<Whip>());
                break;
            case 1: // MagicWand
                Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<MagicWand>());
                break;
            case 2: // Knife
                Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<Knife>());
                break;
            case 3: // Cross
                Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<Cross>());
                break;
            case 4: // KingBible
                Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<KingBible>());
                break;
            case 5: // FireWand
                Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<FireWand>());
                break;
            case 6: // Garlic
                Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<Gralic>());
                break;
            case 7: // peachOne
                Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<Peachone>());
                break;
            case 8: // ebonyWings
                Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<EbonyWings>());
                break;
            case 9: // LightningRing
                Weapons.Add((SkillFiringSystem.instance.weaponPrefabs[weaponIndex]).GetComponent<LightningRing>());
                break;
        }
    }
    private void ApplyWeapon(int weaponIndex, int hasWeapon)
    {
        if (hasWeapon == 0)
            SetNewWeapon(weaponIndex);
        else
            UpgradeWeapon(weaponIndex);
    }
    private void ApplyAccessory(int accessoryIndex, int hasAccessory)
    {
        if (hasAccessory == 0)
            GetAccessory(accessoryIndex);
        else
            UpgradeAccessory(accessoryIndex);
    }
    private void ApplyEtc(int etcIndex)
    {
        switch ((Enums.EEtc)etcIndex)
        {
            case Enums.EEtc.Food:
                // TODO: 체력 회복 함수와 연결
                break;
            case Enums.EEtc.Money:
                // TODO: 재화 획득 함수와 연결
                break;
            default:
                break;
        }
    }
}
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