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@@ -14,7 +14,7 @@ public class ConductController : MonoBehaviour
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private SoldierLevelRecord soldierLevelRecord;
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private SoldierLevelRecord soldierLevelRecord;
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[LabelText("Æ·ÖÊ")] public int[] rarity;
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[LabelText("Æ·ÖÊ")] public int[] rarity;
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- public int[] conversionRate;
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+ public float[] conversionRate;
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public float[] totalCD;
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public float[] totalCD;
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public float[] cd;
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public float[] cd;
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[LabelText("Èڻ꼼")] public ConductSkills[] conductSkills;
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[LabelText("Èڻ꼼")] public ConductSkills[] conductSkills;
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@@ -50,6 +50,28 @@ public class ConductController : MonoBehaviour
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conductManager = ConductManager.instance;
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conductManager = ConductManager.instance;
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gameManager = GameManager.instance;
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gameManager = GameManager.instance;
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soldierLevelRecord = gameManager.GetComponent<SoldierLevelRecord>();
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soldierLevelRecord = gameManager.GetComponent<SoldierLevelRecord>();
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+ for (int i = 0; i < 3; i++)
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+ {
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+ int demonicRarity = rarity[i];
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+ switch (conductSkills[i])
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+ {
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+ case ConductSkills.NetherfireRebirth:
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+ ConductManager.NetherfireRebirth netherfireRebirth = conductManager.netherfireRebirth;
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+ conversionRate[i] = netherfireRebirth.sacrificeRatio[demonicRarity];
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+ totalCD[i] = netherfireRebirth.cd[demonicRarity];
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+ break;
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+ case ConductSkills.FlyingSwords:
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+ ConductManager.FlyingSwords flyingSwords = conductManager.flyingSwords;
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+ conversionRate[i] = flyingSwords.sacrificeRatio[demonicRarity];
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+ totalCD[i] = flyingSwords.cd[demonicRarity];
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+ break;
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+ case ConductSkills.IceRain:
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+ ConductManager.IceRain iceRain = conductManager.iceRain;
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+ conversionRate[i] = iceRain.sacrificeRatio[demonicRarity];
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+ totalCD[i] = iceRain.cd[demonicRarity];
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+ break;
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+ }
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+ }
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}
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}
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void Start()
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void Start()
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