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Game Beta V0.5.1 (Touch controls system Update)
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Kong-TH committed Feb 26, 2023
1 parent 4ebf39f commit a1d5f7c
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Showing 11 changed files with 394 additions and 133 deletions.
62 changes: 57 additions & 5 deletions Assets/Character&UI/MainCharacter/Character.prefab
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8 changes: 4 additions & 4 deletions Assets/Character&UI/UI/List_Item_Widget.prefab
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138 changes: 137 additions & 1 deletion Assets/Character&UI/UI/Select_List_Element.prefab
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4 changes: 2 additions & 2 deletions Assets/Scenes_Assets/3DAsset/Ghost_AttackObject.prefab
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4 changes: 2 additions & 2 deletions Assets/Scenes_Assets/3DAsset/Holy_Water.prefab
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Original file line number Diff line number Diff line change
Expand Up @@ -86,7 +86,7 @@ void OnTriggerEnter(Collider other)
if (other.gameObject.tag == "Player" && !IsSpawn)
{
other.gameObject.GetComponent<Inventory_System>().Add_Item_Element(itemData);
Destroy(this.gameObject);
Destroy(gameObject);
print("Adddddd-----------------------");
}

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33 changes: 24 additions & 9 deletions Assets/Script/C_Sharp/Character_System/Inventory_System.cs
Original file line number Diff line number Diff line change
Expand Up @@ -300,21 +300,36 @@ public void Set_Inventory_Info(Structs_Libraly.Item_Data itemData)
}

//촛볶瑄勒▽昆려
void Select_Number_List(int Number)
public void Select_Number_List(int Number, bool select_for_touch = false, int select_number = 0)
{
if (GameInstance.ShowItemElementData.Count > 0)
{
SelectNum += Number;
if (SelectNum > maxSelect)
if (!select_for_touch)
{
SelectNum = 0;
SelectNum += Number;
if (SelectNum > maxSelect)
{
SelectNum = 0;
}
else if (SelectNum < 0)
{
SelectNum = maxSelect;
}
IsAim = false;
}
else if (SelectNum < 0)
else
{
SelectNum = maxSelect;
if(SelectNum == select_number)
{
Aim(!IsAim);
print(SelectNum + " Num : Sel " + select_number + " ISaIM : " + IsAim);
} else
{
IsAim = false;
}
SelectNum = select_number;
}

IsAim = false;
//print("Select is : " + SelectNum);
Equip_Element_list[SelectNum].GetComponent<Animator>().SetBool("Is_Play?", true);

Expand Down Expand Up @@ -379,14 +394,14 @@ public void Aim(bool is_Aim)
}
}

public void Use_Item_Equip()
public void Use_Item_Equip(bool is_remove = false)
{
if (GameInstance.ShowItemElementData.Count > 0)
{
Structs_Libraly.Item_Data itemData = Equip_Element_list[SelectNum].GetComponent<Equip_Item_List_System>().itemData;

if (itemData.useItemMode != Use_Item_System.Shoot_Projectile)
gameObject.GetComponent<Item_System>().Use_Item(itemData.useItemMode, itemData.ItemPrefeb, IsAim);
GetComponent<Item_System>().Use_Item(itemData.useItemMode, itemData.ItemPrefeb, IsAim);
}
}

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1 change: 1 addition & 0 deletions Assets/Script/C_Sharp/Character_System/Player_Movement.cs
Original file line number Diff line number Diff line change
Expand Up @@ -399,6 +399,7 @@ public void Touch_Interact_Button()
}
}

//»ØèÁÊÑÁ¼ÑÊ - ¡´à»Ô´ªèͧà¡çº¢Í§
public void Touch_OpenInventoryUi()
{
gameObject.GetComponent<Inventory_System>().Set_Inventory_Element();
Expand Down
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