2026-03-31 아이템 사용 진행중
This commit is contained in:
@@ -9,7 +9,8 @@ public enum ItemType
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public enum ItemEffectType
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public enum ItemEffectType
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{
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{
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NONE = 0,
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NONE = 0,
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INTERVAL_DAMAGE = 1
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RECOVERY_HP = 1,
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INTERVAL_DAMAGE = 2
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}
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}
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[CreateAssetMenu(fileName = "New Item", menuName = "Item")]
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[CreateAssetMenu(fileName = "New Item", menuName = "Item")]
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@@ -39,6 +40,9 @@ public class Item : ScriptableObject
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public Vector3 ColliderCenter = Vector3.zero;
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public Vector3 ColliderCenter = Vector3.zero;
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public Vector3 ColliderSize = Vector3.one;
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public Vector3 ColliderSize = Vector3.one;
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//ItemEffectType.RECOVERY_HP
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public float RecoveryHP;
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public float RecoveryHPTime;
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//ItemEffectType.INTERVAL_DAMAGE 일 경우
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//ItemEffectType.INTERVAL_DAMAGE 일 경우
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public float IntervalDamage;
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public float IntervalDamage;
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public float IntervalDamageTime;
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public float IntervalDamageTime;
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@@ -33,7 +33,7 @@ public class InputManager : MonoBehaviour
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public event Action OnKeyDown_EnterEvent;
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public event Action OnKeyDown_EnterEvent;
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public event Action OnKeyDown_IKeyEvent;
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public event Action OnKeyDown_IKeyEvent;
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private void Awake()
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private void Awake()
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{
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{
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if (Instance == null)
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if (Instance == null)
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@@ -13,9 +13,19 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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public void ItemUse(ItemInstance item)
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public void ItemUse(ItemInstance item)
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{
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{
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if(item.Data.ItemEffectType == ItemEffectType.INTERVAL_DAMAGE)
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switch(item.Data.ItemEffectType)
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{
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{
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IntervalDamageHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual);
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case ItemEffectType.RECOVERY_HP:
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{
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Debug.Log("HP회복 작동!!");
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//RecoveryHPHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual);
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}
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break;
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case ItemEffectType.INTERVAL_DAMAGE:
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{
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IntervalDamageHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual);
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}
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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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@@ -3,7 +3,7 @@
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using UnityEngine.EventSystems;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using UnityEngine.UI;
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public class InventorySlot : MonoBehaviour, IDropHandler, IPointerEnterHandler, IPointerExitHandler, IPointerMoveHandler
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public class InventorySlot : MonoBehaviour, IDropHandler, IPointerEnterHandler, IPointerExitHandler, IPointerMoveHandler, IPointerClickHandler
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{
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{
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public int SlotIndex; // 슬롯의 고유 번호
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public int SlotIndex; // 슬롯의 고유 번호
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private RectTransform _rectTransform; //슬롯박스 사각형
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private RectTransform _rectTransform; //슬롯박스 사각형
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@@ -40,6 +40,71 @@ private void Start()
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}
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}
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public void ClearSlot()
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{
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_iconImage.sprite = null;
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_iconImage.enabled = false;
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_stackText.text = "";
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_stackText.enabled = false;
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_rarityImage.sprite = _rarity_None_Sprite;
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//SlotBg.sprite = RarityImage.sprite;
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}
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public void UpdateSlotUI()
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{
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if (currentItem == null)
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{
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ClearSlot();
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return;
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}
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if (currentItem.Data.Icon != null)
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{
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_iconImage.sprite = currentItem.Data.Icon;
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_iconImage.enabled = true;
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}
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if (currentItem.Data.IsStackable)
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_stackText.text = currentItem.CurrentStack.ToString();
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else
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_stackText.text = "";
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_stackText.enabled = true;
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switch (currentItem.Data.Rarity)
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{
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case 1:
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{
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_rarityImage.sprite = _rarity_1_Sprite;
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}
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break;
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case 2:
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{
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_rarityImage.sprite = _rarity_2_Sprite;
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}
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break;
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case 3:
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{
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_rarityImage.sprite = _rarity_3_Sprite;
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}
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break;
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case 4:
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{
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_rarityImage.sprite = _rarity_4_Sprite;
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}
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break;
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default:
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{
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_rarityImage.sprite = _rarity_None_Sprite;
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}
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break;
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}
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//SlotBg.sprite = _rarityImage.sprite;
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}
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// 아이템 데이터 설정 및 UI 갱신
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// 아이템 데이터 설정 및 UI 갱신
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public void SetItem(ItemInstance newItem)
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public void SetItem(ItemInstance newItem)
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{
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{
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@@ -119,74 +184,19 @@ public void OnPointerExit(PointerEventData eventData)
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GameManager.Instance.InGameUI.TooltipUI.HideTooltip();
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GameManager.Instance.InGameUI.TooltipUI.HideTooltip();
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}
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}
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public void ClearSlot()
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public void OnPointerClick(PointerEventData eventData)
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{
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{
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_iconImage.sprite = null;
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// 우클릭
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_iconImage.enabled = false;
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if (eventData.button == PointerEventData.InputButton.Right)
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_stackText.text = "";
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_stackText.enabled = false;
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_rarityImage.sprite = _rarity_None_Sprite;
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//SlotBg.sprite = RarityImage.sprite;
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}
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public void UpdateSlotUI()
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{
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if (currentItem == null)
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{
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{
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ClearSlot();
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ItemUse();
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return;
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}
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}
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if (currentItem.Data.Icon != null)
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{
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_iconImage.sprite = currentItem.Data.Icon;
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_iconImage.enabled = true;
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}
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if (currentItem.Data.IsStackable)
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_stackText.text = currentItem.CurrentStack.ToString();
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else
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_stackText.text = "";
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_stackText.enabled = true;
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switch (currentItem.Data.Rarity)
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{
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case 1:
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{
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_rarityImage.sprite = _rarity_1_Sprite;
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}
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break;
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case 2:
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{
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_rarityImage.sprite = _rarity_2_Sprite;
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}
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break;
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case 3:
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{
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_rarityImage.sprite = _rarity_3_Sprite;
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}
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break;
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case 4:
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{
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_rarityImage.sprite = _rarity_4_Sprite;
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}
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break;
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default:
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{
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_rarityImage.sprite = _rarity_None_Sprite;
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}
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break;
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}
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//SlotBg.sprite = _rarityImage.sprite;
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}
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}
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public void ItemUse()
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public void ItemUse()
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{
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{
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GameManager.Instance.ItemEffect.ItemUse(currentItem);
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GameManager.Instance.ItemEffect.ItemUse(currentItem);
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currentItem.CurrentStack -= 1;
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currentItem.CurrentStack -= 1;
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UpdateSlotUI();
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}
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}
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}
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}
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@@ -1,6 +1,7 @@
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8
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8
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116
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Normal file
@@ -0,0 +1,116 @@
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dumy
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Reference in New Issue
Block a user