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C# 1주차 1일 연습 과제 (21.03.08) 본문

C#/수업과제

C# 1주차 1일 연습 과제 (21.03.08)

tjdgus9955 2021. 3. 8. 15:52

혈마검

 

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Study00
{
    class Program
    {
        enum Grade
        {
            Common,
            Uncommon,
            Rare,
            Legendery,
            Set
        }
        
        enum ItemType
        {
            ShortSword,
            Sword,
            Wand,
            Potion,
            Material,
            Jewel
        }
        enum GainType
        {
            Build,
            WorldDrop
        }
        enum ItemParts
        {
            Head,
            Leg,
            Arm,
        }
        static void Main(string[] args)
        {
            string itemName = "혈마검";
            string itemTradeStat = "계정 귀속";
            Grade itemGrade = Grade.Legendery;
            ItemType type = ItemType.ShortSword;
            float itemMinSecDmg = 1822.3f;
            float itemMaxSecDmg = 2231.8f;
            float itemMinDmg = 965;
            float itemMaxDmg = 1156;
            float itemMinAtkSpeed = 1.58f;
            float itemMaxAtkSpeed = 1.61f;
            int itemLevel = 70;
            // 아이템을 얻는 방식
            GainType itemGain = GainType.제작;

            Console.WriteLine(itemName);
            Console.WriteLine("{0}-{1}", itemGrade, type);
            Console.WriteLine("{0}-{1}",itemMinSecDmg, itemMaxSecDmg);
            Console.WriteLine("초당 공격력");
            Console.WriteLine();
            Console.WriteLine("무기 공격력 ({0}-{1})", itemMinDmg, itemMaxDmg);
            Console.WriteLine("초당 공격 횟수 ({0}-{1})", itemMinAtkSpeed, itemMaxAtkSpeed);
            Console.WriteLine(itemTradeStat);
            Console.WriteLine("요구 레벨 : {0}",itemLevel);
            Console.WriteLine("획득처: {0}",itemGain);
        }
    }
}

카를레이의 주장

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Study00
{
    class Program
    {
        enum Grade
        {
            Common,
            Uncommon,
            Rare,
            Legendery,
            Set
        }
        
        enum ItemType
        {
            ShortSword,
            Sword,
            Wand,
            Potion,
            Material,
            Jewel
        }
        enum GainType
        {
            Build,
            WorldDrop
        }
        enum ItemParts
        {

        }
        static void Main(string[] args)
        {
            string itemName = "카를레이의 주장";
            string itemTradeStat = "계정 귀속";
            Grade itemGrade = Grade.Legendery;
            ItemType type = ItemType.ShortSword;
            float itemMinSecDmg = 1735.5f;
            float itemMaxSecDmg = 2085.8f;
            float itemMinDmg = 965;
            float itemMaxDmg = 1156;
            float itemMinAtkSpeed = 1.5f;
            float itemMaxAtkSpeed = 1.61f;
            int itemLevel = 70;
            // 아이템을 얻는 방식
            GainType itemGain = GainType.WorldDrop;

            Console.WriteLine(itemName);
            Console.WriteLine("{0} {1}", itemGrade, type);
            Console.WriteLine("{0}-{1}", itemMinSecDmg, itemMaxSecDmg);
            Console.WriteLine("초당 공격력");
            Console.WriteLine();
            Console.WriteLine("무기 공격력 ({0}-{1})", itemMinDmg, itemMaxDmg);
            Console.WriteLine("초당 공격 횟수 {0}", itemMinAtkSpeed);
            Console.WriteLine(itemTradeStat);
            Console.WriteLine("요구 레벨 : {0}", itemLevel);
            Console.WriteLine("획득처: {0}", itemGain);
        }
    }
}

결빙석

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Study00
{
    class Program
    {
        enum Grade
        {
            Common,
            Uncommon,
            Rare,
            Legendery,
            Set
        }

        enum ItemType
        {
            ShortSword,
            Sword,
            Wand,
            Potion,
            Material,
            Jewel
        }
        enum GainType
        {
            Build,
            WorldDrop
        }
        enum ItemParts
        {
            Head,
            Arm,
            Leg
        }
        static void Main(string[] args)
        {
            string itemName = "결빙석";
            string itemTradeStat = "계정 귀속";
            Grade itemGrade = Grade.Legendery;
            ItemType type = ItemType.Jewel;
            string itemStat = "냉기 기술 사용 시 오한 효과가 발동하고, 오한 효과가 적의 이동속도를 추가로 5.0% 감소시킴";
            // 아이템을 얻는 방식
            GainType itemGain = GainType.WorldDrop;

            Console.WriteLine(itemName);
            Console.WriteLine("{0} {1}", itemGrade, type);
            Console.WriteLine("{0}", itemStat);
            Console.WriteLine(itemTradeStat);
            Console.WriteLine("획득처: {0}", itemGain);
        }
    }
}

마르지 않는 훼손의 물약

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Study00
{
    class Program
    {
        enum Grade
        {
            Common,
            Uncommon,
            Rare,
            Legendery,
            Set
        }

        enum ItemType
        {
            ShortSword,
            Sword,
            Wand,
            Potion,
            Material,
            Jewel
        }
        enum GainType
        {
            Build,
            WorldDrop
        }
        enum ItemParts
        {
            Head,
            Arm,
            Leg
        }
        static void Main(string[] args)
        {
            string itemName = "마르지 않는 훼손의 물약";
            string itemTradeStat = "계정 귀속";
            Grade itemGrade = Grade.Legendery;
            ItemType type = ItemType.Potion;
            string itemEffect = "즉시 생명력을 60% 회복합니다.";
            string itemContent = "5초 동안 처치 시 생명력 회복량 40000-50000 증가";
            int itemLevel = 61;

            Console.WriteLine(itemName);
            Console.WriteLine(itemGrade + " " + type);
            Console.WriteLine(itemEffect);
            Console.WriteLine(itemContent);
            Console.WriteLine(itemTradeStat);
            Console.WriteLine("요구 레벨 :" + itemLevel);
        }
    }
}

폭풍 까마귀

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Study00
{
    class Program
    {
        enum Grade
        {
            Common,
            Uncommon,
            Rare,
            Legendery,
            Set
        }

        enum ItemType
        {
            ShortSword,
            Sword,
            Wand,
            Potion,
            Material,
            Jewel,
            WizardHat
        }
        enum GainType
        {
            Build,
            WorldDrop
        }
        enum ItemParts
        {
            Head,
            Arm,
            Leg
        }
        enum Job
        {
            Wizard,
        }
        static void Main(string[] args)
        {
            string itemName = "폭풍 까마귀";
            string itemTradeStat = "계정 귀속";
            Grade itemGrade = Grade.Legendery;
            ItemType type = ItemType.WizardHat;
            ItemParts parts = ItemParts.Head;
            Job job = Job.Wizard;
            int itemMinArmor = 360;
            int itemMaxArmor = 472;
            int itemLevel = 60;
            // 아이템을 얻는 방식
            GainType itemGain = GainType.WorldDrop;

            Console.WriteLine(itemName);
            Console.WriteLine("{0} {1}", itemGrade, type);
            Console.WriteLine("{0}", parts);
            Console.WriteLine("{0}",job);
            Console.WriteLine("{0}-{1}", itemMinArmor, itemMaxArmor);
            Console.WriteLine("방어도");
            Console.WriteLine();
            Console.WriteLine(itemTradeStat);
            Console.WriteLine("요구 레벨 : {0}", itemLevel);
            Console.WriteLine("획득처 : {0}", itemGain);
        }
    }
}

절대자의 왕관

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Study00
{
    class Program
    {
        enum Grade
        {
            Common,
            Uncommon,
            Rare,
            Legendery,
            Set
        }

        enum ItemType
        {
            ShortSword,
            Sword,
            Wand,
            Potion,
            Material,
            Jewel,
            WizardHat
        }
        enum GainType
        {
            Build,
            WorldDrop
        }
        enum ItemParts
        {
            Head,
            Arm,
            Leg
        }
        enum Job
        {
            Wizard,
        }
        static void Main(string[] args)
        {
            string itemName = "절대자의 왕관";
            string itemTradeStat = "계정 귀속";
            Grade itemGrade = Grade.Legendery;
            ItemType type = ItemType.WizardHat;
            ItemParts parts = ItemParts.Head;
            Job job = Job.Wizard;
            int itemMinArmor = 217;
            int itemMaxArmor = 254;
            int itemLevel = 18;
            // 아이템을 얻는 방식
            GainType itemGain = GainType.WorldDrop;

            Console.WriteLine(itemName);
            Console.WriteLine("{0} {1}", itemGrade, type);
            Console.WriteLine("{0}", parts);
            Console.WriteLine("{0}",job);
            Console.WriteLine("{0}-{1}", itemMinArmor, itemMaxArmor);
            Console.WriteLine("방어도");
            Console.WriteLine();
            Console.WriteLine(itemTradeStat);
            Console.WriteLine("요구 레벨 : {0}", itemLevel);
            Console.WriteLine("획득처 : {0}", itemGain);
        }
    }
}

벌쳐

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Study00
{
    class Program
    {
        enum Unit
        {
            Terran,
            Protoss,
            Zerg
        }
        enum Building
        {
            Command,
            Barracks,
            Factory,
            Starport
        }
        static void Main(string[] args)
        {
            string unitName  = "Vultrue";
            Unit race = Unit.Terran;
            Building build = Building.Factory;
            int Sight        = 8;
            int mine         = 3;
            int groundAttack = 20;
            int attackRange  = 5;


            Console.WriteLine("Unit Name : {0}", unitName);
            Console.WriteLine("Race : {0}", race);
            Console.WriteLine("Produced from : {0}", build);
            Console.WriteLine("Sight : {0}", Sight);
            Console.WriteLine("mine Count : {0}", mine);
            Console.WriteLine("Ground Attack : {0}", groundAttack);
            Console.WriteLine("Attack Range : {0}", attackRange);
        }
    }
}

배틀크루저

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Study00
{
    class Program
    {
        enum Unit
        {
            Terran,
            Protoss,
            Zerg
        }
        enum Building
        {
            Command,
            Barracks,
            Factory,
            Starport
        }
        static void Main(string[] args)
        {
            string unitName = "Battlecruiser";
            Unit race = Unit.Terran;
            Building build = Building.Starport;
            int Sight = 11;
            int groundAttack = 25;
            int attackRange = 6;


            Console.WriteLine("Unit Name : {0}", unitName);
            Console.WriteLine("Race : {0}", race);
            Console.WriteLine("Produced from : {0}", build);
            Console.WriteLine("Sight : {0}", Sight);
            Console.WriteLine("Ground Attack : {0}", groundAttack);
            Console.WriteLine("Attack Range : {0}", attackRange);
        }
    }
}

질럿

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Study00
{
    class Program
    {
        enum Unit
        {
            Terran,
            Protoss,
            Zerg
        }
        enum Building
        {
            Command,
            Barracks,
            Factory,
            Starport,
            Gateway,

        }
        static void Main(string[] args)
        {
            string unitName = "Zealot";
            Unit race = Unit.Protoss;
            Building build = Building.Gateway;
            int Sight = 7;
            int groundAttack = 16;
            int hp = 100;
            int shield = 60;
            string attackRange = "nearly";


            Console.WriteLine("Unit Name : {0}", unitName);
            Console.WriteLine("Race : {0}", race);
            Console.WriteLine("Produced from : {0}", build);
            Console.WriteLine("HP : {0}", hp);
            Console.WriteLine("Shield : {0}", shield);
            Console.WriteLine("Sight : {0}", Sight);
            Console.WriteLine("Ground Attack : {0}", groundAttack);
            Console.WriteLine("Attack Range : {0}", attackRange);
        }
    }
}

 

뮤탈리스크

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Study00
{
    class Program
    {
        enum Unit
        {
            Terran,
            Protoss,
            Zerg
        }
        enum Building
        {
            Command,
            Barracks,
            Factory,
            Starport,
            Gateway,
            Lair
        }
        static void Main(string[] args)
        {
            string unitName = "Mutalisk";
            Unit race = Unit.Zerg;
            Building build = Building.Lair;
            int Sight = 7;
            string groundAttack = "9 (SplashAttack)";
            int hp = 120;
            int attackRange = 3;


            Console.WriteLine("Unit Name : {0}", unitName);
            Console.WriteLine("Race : {0}", race);
            Console.WriteLine("Produced from : {0}", build);
            Console.WriteLine("HP : {0}", hp);
            Console.WriteLine("Sight : {0}", Sight);
            Console.WriteLine("Ground Attack : {0}", groundAttack);
            Console.WriteLine("Attack Range : {0}", attackRange);
        }
    }
}