Project_WL/Assets/Script/Table/PC/table_limitslotmagicrate.cs

150 lines
5.4 KiB
C#
Raw Permalink Normal View History

2024-12-18 23:42:27 +00:00
using CodeStage.AntiCheat.ObscuredTypes;
2024-12-15 01:39:39 +00:00
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[Serializable]
public class LimitSlotMagicRateTableData : TableDataBase
{
2024-12-18 23:42:27 +00:00
ObscuredInt _NeedLimitLv;
public int n_NeedLimitLv
{
get { return _NeedLimitLv; }
set { _NeedLimitLv = value; _NeedLimitLv.RandomizeCryptoKey(); }
} // 필요한 초월 레벨
ObscuredInt _DropIndex;
public int n_DropIndex
{
get { return _DropIndex; }
set { _DropIndex = value; _DropIndex.RandomizeCryptoKey(); }
} // Drop Index
ObscuredInt _GachaGradeRate1;
public int n_GachaGradeRate1
{
get { return _GachaGradeRate1; }
set { _GachaGradeRate1 = value; _GachaGradeRate1.RandomizeCryptoKey(); }
} // Grade1 아이템의 드랍 확률 (일반)
ObscuredInt _GachaGradeRate2;
public int n_GachaGradeRate2
{
get { return _GachaGradeRate2; }
set { _GachaGradeRate2 = value; _GachaGradeRate2.RandomizeCryptoKey(); }
} // Grade2 아이템의 드랍 확률 (고급)
ObscuredInt _GachaGradeRate3;
public int n_GachaGradeRate3
{
get { return _GachaGradeRate3; }
set { _GachaGradeRate3 = value; _GachaGradeRate3.RandomizeCryptoKey(); }
} // Grade3 아이템의 드랍 확률 (희귀)
ObscuredInt _GachaGradeRate4;
public int n_GachaGradeRate4
{
get { return _GachaGradeRate4; }
set { _GachaGradeRate4 = value; _GachaGradeRate4.RandomizeCryptoKey(); }
} // Grade4 아이템의 드랍 확률 (영웅)
ObscuredInt _GachaGradeRate5;
public int n_GachaGradeRate5
{
get { return _GachaGradeRate5; }
set { _GachaGradeRate5 = value; _GachaGradeRate5.RandomizeCryptoKey(); }
} // Grade5 아이템의 드랍 확률 (전설)
ObscuredInt _GachaGradeRate6;
public int n_GachaGradeRate6
{
get { return _GachaGradeRate6; }
set { _GachaGradeRate6 = value; _GachaGradeRate6.RandomizeCryptoKey(); }
} // Grade6 아이템의 드랍 확률 (고대)
ObscuredInt _GachaGradeRate7;
public int n_GachaGradeRate7
{
get { return _GachaGradeRate7; }
set { _GachaGradeRate7 = value; _GachaGradeRate7.RandomizeCryptoKey(); }
} // Grade7 아이템의 드랍 확률 (신화)
ObscuredInt _GachaGradeRate8;
public int n_GachaGradeRate8
{
get { return _GachaGradeRate8; }
set { _GachaGradeRate8 = value; _GachaGradeRate8.RandomizeCryptoKey(); }
} // Grade8 아이템의 드랍 확률 (불멸)
ObscuredInt _GachaGradeRate9;
public int n_GachaGradeRate9
{
get { return _GachaGradeRate9; }
set { _GachaGradeRate9 = value; _GachaGradeRate9.RandomizeCryptoKey(); }
} // Grade9 아이템의 드랍 확률 (유일)
ObscuredInt _MaxGrade;
public int MaxGrade
{
get { return _MaxGrade; }
set { _MaxGrade = value; _MaxGrade.RandomizeCryptoKey(); }
} // Max Grade
2024-12-15 01:39:39 +00:00
public List<float> list_rate = new List<float>();
}
public class table_limitslotmagicrate : table_missionbase
{
public static table_limitslotmagicrate Ins;
List<LimitSlotMagicRateTableData> tableDatas;
Dictionary<int, LimitSlotMagicRateTableData> dic_Data = new Dictionary<int, LimitSlotMagicRateTableData>();
protected override void Awake()
{
base.Awake();
Ins = this;
}
protected override void Start()
{
tableDatas = JsonConvert.DeserializeObject<List<LimitSlotMagicRateTableData>>(json_last);
for (int i = 0; i < Get_DataList().Count; i++)
{
var temp = Get_DataList()[i];
dic_Data.Add(temp.n_NeedLimitLv, temp);
temp.list_rate.Add(temp.n_GachaGradeRate1 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate2 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate3 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate4 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate5 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate6 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate7 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate8 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate9 * 0.0000001f);
temp.MaxGrade += temp.n_GachaGradeRate1 > 0 ? 1 : 0;
temp.MaxGrade += temp.n_GachaGradeRate2 > 0 ? 1 : 0;
temp.MaxGrade += temp.n_GachaGradeRate3 > 0 ? 1 : 0;
temp.MaxGrade += temp.n_GachaGradeRate4 > 0 ? 1 : 0;
temp.MaxGrade += temp.n_GachaGradeRate5 > 0 ? 1 : 0;
temp.MaxGrade += temp.n_GachaGradeRate6 > 0 ? 1 : 0;
temp.MaxGrade += temp.n_GachaGradeRate7 > 0 ? 1 : 0;
temp.MaxGrade += temp.n_GachaGradeRate8 > 0 ? 1 : 0;
temp.MaxGrade += temp.n_GachaGradeRate9 > 0 ? 1 : 0;
#if UNITY_EDITOR
if (temp.list_rate.Sum() < 1f)
Debug.LogError($"table_limitslotmagicrate Lv.{temp.n_NeedLimitLv} 의 GachaGradeRate 합계가 100%가 안됩니다.");
else if (temp.list_rate.Sum() > 1f)
Debug.LogError($"table_limitslotmagicrate Lv.{temp.n_NeedLimitLv} 의 GachaGradeRate 합계가 100%가 넘습니다.");
#endif
}
base.Start();
}
public LimitSlotMagicRateTableData Get_Data_orNull(int lv) { return dic_Data[lv]; }
public List<LimitSlotMagicRateTableData> Get_DataList() { return tableDatas; }
}