Project_WL/Assets/Script/Table/table_selectskill.cs

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2024-12-15 01:39:39 +00:00
using CodeStage.AntiCheat.ObscuredTypes;
using MiniJSON;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class SelectSkillTableData : TableDataBase
{
public eEffect SkillEffect, PreSkill;
public eStat Stat;
public string Name, Desc, Icon;
public ObscuredFloat ValueBase;
public ObscuredInt EnableStage;
public bool PetSkill;
}
public class table_selectskill : MonoBehaviour
{
public static table_selectskill Ins;
public TextAsset m_json;
private List<TableDataBase> list_Data = new List<TableDataBase>();
private void Awake()
{
Ins = this;
Dictionary<string, object> jsonData = Json.Deserialize(m_json.text) as Dictionary<string, object>;
// ["items"]은 items.txt 안의 items를 가리킨다. 툴 우측 하단 파일 종류란에서 설정 가능.
List<object> obj = jsonData[GetType().Name] as List<object>;
foreach (object objt in obj)
{
var temp = new SelectSkillTableData();
Dictionary<string, object> json = objt as Dictionary<string, object>;
temp.ID = int.Parse(json["ID"].ToString());
temp.SkillEffect = DSUtil.StringToEnum<eEffect>(json["SkillEffect"].ToString());
temp.PreSkill = DSUtil.StringToEnum<eEffect>(json["PreSkill"].ToString());
temp.Stat = DSUtil.StringToEnum<eStat>(json["Stat"].ToString());
temp.ValueBase = float.Parse(json["ValueBase"].ToString());
temp.EnableStage = int.Parse(json["EnableStage"].ToString());
temp.PetSkill = bool.Parse(json["PetSkill"].ToString());
temp.Icon = json["Icon"].ToString();
temp.Name = json["Name"].ToString();
temp.Desc = json["Desc"].ToString();
list_Data.Add(temp);
}
}
public List<TableDataBase> Get_DataList() { return list_Data; }
public List<TableDataBase> Get_DataList(int _count)
{
var curstage = 1;
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var dicObtainSkill = InGameInfo.Ins.Get_SelectSkills();
var lstid = new List<int>();
for (int i = 0; i < list_Data.Count; i++)
{
var temp = list_Data[i] as SelectSkillTableData;
//if (temp.ID > 100) continue; // 테스트
if (!dicObtainSkill.ContainsKey(list_Data[i].ID) && temp.EnableStage <= curstage) // 테스트
{
if (temp.PreSkill == eEffect.None)
lstid.Add(list_Data[i].ID);
else
{
foreach (var item in dicObtainSkill)
{
var sstd = Get_Data(item.Key);
if (sstd.SkillEffect == temp.PreSkill)
{
lstid.Add(list_Data[i].ID);
break;
}
}
}
}
}
var shuffle = lstid.OrderBy(o => Guid.NewGuid()).ToList();
var rtnlst = new List<TableDataBase>();
for (int i = 0; i < _count; i++)
rtnlst.Add(Get_Data(shuffle[i]));
return rtnlst;
}
public SelectSkillTableData Get_Data(int _skillid) { return list_Data.Find(f => f.ID == _skillid) as SelectSkillTableData; }
public SelectSkillTableData Get_Data(eEffect _sskill) { return list_Data.Find(f => (f as SelectSkillTableData).SkillEffect == _sskill) as SelectSkillTableData; }
}