2024-12-15 01:39:39 +00:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class IngameObtainUI : ScrollViewArrMgr
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{
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public UILabel[] labels; // 0 챕터, 1 골드, 2 경험치, 3 진행시간, 4 아이템 개수
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public override void Set()
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{
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Set_Chapter();
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// 골드, 경험치 등
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labels[1].text = NumberFormatter.FormatNumber(GameUI.Ins.IngameUI.m_StageResult.Get_Gold());
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labels[2].text = NumberFormatter.FormatNumber(GameUI.Ins.IngameUI.m_StageResult.Get_Exp());
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2025-01-23 00:57:39 +00:00
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//labels[3].text = DSUtil.Get_TimeText_MSms(InGameInfo.Ins.m_Time);
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2024-12-15 01:39:39 +00:00
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// 획득 아이템
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Set_Item();
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// 획득 스킬
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Set_Skill();
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}
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public void Set_Chapter()
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{
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labels[0].text = DSUtil.Format("{0} Map{1}", MyValue.MyChoiceMapData.n_Difficult, MyValue.MyChoiceMapData.n_MapID);
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}
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public void Set_Gold(double gold) { labels[1].text = NumberFormatter.FormatNumber(gold); }
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public void Set_Exp(double exp) { labels[2].text = NumberFormatter.FormatNumber(exp); }
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public void Set_Item()
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{
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var items = InGameInfo.Ins.Get_ObtainItems();
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Set_ScrollView(0, items, true);
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labels[4].text = DSUtil.Format("획득 아이템({0})", items.Count);
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}
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public void Set_Skill()
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{
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var skills = InGameInfo.Ins.Get_SelectSkillDatas();
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var ssdatas = new List<TableDataBase>();
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foreach (var item in skills)
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ssdatas.Add(table_selectskill.Ins.Get_Data(item.Key));
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Set_ScrollView(1, ssdatas, true);
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}
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}
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