Project_WL/Assets/Script/UI/Rank/Rank_Maze.cs

38 lines
1.2 KiB
C#
Raw Normal View History

2025-01-29 23:06:45 +00:00
using PlayFab.ProgressionModels;
2025-01-29 23:02:08 +00:00
using System.Collections.Generic;
2025-01-29 23:06:45 +00:00
using UnityEngine;
2025-01-29 23:02:08 +00:00
2025-01-29 00:32:40 +00:00
public class Rank_Maze : RankingBase
{
public TabUIBase m_Tab;
public RankCard_Maze myRank;
2025-01-29 23:06:45 +00:00
public GameObject[] gos; // 0 랭킹, 1 랭킹 보상
2025-01-29 00:32:40 +00:00
2025-01-29 23:02:08 +00:00
List<TabUIData> list_TabData = new List<TabUIData> { new TabUIData{ n_btnName = 325 }, new TabUIData{ n_btnName = 326 } };
2025-01-29 23:06:45 +00:00
List<EntityLeaderboardEntry> list_rank100;
2025-01-29 23:02:08 +00:00
2025-01-29 00:32:40 +00:00
public override void Set()
{
base.Set();
2025-01-29 23:02:08 +00:00
list_TabData.ForEach(f => f.onClick = OnClick_Tab);
m_Tab.Set(list_TabData);
OnClick_Tab();
}
void OnClick_Tab()
{
var index = m_Tab.Get_Index();
2025-01-29 23:06:45 +00:00
DSUtil.InActivateGameObjects(gos, index);
2025-01-29 23:02:08 +00:00
if (index == 0)
{
2025-01-29 23:06:45 +00:00
if (true)
{ // 랭킹 갱신
CardBase_AllOff();
ServerInfo.Ins.Get_Rank("Rank_Maze", rank100 => { list_rank100 = rank100; Set_ScrollView(list_rank100); });
ServerInfo.Ins.Get_MyRank("Rank_Maze", my => { myRank.Set(my); });
}
// 랭킹 갱신 시간 아니면 아무것도 안해도 됨
2025-01-29 23:02:08 +00:00
}
2025-01-29 23:46:26 +00:00
// 랭킹 리워드는 굳이 따로 할 필요없음 (오브젝트 켜지면 알아서 함)
2025-01-29 00:32:40 +00:00
}
}