Project_WL/Assets/Script/UI/Skill/SelectSkillUI.cs

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using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class SelectSkillUI : MyCoroutine
{
public SelectSkillCard[] arr_SelectSkillCard;
public UILabel[] labels; // 0 주사위, 1 시간
Action m_afterSelect;
List<int> list_skillid = new List<int>();
float m_RemainTime = 10f;
void Update()
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{
if (m_RemainTime > 0f)
{
m_RemainTime -= Time.deltaTime;
labels[1].text = DSUtil.Format("{0:N0}초 후 자동선택됩니다.", m_RemainTime);
if (m_RemainTime <= 0f)
SkillSelect(list_skillid[Random.Range(0, list_skillid.Count)]);
}
}
public void Set(Action _afterSelect)
{
gameObject.SetActive(true);
ActorInfo.Ins.All_Stop(true);
m_afterSelect = _afterSelect;
Set_Cards();
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//labels[0].text = ServerInfo.Ins.m_ServerData.Get_ItemAmount(eItem.SelectSkillShuffle).ToString();
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m_RemainTime = 10f;
labels[1].text = DSUtil.Format("{0:N0}초후 스킬이 자동선택됩니다.", m_RemainTime);
//SkillSelect(list_skillid[Random.Range(0, list_skillid.Count)]); // 테스트 : 선택 스킬 아무거나 선택
if (NewGameUI.Ins.m_BangchiUI.isActiveAndEnabled)
Set_Coroutine(()=>
{
SkillSelect(list_skillid[Random.Range(0, list_skillid.Count)]);
}, 5f);
}
void Set_Cards()
{
list_skillid.Clear();
var selectskills = table_selectskill.Ins.Get_DataList(arr_SelectSkillCard.Length);
for (int i = 0; i < arr_SelectSkillCard.Length; i++)
{
arr_SelectSkillCard[i].Set(selectskills[i]);
list_skillid.Add(selectskills[i].ID);
}
}
public void SkillSelect(int _skillid)
{
gameObject.SetActive(false);
InGameInfo.Ins.Add_SelectSkill(_skillid);
m_afterSelect?.Invoke();
ActorInfo.Ins.All_Stop(false);
var sdata = ServerInfo.Ins.m_ServerData;
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//sdata.Add_MissionCount(MyValue.arr_Mission[0], 17);
//sdata.Add_MissionCount(MyValue.arr_Mission[1], 15);
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}
public void OnClick_Shuffle()
{
var sdata = ServerInfo.Ins.m_ServerData;
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//if (sdata.Check_ItemAmount(eItem.SelectSkillShuffle, 1))
//{
// m_RemainTime = 10f;
// sdata.Use_Item(eItem.SelectSkillShuffle);
// labels[0].text = ServerInfo.Ins.m_ServerData.Get_ItemAmount(eItem.SelectSkillShuffle).ToString();
// Set_Cards();
//}
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}
}