2025-01-01 01:10:22 +00:00
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using TMPro;
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using UnityEngine;
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2024-12-31 22:42:04 +00:00
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public class PCInfoUI_CollectionCard : CardBase
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{
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public PCInfoUI_CollectionCard_Scroll m_Scroll;
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2025-02-14 23:27:00 +00:00
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public TextMeshProUGUI[] texts; // 0 이름, 1 능력치, 2 수집효과
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2025-01-01 01:10:22 +00:00
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public GameObject[] gos; // 0 잠금
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2024-12-31 22:42:04 +00:00
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public override void Set<T>(T _base)
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{
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base.Set(_base);
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2025-01-01 01:10:22 +00:00
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var data = _base as PCCostumeCollectionListTableData;
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var sdata = ServerInfo.Ins.m_ServerData;
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texts[0].text = table_localtext.Ins.Get_Text(data.n_CollectionName);
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texts[1].text = MyText.Get_StatNameValueText(data.e_Stat, data.n_StatValue);
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m_Scroll.Set(data.list_CostumeID);
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2025-02-14 23:27:00 +00:00
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var obtaincount = Get_ObtainCostumeCount(data);
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if (obtaincount == data.list_CostumeID.Count)
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{ // 모두 가지고 있음
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gos[0].SetActive(false);
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}
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else if (obtaincount > 0)
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{ // 일부 가지고 있음
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gos[0].SetActive(true);
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}
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else
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{ // 아무것도 없음
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gos[0].SetActive(true);
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}
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}
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int Get_ObtainCostumeCount(PCCostumeCollectionListTableData data)
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{
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int count = 0;
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var sdata = ServerInfo.Ins.m_ServerData;
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for (int i = 0; i < data.list_CostumeID.Count; i++)
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{
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if (sdata.IsObtainItem(data.list_CostumeID[i]))
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++count;
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}
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return count;
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2024-12-31 22:42:04 +00:00
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}
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2025-02-14 07:19:07 +00:00
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public void SelectCard_MyCostume()
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{
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m_Scroll.SelectCard_MyCostume(ServerInfo.Ins.m_ServerData.Get_EqiupmentEquip(eItem.PCCostume));
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}
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2024-12-31 22:42:04 +00:00
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}
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