Project_WL/Assets/Script/UI/Map/MapChoiceUI_Dungeon.cs

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using CodeStage.AntiCheat.ObscuredTypes;
using System.Collections.Generic;
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using TMPro;
using UnityEngine;
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using static Koenigz.PerfectCulling.PerfectCullingVolumeBakeData;
public class MapChoiceUI_Dungeon : uScrollViewMgr
{
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public static MapChoiceUI_Dungeon Ins;
public MoneyForm MoneyForm_Ticket;
public GameObject[] gos; // 0 1 2 3 던전 정보
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public TextMeshProUGUI[] texts; // 0 던전이름
public ArrowUI m_ArrowUI; // 미믹 단계 설정
public TextMeshProUGUI[] texts_maze; // 0 랭킹, 1 최고 층수
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public TabUIBase tab_NightmareDiff; // 악몽의 시련 난이도
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List<eDungeon> dungeons = new List<eDungeon> { eDungeon.d1_Mimic, eDungeon.d2_Maze, eDungeon.d3_Nightmare, eDungeon.d4_Wave };
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List<TabUIData> list_NightmareTabData = new List<TabUIData>
{ new TabUIData{ btnName = "1" }, new TabUIData{ btnName = "2" }, new TabUIData{ btnName = "3" } };
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protected ObscuredInt _SelectMapID = 1001;
public int SelectMapID
{
get { return _SelectMapID; }
set { _SelectMapID = value; _SelectMapID.RandomizeCryptoKey(); }
}
protected ObscuredInt _SelectLv;
public int SelectLv
{
get { return _SelectLv; }
set { _SelectLv = value; _SelectLv.RandomizeCryptoKey(); }
}
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private void OnEnable()
{
Ins = this;
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Set_ScrollView(dungeons);
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for (int i = 0; i < list_CardBase.Count; i++)
{
if (list_CardBase[i].Get_IntData() == SelectMapID)
(list_CardBase[i] as WorldMapDungeonCard).OnClick_Card();
}
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}
public void Select_Dungeon(int mapid)
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{
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var sdata = ServerInfo.Ins.m_ServerData;
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SelectMapID = mapid;
var mapData = table_battlemapconfig.Ins.Get_Data(SelectMapID);
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SelectLv = sdata.Get_DungeonLv(mapData.e_Dungeon) + 1;
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var dungeonData = table_dungeonmapconfig.Ins.Get_Data_orNull(mapData.e_Dungeon, SelectLv);
if (DSUtil.CheckNull(dungeonData))
{
for (int i = 0; i < SelectLv; i++)
{
--SelectLv;
dungeonData = table_dungeonmapconfig.Ins.Get_Data_orNull(mapData.e_Dungeon, SelectLv);
if (!DSUtil.CheckNull(dungeonData))
break;
}
}
DSUtil.InActivateGameObjects(gos, dungeonData.Get_DungeonIndex());
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texts[0].text = mapData.Get_Name();
MoneyForm_Ticket.Set(mapData.n_TicketID);
switch (mapData.e_Dungeon)
{
case eDungeon.d1_Mimic:
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MyValue.MyChoiceMapData.n_Difficult = 1;
m_ArrowUI.Set(totalcount => { Select_Lv(totalcount); }, SelectLv, true, 1);
break;
case eDungeon.d2_Maze:
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MyValue.MyChoiceMapData.n_Difficult = 1;
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SelectLv = Mathf.Max(1, SelectLv - 1);
texts_maze[0].text = texts_maze[1].text = "";
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ServerInfo.Ins.Get_MyRank(MyValue.dic_Leaderboard[mapData.e_Dungeon],
my =>
{
if (DSUtil.CheckNull(my))
{
texts_maze[0].text = DSUtil.Format(323, 99999);
}
else
{
texts_maze[0].text = DSUtil.Format(323, my.Rank);
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//texts_maze[1].text = DSUtil.Format(324, my.Scores[0]);
}
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texts_maze[1].text = DSUtil.Format(324, SelectLv);
});
break;
case eDungeon.d3_Nightmare:
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list_NightmareTabData.ForEach(f => f.onClick = OnClick_NightmareTab);
tab_NightmareDiff.Set(list_NightmareTabData);
OnClick_NightmareTab();
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ServerInfo.Ins.Get_MyRank(MyValue.dic_Leaderboard[mapData.e_Dungeon],
my =>
{
MyValue.MyChoiceMapData.d_NightmareBeforeDmg = DSUtil.CheckNull(my) ? 0d : double.Parse(my.Scores[0]);
});
break;
case eDungeon.d4_Wave:
break;
}
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}
public void Select_Lv(int lv)
{
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SelectLv = lv;
}
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public void OnClick_GoDungeon()
{
var sdata = ServerInfo.Ins.m_ServerData;
var mapData = table_battlemapconfig.Ins.Get_Data(SelectMapID);
// 웨이브는 무한 입장 가능
if (mapData.n_TicketID == 0 || sdata.Check_ItemAmount(mapData.n_TicketID, 1))
{
NewGameUI.Ins.m_MapChoiceUI.OnClick_Back();
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MyValue.MyChoiceMapData.n_Difficult = 1; // TODO 정인호 : 나중에 선택한 난이도 넣어줄 것
MyValue.MyChoiceMapData.n_MapID = SelectMapID;
MyValue.MyChoiceMapData.n_PortalIndex = 0;
MyValue.MyChoiceMapData.n_DungeonLv = SelectLv;
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switch (mapData.e_Dungeon)
{
case eDungeon.d2_Maze:
Use_Ticket(sdata, mapData);
MyValue.MyChoiceMapData.Set_MazeMapIndex();
break;
case eDungeon.d3_Nightmare:
Use_Ticket(sdata, mapData);
break;
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}
InGameInfo.Ins.Load_Map(SelectMapID);
}
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}
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void Use_Ticket(ServerData sdata, BattleMapConfigTableData mapData)
{
sdata.Use_Item(mapData.n_TicketID, 1);
ServerInfo.Ins.Write(null, false);
}
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public void OnClick_Ranking()
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{
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var mapData = table_battlemapconfig.Ins.Get_Data(SelectMapID);
RankingMgr.Ins.Show_Rank(mapData.e_Dungeon);
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}
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void OnClick_NightmareTab()
{
MyValue.MyChoiceMapData.n_Difficult = tab_NightmareDiff.Get_Index() + 1;
}
}