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

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using CodeStage.AntiCheat.ObscuredTypes;
using UnityEngine;
public class MapChoiceUI_DungeonBase : MonoBehaviour
{
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public int SelectMapID = 1001; // 프리팹에서 설정
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protected BattleMapConfigTableData m_mapData;
protected ObscuredInt _SelectLv;
public int SelectLv
{
get { return _SelectLv; }
set { _SelectLv = value; _SelectLv.RandomizeCryptoKey(); }
}
public void Set(bool active) { gameObject.SetActive(active); }
public virtual void Set()
{
Set(true);
var sdata = ServerInfo.Ins.m_ServerData;
m_mapData = table_battlemapconfig.Ins.Get_Data(SelectMapID);
SelectLv = sdata.Get_DungeonLv(m_mapData.e_Dungeon) + 1;
var dungeonData = table_dungeonmapconfig.Ins.Get_Data_orNull(m_mapData.e_Dungeon, SelectLv);
if (DSUtil.CheckNull(dungeonData))
{
for (int i = 0; i < SelectLv; i++)
{
--SelectLv;
dungeonData = table_dungeonmapconfig.Ins.Get_Data_orNull(m_mapData.e_Dungeon, SelectLv);
if (!DSUtil.CheckNull(dungeonData))
break;
}
}
}
public virtual void OnClick_GoDungeon() { }
protected void Go_Dungeon()
{
NewGameUI.Ins.m_MapChoiceUI.OnClick_Back();
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;
InGameInfo.Ins.Load_Map(SelectMapID);
}
protected void Use_Ticket()
{
ServerInfo.Ins.m_ServerData.Use_Item(m_mapData.n_TicketID, 1);
ServerInfo.Ins.Write(null, false);
}
public virtual void OnClick_Ranking()
{
var mapData = table_battlemapconfig.Ins.Get_Data(SelectMapID);
RankingMgr.Ins.Show_Rank(mapData.e_Dungeon);
}
}