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

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C#
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using System.Collections.Generic;
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using TMPro;
public class MapChoiceUI_Dungeon : uScrollViewMgr
{
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public static MapChoiceUI_Dungeon Ins;
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public TextMeshProUGUI[] texts; // 0 던전이름
public ArrowUI m_ArrowUI;
List<eDungeon> dungeons = new List<eDungeon> { eDungeon.d1_Mimic, eDungeon.d2_Maze, eDungeon.d3_Nightmare, eDungeon.d4_Wave };
eDungeon SelectDungeon = eDungeon.d1_Mimic;
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int SelectMapID = 1001;
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private void Start() { Ins = this; }
private void OnEnable()
{
Set_UI();
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 override void Set_UI()
{
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texts[0].text = table_battlemapconfig.Ins.Get_Data(SelectMapID).Get_Name();
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var sdata = ServerInfo.Ins.m_ServerData;
// TODO 정인호 : 서버에 현재 클리어 정보 있어야 함
//m_ArrowUI.Set(totalcount => { }, )
}
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public void Select_Dungeon(eDungeon d, int mapid)
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{
SelectDungeon = d;
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SelectMapID = mapid;
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Set_UI();
}
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public void OnClick_GoDungeon()
{
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;
InGameInfo.Ins.Load_Map(SelectMapID);
}
}