From 0b10c9dfd63f2eb5f1a90bd34f77c696f9231ca0 Mon Sep 17 00:00:00 2001 From: Ino Date: Fri, 31 Jan 2025 10:17:54 +0900 Subject: [PATCH] =?UTF-8?q?=EC=95=85=EB=AA=BD=20:=20=EB=B3=B4=EC=8A=A4?= =?UTF-8?q?=EB=AA=B9=20=EC=83=9D=EC=84=B1=20=EB=B0=8F=20=EB=8D=B0=EB=AF=B8?= =?UTF-8?q?=EC=A7=80=20=ED=91=9C=EC=8B=9C?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Ino_nerdnavis.txt | 5 ++-- Assets/Script/Info/DungeonInfo.cs | 23 ++++++++++++++----- .../Ingame/Dungeon/DungeonResult_Nightmare.cs | 2 +- 3 files changed, 20 insertions(+), 10 deletions(-) diff --git a/Assets/Ino_nerdnavis.txt b/Assets/Ino_nerdnavis.txt index 2849aa188..ce2c54fa9 100644 --- a/Assets/Ino_nerdnavis.txt +++ b/Assets/Ino_nerdnavis.txt @@ -62,6 +62,5 @@ messageinfo 엄청 느린 버그 - 결과 화면 (보상 지급) - 입장권 추가 구매 구현 필요 - 랭킹 UI 통합(랭킹 및 랭킹 보상이 기본) - - 데미지 합계 저장 - - 랜덤 보스 몬스터 생성 및 무적 - - 인게임 UI \ No newline at end of file + - 난이도별 데미지 + - 시작 시 입장권 차감 diff --git a/Assets/Script/Info/DungeonInfo.cs b/Assets/Script/Info/DungeonInfo.cs index 0aae05b38..3a3ae0d51 100644 --- a/Assets/Script/Info/DungeonInfo.cs +++ b/Assets/Script/Info/DungeonInfo.cs @@ -127,12 +127,10 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate m_Dungeon = MyValue.MyChoiceMapData.Get_MapData().e_Dungeon; switch (m_Dungeon) { - case eDungeon.d1_Mimic: StartCoroutine(Co_Update_Mimic()); break; - case eDungeon.d2_Maze: StartCoroutine(Co_Update_Maze()); break; - case eDungeon.d3_Nightmare: - break; - case eDungeon.d4_Wave: - break; + case eDungeon.d1_Mimic: StartCoroutine(Co_Update_Mimic()); break; + case eDungeon.d2_Maze: StartCoroutine(Co_Update_Maze()); break; + case eDungeon.d3_Nightmare: StartCoroutine(Co_Update_Nightmare()); break; + case eDungeon.d4_Wave: break; } } IEnumerator Co_Update_Mimic() @@ -176,6 +174,19 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate Start_Dungeon(false); } + IEnumerator Co_Update_Nightmare() + { + yield return new WaitForSeconds(1f); + StartCoroutine(Co_Update_Time()); + + + var dgData = MyValue.MyChoiceMapData.Get_DungeonMapData_orNull(); + for (int i = 0; i < dgData.n_MobCount; i++) + { + Make_Mob(eSubRol.Boss, table_monsterlist.Ins.Get_RandomData(eSubRol.Boss), dgData, 10, 25); + yield return new WaitForSeconds(30f); + } + } public void Set_Nightmare(Action actui) { act_DamageUI = actui; diff --git a/Assets/Script/UI/Ingame/Dungeon/DungeonResult_Nightmare.cs b/Assets/Script/UI/Ingame/Dungeon/DungeonResult_Nightmare.cs index 6c8e0a58c..9ab738672 100644 --- a/Assets/Script/UI/Ingame/Dungeon/DungeonResult_Nightmare.cs +++ b/Assets/Script/UI/Ingame/Dungeon/DungeonResult_Nightmare.cs @@ -12,7 +12,7 @@ public class DungeonResult_Nightmare : DungeonResultBase var sdata = ServerInfo.Ins.m_ServerData; var BeforeDmg = 0d; - var CurDmg = 0d; + var CurDmg = DungeonInfo.Ins.m_TotalDamage; texts[0].text = DSUtil.Format("기존 데미지 : {0}\n\n현재 데미지 : {1}", BeforeDmg, CurDmg); if (CurDmg > BeforeDmg)