미궁 5번 클리어 후 6번째 보스 등장
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@ -2,16 +2,40 @@ using CodeStage.AntiCheat.ObscuredTypes;
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using System;
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using System.Collections;
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using UnityEngine;
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using WebSocketSharp;
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public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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{
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public ObscuredFloat m_Time;
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public ObscuredInt m_MaxDieMobCount;
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public Action<float> act_Time;
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public Action<int> act_MobDieCount;
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ObscuredInt m_DieCount;
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private ObscuredFloat _Time;
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public float m_Time
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{
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get { return _Time; }
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set { _Time = value; _Time.RandomizeCryptoKey(); }
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}
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private ObscuredInt _MaxDieMobCount;
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public int m_MaxDieMobCount
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{
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get { return _MaxDieMobCount; }
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set { _MaxDieMobCount = value; _MaxDieMobCount.RandomizeCryptoKey(); }
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}
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private ObscuredInt _DieCount;
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public int m_DieCount
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{
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get { return _DieCount; }
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set { _DieCount = value; _DieCount.RandomizeCryptoKey(); }
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}
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private ObscuredInt _MazeClear;
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public int m_MazeClear
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{
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get { return _MazeClear; }
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set { _MazeClear = value; _MazeClear.RandomizeCryptoKey(); }
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}
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eDungeon m_Dungeon;
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public void Stop_Dungeon(bool? win)
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@ -27,7 +51,6 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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{
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yield return null;
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m_Time -= Time.deltaTime;
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m_Time.RandomizeCryptoKey();
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act_Time?.Invoke(m_Time);
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}
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@ -37,7 +60,6 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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void Set_MobDie(int mobid)
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{
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++m_DieCount;
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m_DieCount.RandomizeCryptoKey();
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act_MobDieCount?.Invoke(m_DieCount);
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if (m_DieCount == m_MaxDieMobCount)
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{
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@ -45,7 +67,8 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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{
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case eDungeon.d1_Mimic: Stop_Dungeon(true); break;
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case eDungeon.d2_Maze:
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// 다음 층으로
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++m_MazeClear;
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// 포탈 열기
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break;
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case eDungeon.d3_Nightmare:
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break;
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@ -67,10 +90,10 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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});
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}
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public void Start_Dungeon()
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public void Start_Dungeon(bool first)
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{
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m_DieCount = 0;
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m_DieCount.RandomizeCryptoKey();
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if (first) m_MazeClear = 0;
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m_Dungeon = MyValue.MyChoiceMapData.Get_MapData().e_Dungeon;
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switch (m_Dungeon)
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@ -108,8 +131,11 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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for (int i = 0; i < dgData.n_MobCount; i++)
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Make_Mob(eSubRol.None, table_monsterlist.Ins.Get_RandomData(eSubRol.None), dgData, min, max);
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if (MyValue.MyChoiceMapData.n_DungeonLv % 6 == 0)
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if (m_MazeClear >= 5)
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{
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m_MazeClear = 0;
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Make_Mob(eSubRol.Boss, table_monsterlist.Ins.Get_RandomData(eSubRol.Boss), dgData, min, max);
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}
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yield return new WaitForSeconds(1f);
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StartCoroutine(Co_Update_Time());
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@ -13,7 +13,6 @@ public class Ingame_DungeonBase : MonoBehaviour
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MaxMobCount.RandomizeCryptoKey();
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DungeonInfo.Ins.m_MaxDieMobCount = MaxMobCount;
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DungeonInfo.Ins.m_MaxDieMobCount.RandomizeCryptoKey();
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DungeonInfo.Ins.act_MobDieCount = Add_MobCount;
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}
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public virtual void Add_MobCount(int mobid) { }
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@ -178,7 +178,7 @@ public class RealCamera : MyCoroutine
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ActorInfo.Ins.All_Stop(false);
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NewGameUI.Ins.go_Camera.SetActive(true);
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Time.timeScale = MyValue.Get_GameSpeed();
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DungeonInfo.Ins.Start_Dungeon();
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DungeonInfo.Ins.Start_Dungeon(true);
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}
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void Update_Cam()
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