미션 - 직업 특성

This commit is contained in:
Ino 2025-03-19 15:05:57 +09:00
parent c445aa8d1f
commit 172554f8e1
7 changed files with 18 additions and 10 deletions

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@ -46,6 +46,19 @@ public class MissionCard : CardBase
var map = table_battlemapconfig.Ins.Get_Data(m_Data.n_MissionConditionValue); var map = table_battlemapconfig.Ins.Get_Data(m_Data.n_MissionConditionValue);
texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, map.Get_Name()); texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, map.Get_Name());
break; break;
case ePurpose.HERO_ABILITY_UPGRADE_CLASS_LIMIT:
//switch (m_Data.n_MissionConditionValue)
//{
// case 1: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1001)); break;
// case 2: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1011)); break;
// case 3: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1021)); break;
// case 4: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1031)); break;
// case 5: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1021)); break;
// case 6: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1031)); break;
//}
texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, m_Data.l_MissionConditionCount,
(eBattleType)m_Data.n_MissionConditionValue);
break;
case ePurpose.SKILL_UPGRADE_LIMIT: case ePurpose.SKILL_UPGRADE_LIMIT:
var skill = table_skilllist.Ins.Get_Data_orNull(m_Data.n_MissionConditionValue); var skill = table_skilllist.Ins.Get_Data_orNull(m_Data.n_MissionConditionValue);
texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, skill.Get_Name()); texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, skill.Get_Name());

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@ -1,7 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PCAbilityCards : CardBase public class PCAbilityCards : CardBase
{ {
public PCAbilityCard[] arr_PCAbilityCard; public PCAbilityCard[] arr_PCAbilityCard;

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@ -1,7 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using TMPro; using TMPro;
using UnityEngine;
public class PCAbilityLvUpUI : BackKeyAdd public class PCAbilityLvUpUI : BackKeyAdd
{ {
@ -77,6 +74,8 @@ public class PCAbilityLvUpUI : BackKeyAdd
Set_UI(); Set_UI();
PCAbilityUI.Ins.Set_UI(); PCAbilityUI.Ins.Set_UI();
NewGameUI.Ins.m_PCUI.Refresh_Money(); NewGameUI.Ins.m_PCUI.Refresh_Money();
sdata.Add_MissionCount(ePurpose.HERO_ABILITY_UPGRADE_CLASS_LIMIT, MyEnumToInt.Ins.Get_Int(m_Data.e_BattleType));
} }
} }
} }

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@ -31,10 +31,10 @@ public class MyEnumToInt : MonoBehaviour
InitializeEnumMapping<eStat>(); InitializeEnumMapping<eStat>();
InitializeEnumMapping<eBuffs>(); InitializeEnumMapping<eBuffs>();
InitializeEnumMapping<eBuff>(); InitializeEnumMapping<eBuff>();
InitializeEnumMapping<NGUIAnchorSide>();
InitializeEnumMapping<eAttendance>(); InitializeEnumMapping<eAttendance>();
InitializeEnumMapping<ePurpose>(); InitializeEnumMapping<ePurpose>();
InitializeEnumMapping<eTime>(); InitializeEnumMapping<eTime>();
InitializeEnumMapping<eBattleType>();
} }
private void InitializeEnumMapping<T>() where T : Enum private void InitializeEnumMapping<T>() where T : Enum