미션 - 직업 특성
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@ -46,6 +46,19 @@ public class MissionCard : CardBase
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var map = table_battlemapconfig.Ins.Get_Data(m_Data.n_MissionConditionValue);
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var map = table_battlemapconfig.Ins.Get_Data(m_Data.n_MissionConditionValue);
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texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, map.Get_Name());
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texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, map.Get_Name());
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break;
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break;
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case ePurpose.HERO_ABILITY_UPGRADE_CLASS_LIMIT:
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//switch (m_Data.n_MissionConditionValue)
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//{
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// case 1: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1001)); break;
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// case 2: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1011)); break;
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// case 3: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1021)); break;
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// case 4: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1031)); break;
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// case 5: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1021)); break;
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// case 6: texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, table_localtext.Ins.Get_Text(1031)); break;
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//}
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texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, m_Data.l_MissionConditionCount,
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(eBattleType)m_Data.n_MissionConditionValue);
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break;
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case ePurpose.SKILL_UPGRADE_LIMIT:
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case ePurpose.SKILL_UPGRADE_LIMIT:
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var skill = table_skilllist.Ins.Get_Data_orNull(m_Data.n_MissionConditionValue);
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var skill = table_skilllist.Ins.Get_Data_orNull(m_Data.n_MissionConditionValue);
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texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, skill.Get_Name());
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texts[0].text = DSUtil.Format(m_Data.n_MissionDesc, skill.Get_Name());
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@ -1,7 +1,3 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PCAbilityCards : CardBase
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public class PCAbilityCards : CardBase
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{
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{
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public PCAbilityCard[] arr_PCAbilityCard;
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public PCAbilityCard[] arr_PCAbilityCard;
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@ -1,7 +1,4 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using TMPro;
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using UnityEngine;
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public class PCAbilityLvUpUI : BackKeyAdd
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public class PCAbilityLvUpUI : BackKeyAdd
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{
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{
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@ -77,6 +74,8 @@ public class PCAbilityLvUpUI : BackKeyAdd
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Set_UI();
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Set_UI();
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PCAbilityUI.Ins.Set_UI();
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PCAbilityUI.Ins.Set_UI();
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NewGameUI.Ins.m_PCUI.Refresh_Money();
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NewGameUI.Ins.m_PCUI.Refresh_Money();
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sdata.Add_MissionCount(ePurpose.HERO_ABILITY_UPGRADE_CLASS_LIMIT, MyEnumToInt.Ins.Get_Int(m_Data.e_BattleType));
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}
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}
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}
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}
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}
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}
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@ -31,10 +31,10 @@ public class MyEnumToInt : MonoBehaviour
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InitializeEnumMapping<eStat>();
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InitializeEnumMapping<eStat>();
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InitializeEnumMapping<eBuffs>();
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InitializeEnumMapping<eBuffs>();
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InitializeEnumMapping<eBuff>();
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InitializeEnumMapping<eBuff>();
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InitializeEnumMapping<NGUIAnchorSide>();
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InitializeEnumMapping<eAttendance>();
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InitializeEnumMapping<eAttendance>();
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InitializeEnumMapping<ePurpose>();
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InitializeEnumMapping<ePurpose>();
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InitializeEnumMapping<eTime>();
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InitializeEnumMapping<eTime>();
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InitializeEnumMapping<eBattleType>();
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}
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}
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private void InitializeEnumMapping<T>() where T : Enum
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private void InitializeEnumMapping<T>() where T : Enum
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