악몽의 시련 - 결과 화면
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@ -1,5 +1,14 @@
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using System.Collections.Generic;
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using TMPro;
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public class DungeonResultBase : BackKeyAdd
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public class DungeonResultBase : BackKeyAdd
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{
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{
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public TextMeshProUGUI[] texts; // 0 성공 or 실패, 1 난이도, 2 처치 수
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public ObtainItemCard[] rewards;
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protected List<ItemSimpleData> list_reward = new List<ItemSimpleData>
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{ new ItemSimpleData{ itemid = 1 }, new ItemSimpleData{ itemid = 2 } };
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public virtual void Set(bool? win)
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public virtual void Set(bool? win)
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{
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{
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base.Set();
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base.Set();
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@ -3,12 +3,6 @@ using TMPro;
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public class DungeonResult_Maze : DungeonResultBase
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public class DungeonResult_Maze : DungeonResultBase
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{
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{
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public TextMeshProUGUI[] texts; // 0 기존층, 1 최고층
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public ObtainItemCard[] rewards;
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List<ItemSimpleData> list_reward = new List<ItemSimpleData>
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{ new ItemSimpleData{ itemid = 1 }, new ItemSimpleData{ itemid = 2 } };
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public override void Set(bool? win)
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public override void Set(bool? win)
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{
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{
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base.Set(win);
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base.Set(win);
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@ -3,12 +3,6 @@ using TMPro;
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public class DungeonResult_Mimic : DungeonResultBase
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public class DungeonResult_Mimic : DungeonResultBase
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{
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{
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public TextMeshProUGUI[] texts; // 0 성공 or 실패, 1 난이도, 2 처치 수
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public ObtainItemCard[] rewards;
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List<ItemSimpleData> list_reward = new List<ItemSimpleData>
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{ new ItemSimpleData{ itemid = 1 }, new ItemSimpleData{ itemid = 2 } };
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public override void Set(bool? win)
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public override void Set(bool? win)
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{
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{
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if (DSUtil.CheckNull(win))
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if (DSUtil.CheckNull(win))
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@ -1,20 +1,18 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using TMPro;
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public class DungeonResult_Nightmare : DungeonResultBase
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public class DungeonResult_Nightmare : DungeonResultBase
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{
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{
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public TextMeshProUGUI[] texts;
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public override void Set(bool? win)
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public override void Set(bool? win)
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{
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{
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base.Set(win);
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base.Set(win);
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var BeforeDmg = Math.Truncate(MyValue.MyChoiceMapData.d_NightmareBeforeDmg);
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var BeforeDmg = Math.Truncate(MyValue.MyChoiceMapData.d_NightmareBeforeDmg);
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var CurDmg = Math.Truncate(DungeonInfo.Ins.m_TotalDamage);
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var CurDmg = Math.Truncate(DungeonInfo.Ins.m_TotalDamage);
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texts[0].text = DSUtil.Format("기존 데미지 : {0}\n\n현재 데미지 : {1}",
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texts[0].text = DSUtil.Format(422, NumberFormatter.FormatNumber(BeforeDmg));
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NumberFormatter.FormatNumber(BeforeDmg),
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texts[1].text = DSUtil.Format(423, NumberFormatter.FormatNumber(CurDmg));
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NumberFormatter.FormatNumber(CurDmg));
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rewards[0].Set(list_reward[0]);
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rewards[1].Set(list_reward[1]);
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if (CurDmg > BeforeDmg)
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if (CurDmg > BeforeDmg)
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ServerInfo.Ins.Save_Rank("Rank_Damage", new List<string> { CurDmg.ToString() });
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ServerInfo.Ins.Save_Rank("Rank_Damage", new List<string> { CurDmg.ToString() });
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@ -2,8 +2,6 @@ using TMPro;
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public class DungeonResult_Wave : DungeonResultBase
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public class DungeonResult_Wave : DungeonResultBase
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{
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{
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public TextMeshProUGUI[] texts; // 0 결과
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public override void Set(bool? win)
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public override void Set(bool? win)
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{
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{
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base.Set(win);
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base.Set(win);
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