From 2b7ad204a329e55be17c15832775d5116e9c64ef Mon Sep 17 00:00:00 2001 From: Ino Date: Wed, 18 Dec 2024 12:55:08 +0900 Subject: [PATCH] =?UTF-8?q?=ED=85=8C=EC=9D=B4=EB=B8=94=20=EC=95=88?= =?UTF-8?q?=ED=8B=B0=20=EB=A9=94=EB=AA=A8=EB=A6=AC=202?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Table/Equipment/table_enchanlist.cs | 49 ++++++- .../Equipment/table_enchantgradeconfig.cs | 33 ++++- .../Table/Equipment/table_enchantrate.cs | 89 +++++++++++-- .../Table/Equipment/table_equipcrafting.cs | 120 +++++++++++++++--- .../Table/Equipment/table_equipitemlist.cs | 79 ++++++++++-- .../Table/Equipment/table_equipslotupgrade.cs | 73 +++++++++-- .../Table/Equipment/table_equipsmelting.cs | 31 ++++- .../Table/Equipment/table_optionconfig.cs | 67 ++++++++-- 8 files changed, 468 insertions(+), 73 deletions(-) diff --git a/Assets/Script/Table/Equipment/table_enchanlist.cs b/Assets/Script/Table/Equipment/table_enchanlist.cs index bf3079325..7a8b3a560 100644 --- a/Assets/Script/Table/Equipment/table_enchanlist.cs +++ b/Assets/Script/Table/Equipment/table_enchanlist.cs @@ -1,3 +1,4 @@ +using CodeStage.AntiCheat.ObscuredTypes; using Newtonsoft.Json; using System; using System.Collections.Generic; @@ -7,12 +8,48 @@ using Random = UnityEngine.Random; [Serializable] public class EnchantListTableData : TableDataBase { - public int n_EnchantID; // 인첸트 아이템 고유 ID - public int n_OptionConfigID1; // 옵션 컨피그 ID1 - public int n_OptionConfigID2; // 옵션 컨피그 ID2 - public int n_OptionConfigID3; // 옵션 컨피그 ID3 - public int n_OptionConfigID4; // 옵션 컨피그 ID4 - public int n_FruitID; // 심었을 때 획득할 수 있는 열매 + ObscuredInt _EnchantID; + public int n_EnchantID + { + get { return _EnchantID; } + set { _EnchantID = value; _EnchantID.RandomizeCryptoKey(); } + } // 인첸트 아이템 고유 ID + + ObscuredInt _OptionConfigID1; + public int n_OptionConfigID1 + { + get { return _OptionConfigID1; } + set { _OptionConfigID1 = value; _OptionConfigID1.RandomizeCryptoKey(); } + } // 옵션 컨피그 ID1 + + ObscuredInt _OptionConfigID2; + public int n_OptionConfigID2 + { + get { return _OptionConfigID2; } + set { _OptionConfigID2 = value; _OptionConfigID2.RandomizeCryptoKey(); } + } // 옵션 컨피그 ID2 + + ObscuredInt _OptionConfigID3; + public int n_OptionConfigID3 + { + get { return _OptionConfigID3; } + set { _OptionConfigID3 = value; _OptionConfigID3.RandomizeCryptoKey(); } + } // 옵션 컨피그 ID3 + + ObscuredInt _OptionConfigID4; + public int n_OptionConfigID4 + { + get { return _OptionConfigID4; } + set { _OptionConfigID4 = value; _OptionConfigID4.RandomizeCryptoKey(); } + } // 옵션 컨피그 ID4 + + ObscuredInt _FruitID; + public int n_FruitID + { + get { return _FruitID; } + set { _FruitID = value; _FruitID.RandomizeCryptoKey(); } + } // 심었을 때 획득할 수 있는 열매 + public override string Get_Name() { return table_itemlist.Ins.Get_Data(n_EnchantID).Get_Name(); } public string Get_FruitName() { return table_itemlist.Ins.Get_Data(n_FruitID).Get_Name(); } diff --git a/Assets/Script/Table/Equipment/table_enchantgradeconfig.cs b/Assets/Script/Table/Equipment/table_enchantgradeconfig.cs index 1e2888ff9..bfaea0179 100644 --- a/Assets/Script/Table/Equipment/table_enchantgradeconfig.cs +++ b/Assets/Script/Table/Equipment/table_enchantgradeconfig.cs @@ -1,3 +1,4 @@ +using CodeStage.AntiCheat.ObscuredTypes; using Newtonsoft.Json; using System; using System.Collections.Generic; @@ -7,10 +8,34 @@ using Random = UnityEngine.Random; [Serializable] public class EnchantGradeConfigTableData : TableDataBase { - public int n_EnchantGrade; // 인첸트 등급 - public int n_OptionLevelMin; // 최소 옵션 레벨 - public int n_OptionLevelMax; // 최대 옵션 레벨 - public string s_Color; + ObscuredInt _EnchantGrade; + public int n_EnchantGrade + { + get { return _EnchantGrade; } + set { _EnchantGrade = value; _EnchantGrade.RandomizeCryptoKey(); } + } // 인첸트 등급 + + ObscuredInt _OptionLevelMin; + public int n_OptionLevelMin + { + get { return _OptionLevelMin; } + set { _OptionLevelMin = value; _OptionLevelMin.RandomizeCryptoKey(); } + } // 최소 옵션 레벨 + + ObscuredInt _OptionLevelMax; + public int n_OptionLevelMax + { + get { return _OptionLevelMax; } + set { _OptionLevelMax = value; _OptionLevelMax.RandomizeCryptoKey(); } + } // 최대 옵션 레벨 + + ObscuredString _Color; + public string s_Color + { + get { return _Color; } + set { _Color = value; _Color.RandomizeCryptoKey(); } + } // 색상 + public Color GradeColor; } diff --git a/Assets/Script/Table/Equipment/table_enchantrate.cs b/Assets/Script/Table/Equipment/table_enchantrate.cs index 0156792c7..fe0b57771 100644 --- a/Assets/Script/Table/Equipment/table_enchantrate.cs +++ b/Assets/Script/Table/Equipment/table_enchantrate.cs @@ -1,3 +1,4 @@ +using CodeStage.AntiCheat.ObscuredTypes; using Newtonsoft.Json; using System; using System.Collections.Generic; @@ -7,17 +8,83 @@ using UnityEngine; [Serializable] public class EnchantRateTableData : TableDataBase { - public int n_EnchantLv; // 인첸트 레벨 - public int n_NextLvRequireCount; // 레벨업에 필요한 횟수 - public int n_GachaGradeRate1; // Grade1 아이템의 드랍 확률 (일반) - public int n_GachaGradeRate2; // Grade2 아이템의 드랍 확률 (고급) - public int n_GachaGradeRate3; // Grade3 아이템의 드랍 확률 (희귀) - public int n_GachaGradeRate4; // Grade4 아이템의 드랍 확률 (영웅) - public int n_GachaGradeRate5; // Grade5 아이템의 드랍 확률 (전설) - public int n_GachaGradeRate6; // Grade6 아이템의 드랍 확률 (고대) - public int n_GachaGradeRate7; // Grade7 아이템의 드랍 확률 (신화) - public int n_GachaGradeRate8; // Grade8 아이템의 드랍 확률 (불멸) - public int n_GachaGradeRate9; // Grade9 아이템의 드랍 확률 (유일) + ObscuredInt _EnchantLv; + public int n_EnchantLv + { + get { return _EnchantLv; } + set { _EnchantLv = value; _EnchantLv.RandomizeCryptoKey(); } + } // 인첸트 레벨 + + ObscuredInt _NextLvRequireCount; + public int n_NextLvRequireCount + { + get { return _NextLvRequireCount; } + set { _NextLvRequireCount = value; _NextLvRequireCount.RandomizeCryptoKey(); } + } // 레벨업에 필요한 횟수 + + ObscuredInt _GachaGradeRate1; + public int n_GachaGradeRate1 + { + get { return _GachaGradeRate1; } + set { _GachaGradeRate1 = value; _GachaGradeRate1.RandomizeCryptoKey(); } + } // Grade1 아이템의 드랍 확률 (일반) + + ObscuredInt _GachaGradeRate2; + public int n_GachaGradeRate2 + { + get { return _GachaGradeRate2; } + set { _GachaGradeRate2 = value; _GachaGradeRate2.RandomizeCryptoKey(); } + } // Grade2 아이템의 드랍 확률 (고급) + + ObscuredInt _GachaGradeRate3; + public int n_GachaGradeRate3 + { + get { return _GachaGradeRate3; } + set { _GachaGradeRate3 = value; _GachaGradeRate3.RandomizeCryptoKey(); } + } // Grade3 아이템의 드랍 확률 (희귀) + + ObscuredInt _GachaGradeRate4; + public int n_GachaGradeRate4 + { + get { return _GachaGradeRate4; } + set { _GachaGradeRate4 = value; _GachaGradeRate4.RandomizeCryptoKey(); } + } // Grade4 아이템의 드랍 확률 (영웅) + + ObscuredInt _GachaGradeRate5; + public int n_GachaGradeRate5 + { + get { return _GachaGradeRate5; } + set { _GachaGradeRate5 = value; _GachaGradeRate5.RandomizeCryptoKey(); } + } // Grade5 아이템의 드랍 확률 (전설) + + ObscuredInt _GachaGradeRate6; + public int n_GachaGradeRate6 + { + get { return _GachaGradeRate6; } + set { _GachaGradeRate6 = value; _GachaGradeRate6.RandomizeCryptoKey(); } + } // Grade6 아이템의 드랍 확률 (고대) + + ObscuredInt _GachaGradeRate7; + public int n_GachaGradeRate7 + { + get { return _GachaGradeRate7; } + set { _GachaGradeRate7 = value; _GachaGradeRate7.RandomizeCryptoKey(); } + } // Grade7 아이템의 드랍 확률 (신화) + + ObscuredInt _GachaGradeRate8; + public int n_GachaGradeRate8 + { + get { return _GachaGradeRate8; } + set { _GachaGradeRate8 = value; _GachaGradeRate8.RandomizeCryptoKey(); } + } // Grade8 아이템의 드랍 확률 (불멸) + + ObscuredInt _GachaGradeRate9; + public int n_GachaGradeRate9 + { + get { return _GachaGradeRate9; } + set { _GachaGradeRate9 = value; _GachaGradeRate9.RandomizeCryptoKey(); } + } // Grade9 아이템의 드랍 확률 (유일) + public List list_rate = new List(); } diff --git a/Assets/Script/Table/Equipment/table_equipcrafting.cs b/Assets/Script/Table/Equipment/table_equipcrafting.cs index aa15832a9..a8160c54d 100644 --- a/Assets/Script/Table/Equipment/table_equipcrafting.cs +++ b/Assets/Script/Table/Equipment/table_equipcrafting.cs @@ -1,3 +1,4 @@ +using CodeStage.AntiCheat.ObscuredTypes; using Newtonsoft.Json; using System; using System.Collections.Generic; @@ -5,22 +6,111 @@ using System.Collections.Generic; [Serializable] public class EquipmentCraftingTableData : TableDataBase { - public int n_CraftingItemID; // 제작할 아이템 ID - public int n_CraftingGoodsPrice; // 제작할 아이템에 소모될 메인 재화 ID - public int n_CraftingGoodsCount; // 제작할 아이템에 소모될 메인 재화 수량 - public int n_MaterialValue1; // 재료1 ID - public int n_MaterialCount1; // 재료1 수량 - public int n_MaterialValue2; // 재료2 ID - public int n_MaterialCount2; // 재료2 수량 - public int n_MaterialValue3; // 재료3 ID - public int n_MaterialCount3; // 재료3 수량 - public int n_LinkPointID1; // 획득처 바로가기1 - public int n_LinkPointID2; // 획득처 바로가기2 - public int n_LinkPointID3; // 획득처 바로가기3 - public int n_LinkPointID4; // 획득처 바로가기4 - public int n_LinkPointID5; // 획득처 바로가기5 + ObscuredInt _CraftingItemID; + public int n_CraftingItemID + { + get { return _CraftingItemID; } + set { _CraftingItemID = value; _CraftingItemID.RandomizeCryptoKey(); } + } // 제작할 아이템 ID - public int MaterialCount; + ObscuredInt _CraftingGoodsPrice; + public int n_CraftingGoodsPrice + { + get { return _CraftingGoodsPrice; } + set { _CraftingGoodsPrice = value; _CraftingGoodsPrice.RandomizeCryptoKey(); } + } // 제작할 아이템에 소모될 메인 재화 ID + + ObscuredInt _CraftingGoodsCount; + public int n_CraftingGoodsCount + { + get { return _CraftingGoodsCount; } + set { _CraftingGoodsCount = value; _CraftingGoodsCount.RandomizeCryptoKey(); } + } // 제작할 아이템에 소모될 메인 재화 수량 + + ObscuredInt _MaterialValue1; + public int n_MaterialValue1 + { + get { return _MaterialValue1; } + set { _MaterialValue1 = value; _MaterialValue1.RandomizeCryptoKey(); } + } // 재료1 ID + + ObscuredInt _MaterialCount1; + public int n_MaterialCount1 + { + get { return _MaterialCount1; } + set { _MaterialCount1 = value; _MaterialCount1.RandomizeCryptoKey(); } + } // 재료1 수량 + + ObscuredInt _MaterialValue2; + public int n_MaterialValue2 + { + get { return _MaterialValue2; } + set { _MaterialValue2 = value; _MaterialValue2.RandomizeCryptoKey(); } + } // 재료2 ID + + ObscuredInt _MaterialCount2; + public int n_MaterialCount2 + { + get { return _MaterialCount2; } + set { _MaterialCount2 = value; _MaterialCount2.RandomizeCryptoKey(); } + } // 재료2 수량 + + ObscuredInt _MaterialValue3; + public int n_MaterialValue3 + { + get { return _MaterialValue3; } + set { _MaterialValue3 = value; _MaterialValue3.RandomizeCryptoKey(); } + } // 재료3 ID + + ObscuredInt _MaterialCount3; + public int n_MaterialCount3 + { + get { return _MaterialCount3; } + set { _MaterialCount3 = value; _MaterialCount3.RandomizeCryptoKey(); } + } // 재료3 수량 + + ObscuredInt _LinkPointID1; + public int n_LinkPointID1 + { + get { return _LinkPointID1; } + set { _LinkPointID1 = value; _LinkPointID1.RandomizeCryptoKey(); } + } // 획득처 바로가기1 + + ObscuredInt _LinkPointID2; + public int n_LinkPointID2 + { + get { return _LinkPointID2; } + set { _LinkPointID2 = value; _LinkPointID2.RandomizeCryptoKey(); } + } // 획득처 바로가기2 + + ObscuredInt _LinkPointID3; + public int n_LinkPointID3 + { + get { return _LinkPointID3; } + set { _LinkPointID3 = value; _LinkPointID3.RandomizeCryptoKey(); } + } // 획득처 바로가기3 + + ObscuredInt _LinkPointID4; + public int n_LinkPointID4 + { + get { return _LinkPointID4; } + set { _LinkPointID4 = value; _LinkPointID4.RandomizeCryptoKey(); } + } // 획득처 바로가기4 + + ObscuredInt _LinkPointID5; + public int n_LinkPointID5 + { + get { return _LinkPointID5; } + set { _LinkPointID5 = value; _LinkPointID5.RandomizeCryptoKey(); } + } // 획득처 바로가기5 + + + ObscuredInt _MaterialCount; + public int MaterialCount + { + get { return _MaterialCount; } + set { _MaterialCount = value; _MaterialCount.RandomizeCryptoKey(); } + } // 재료 수량 } public class table_equipcrafting : table_missionbase diff --git a/Assets/Script/Table/Equipment/table_equipitemlist.cs b/Assets/Script/Table/Equipment/table_equipitemlist.cs index 28e2604e3..cd0e586f5 100644 --- a/Assets/Script/Table/Equipment/table_equipitemlist.cs +++ b/Assets/Script/Table/Equipment/table_equipitemlist.cs @@ -1,3 +1,4 @@ +using CodeStage.AntiCheat.ObscuredTypes; using Newtonsoft.Json; using System; using System.Collections.Generic; @@ -5,19 +6,71 @@ using System.Collections.Generic; [Serializable] public class EquipmentListTableData : TableDataBase { - public int n_EquipID; // 장비 고유 ID - public string s_ItemPrefab_LH; // 왼손 무기 프리팹 - public string s_ItemPrefab_RH; // 오른손 무기 프리팹 - public eItem e_EquipParts; // 장비 파츠 - public eAttackType e_EquipAttribute; // 공격 타입 - public eStat e_AbilityType1; // 아이템 능력치 타입1 - public int n_AbilityValue1; // 아이템 능력치 값1 - public eStat e_AbilityType2; // 아이템 능력치 타입2 - public int n_AbilityValue2; // 아이템 능력치 값2 - public eStat e_AbilityType3; // 아이템 능력치 타입3 - public int n_AbilityValue3; // 아이템 능력치 값3 - public int n_DecompositionReward; // 분해 시 획득할 재화 ID - public int n_DecompositionCount; // 분해 시 획득할 재화 수량 + ObscuredInt _EquipID; + public int n_EquipID + { + get { return _EquipID; } + set { _EquipID = value; _EquipID.RandomizeCryptoKey(); } + } // 장비 고유 ID + + ObscuredString _ItemPrefab_LH; + public string s_ItemPrefab_LH + { + get { return _ItemPrefab_LH; } + set { _ItemPrefab_LH = value; _ItemPrefab_LH.RandomizeCryptoKey(); } + } // 왼손 무기 프리팹 + + ObscuredString _ItemPrefab_RH; + public string s_ItemPrefab_RH + { + get { return _ItemPrefab_RH; } + set { _ItemPrefab_RH = value; _ItemPrefab_RH.RandomizeCryptoKey(); } + } // 오른손 무기 프리팹 + + public eItem e_EquipParts { get; set; } // 장비 파츠 (enum 값) + + public eAttackType e_EquipAttribute { get; set; } // 공격 타입 (enum 값) + + public eStat e_AbilityType1 { get; set; } // 아이템 능력치 타입1 (enum 값) + + ObscuredInt _AbilityValue1; + public int n_AbilityValue1 + { + get { return _AbilityValue1; } + set { _AbilityValue1 = value; _AbilityValue1.RandomizeCryptoKey(); } + } // 아이템 능력치 값1 + + public eStat e_AbilityType2 { get; set; } // 아이템 능력치 타입2 (enum 값) + + ObscuredInt _AbilityValue2; + public int n_AbilityValue2 + { + get { return _AbilityValue2; } + set { _AbilityValue2 = value; _AbilityValue2.RandomizeCryptoKey(); } + } // 아이템 능력치 값2 + + public eStat e_AbilityType3 { get; set; } // 아이템 능력치 타입3 (enum 값) + + ObscuredInt _AbilityValue3; + public int n_AbilityValue3 + { + get { return _AbilityValue3; } + set { _AbilityValue3 = value; _AbilityValue3.RandomizeCryptoKey(); } + } // 아이템 능력치 값3 + + ObscuredInt _DecompositionReward; + public int n_DecompositionReward + { + get { return _DecompositionReward; } + set { _DecompositionReward = value; _DecompositionReward.RandomizeCryptoKey(); } + } // 분해 시 획득할 재화 ID + + ObscuredInt _DecompositionCount; + public int n_DecompositionCount + { + get { return _DecompositionCount; } + set { _DecompositionCount = value; _DecompositionCount.RandomizeCryptoKey(); } + } // 분해 시 획득할 재화 수량 } public class table_equipitemlist : table_missionbase diff --git a/Assets/Script/Table/Equipment/table_equipslotupgrade.cs b/Assets/Script/Table/Equipment/table_equipslotupgrade.cs index 54ee473c8..e485d2fb2 100644 --- a/Assets/Script/Table/Equipment/table_equipslotupgrade.cs +++ b/Assets/Script/Table/Equipment/table_equipslotupgrade.cs @@ -1,3 +1,4 @@ +using CodeStage.AntiCheat.ObscuredTypes; using Newtonsoft.Json; using System; using System.Collections.Generic; @@ -5,17 +6,67 @@ using System.Collections.Generic; [Serializable] public class EquipmentSlotUpgradeTableData : TableDataBase { - public eItem e_EquipParts; // 장비 파츠 타입 - public eAttackType e_EquipAttribute; // 장비 파츠 속성 - public int n_EquipSlotName; // 장비 파츠 및 속성에 따른 텍스트 정보 - public eStat e_OptionType; // 부여할 주 스텟 능력치 타입 - public int n_DefaultValue; // 1레벨의 능력치 기본 값 - public float f_LevelPerValue; // 레벨당 능력치 증가량 - public float f_BalanceConstant; // 밸런스 상수 K값 - public int n_ConsumeGoodsID; // 강화에 사용될 재화 ID - public int n_DefaultValuePrice; // 1레벨의 기본 재화 소모량 - public float f_LevelPerValuePrice; // 레벨당 재화 소모 증가량 - public float f_BalanceConstantPrice; // 재화 소모 밸런스 상수 K값 + public eItem e_EquipParts { get; set; } // 장비 파츠 타입 (enum 값) + + public eAttackType e_EquipAttribute { get; set; } // 장비 파츠 속성 (enum 값) + + ObscuredInt _EquipSlotName; + public int n_EquipSlotName + { + get { return _EquipSlotName; } + set { _EquipSlotName = value; _EquipSlotName.RandomizeCryptoKey(); } + } // 장비 파츠 및 속성에 따른 텍스트 정보 + + public eStat e_OptionType { get; set; } // 부여할 주 스텟 능력치 타입 (enum 값) + + ObscuredInt _DefaultValue; + public int n_DefaultValue + { + get { return _DefaultValue; } + set { _DefaultValue = value; _DefaultValue.RandomizeCryptoKey(); } + } // 1레벨의 능력치 기본 값 + + ObscuredFloat _LevelPerValue; + public float f_LevelPerValue + { + get { return _LevelPerValue; } + set { _LevelPerValue = value; _LevelPerValue.RandomizeCryptoKey(); } + } // 레벨당 능력치 증가량 + + ObscuredFloat _BalanceConstant; + public float f_BalanceConstant + { + get { return _BalanceConstant; } + set { _BalanceConstant = value; _BalanceConstant.RandomizeCryptoKey(); } + } // 밸런스 상수 K값 + + ObscuredInt _ConsumeGoodsID; + public int n_ConsumeGoodsID + { + get { return _ConsumeGoodsID; } + set { _ConsumeGoodsID = value; _ConsumeGoodsID.RandomizeCryptoKey(); } + } // 강화에 사용될 재화 ID + + ObscuredInt _DefaultValuePrice; + public int n_DefaultValuePrice + { + get { return _DefaultValuePrice; } + set { _DefaultValuePrice = value; _DefaultValuePrice.RandomizeCryptoKey(); } + } // 1레벨의 기본 재화 소모량 + + ObscuredFloat _LevelPerValuePrice; + public float f_LevelPerValuePrice + { + get { return _LevelPerValuePrice; } + set { _LevelPerValuePrice = value; _LevelPerValuePrice.RandomizeCryptoKey(); } + } // 레벨당 재화 소모 증가량 + + ObscuredFloat _BalanceConstantPrice; + public float f_BalanceConstantPrice + { + get { return _BalanceConstantPrice; } + set { _BalanceConstantPrice = value; _BalanceConstantPrice.RandomizeCryptoKey(); } + } // 재화 소모 밸런스 상수 K값 public float Get_MainStatValue(int lv) { return Get_Value(lv, n_DefaultValue, f_LevelPerValue, f_BalanceConstant); } public float Get_Price(int lv) { return Get_Value(lv, f_BalanceConstantPrice, f_LevelPerValue, f_LevelPerValuePrice); } diff --git a/Assets/Script/Table/Equipment/table_equipsmelting.cs b/Assets/Script/Table/Equipment/table_equipsmelting.cs index 68cc5805e..8a133c19f 100644 --- a/Assets/Script/Table/Equipment/table_equipsmelting.cs +++ b/Assets/Script/Table/Equipment/table_equipsmelting.cs @@ -6,10 +6,33 @@ using System.Collections.Generic; [Serializable] public class EquipmentSmeltingTableData : TableDataBase { - public int n_SmeltingStep; // 제련 단계 - public int n_NextStepRate; // 다음 단계 제련 확률(※만분율) - public int n_UpgradePrice; // 제련에 필요한 동일 아이템 수량 - public int n_IncreaseValueRate; // 제련에 따른 장비 능력치 증가량(만분율) + ObscuredInt _SmeltingStep; + public int n_SmeltingStep + { + get { return _SmeltingStep; } + set { _SmeltingStep = value; _SmeltingStep.RandomizeCryptoKey(); } + } // 제련 단계 + + ObscuredInt _NextStepRate; + public int n_NextStepRate + { + get { return _NextStepRate; } + set { _NextStepRate = value; _NextStepRate.RandomizeCryptoKey(); } + } // 다음 단계 제련 확률(※만분율) + + ObscuredInt _UpgradePrice; + public int n_UpgradePrice + { + get { return _UpgradePrice; } + set { _UpgradePrice = value; _UpgradePrice.RandomizeCryptoKey(); } + } // 제련에 필요한 동일 아이템 수량 + + ObscuredInt _IncreaseValueRate; + public int n_IncreaseValueRate + { + get { return _IncreaseValueRate; } + set { _IncreaseValueRate = value; _IncreaseValueRate.RandomizeCryptoKey(); } + } // 제련에 따른 장비 능력치 증가량(만분율) public ObscuredFloat f_NextStepRate, f_IncreaseValueRate; } diff --git a/Assets/Script/Table/Equipment/table_optionconfig.cs b/Assets/Script/Table/Equipment/table_optionconfig.cs index 3bbe15eb6..5cc9fb5a3 100644 --- a/Assets/Script/Table/Equipment/table_optionconfig.cs +++ b/Assets/Script/Table/Equipment/table_optionconfig.cs @@ -1,3 +1,4 @@ +using CodeStage.AntiCheat.ObscuredTypes; using Newtonsoft.Json; using System; using System.Collections.Generic; @@ -5,15 +6,63 @@ using System.Collections.Generic; [Serializable] public class OptionConfigTableData : TableDataBase { - public int n_OptionID; // 옵션 고유 ID - public eStat e_OptionType; // 능력치를 설정할 옵션의 타입 - public int n_DefaultValue; // 1레벨의 기본 값 - public float f_LevelPerValue; // 레벨당 증가량 - public float f_BalanceConstant; // 밸런스 상수 K값 - public float f_ExtraValue1; // 옵션 고유 설정 값1 - public float f_ExtraValue2; // 옵션 고유 설정 값2 - public float f_ExtraValue3; // 옵션 고유 설정 값3 - public float f_ExtraValue4; // 옵션 고유 설정 값4 + ObscuredInt _OptionID; + public int n_OptionID + { + get { return _OptionID; } + set { _OptionID = value; _OptionID.RandomizeCryptoKey(); } + } // 옵션 고유 ID + + public eStat e_OptionType { get; set; } // 능력치를 설정할 옵션의 타입 (enum 값) + + ObscuredInt _DefaultValue; + public int n_DefaultValue + { + get { return _DefaultValue; } + set { _DefaultValue = value; _DefaultValue.RandomizeCryptoKey(); } + } // 1레벨의 기본 값 + + ObscuredFloat _LevelPerValue; + public float f_LevelPerValue + { + get { return _LevelPerValue; } + set { _LevelPerValue = value; _LevelPerValue.RandomizeCryptoKey(); } + } // 레벨당 증가량 + + ObscuredFloat _BalanceConstant; + public float f_BalanceConstant + { + get { return _BalanceConstant; } + set { _BalanceConstant = value; _BalanceConstant.RandomizeCryptoKey(); } + } // 밸런스 상수 K값 + + ObscuredFloat _ExtraValue1; + public float f_ExtraValue1 + { + get { return _ExtraValue1; } + set { _ExtraValue1 = value; _ExtraValue1.RandomizeCryptoKey(); } + } // 옵션 고유 설정 값1 + + ObscuredFloat _ExtraValue2; + public float f_ExtraValue2 + { + get { return _ExtraValue2; } + set { _ExtraValue2 = value; _ExtraValue2.RandomizeCryptoKey(); } + } // 옵션 고유 설정 값2 + + ObscuredFloat _ExtraValue3; + public float f_ExtraValue3 + { + get { return _ExtraValue3; } + set { _ExtraValue3 = value; _ExtraValue3.RandomizeCryptoKey(); } + } // 옵션 고유 설정 값3 + + ObscuredFloat _ExtraValue4; + public float f_ExtraValue4 + { + get { return _ExtraValue4; } + set { _ExtraValue4 = value; _ExtraValue4.RandomizeCryptoKey(); } + } // 옵션 고유 설정 값4 public float Get_Value(int lv) { return Get_Value(lv, f_BalanceConstant, n_DefaultValue, f_LevelPerValue); } }