new 전직 ui

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Ino 2025-07-16 16:17:44 +09:00
parent 622170e59a
commit 3916c3dcd3
32 changed files with 5613 additions and 6351 deletions

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File diff suppressed because it is too large Load Diff

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@ -2720,6 +2720,51 @@ public class SD_PC
Stat[dic_StatIndex[stat]].RandomizeCryptoKey();
}
public bool IsObtainPC(int id) { return Obtain.Find(f => f == id) > 0; }
public bool CanJobBuy(ClassOpenConditionTableData m_Data, bool showtoast = true)
{
var sdata = ServerInfo.Ins.m_ServerData;
// linkedId1 확인
if (m_Data.n_linkedClass1 > 0 && !IsObtainPC(m_Data.n_linkedClass1))
{
if (showtoast) ToastUI.Ins.Set(254);
return false;
}
// linkedId2 확인
if (m_Data.n_linkedClass2 > 0 && !IsObtainPC(m_Data.n_linkedClass2))
{
if (showtoast) ToastUI.Ins.Set(254);
return false;
}
// 특성 확인
if (m_Data.n_RequireAbility > 0)
{
if (sdata.Get_AbilityLv(m_Data.n_RequireAbility) < 1)
{
if (showtoast)
ToastUI.Ins.Set(242, table_itemlist.Ins.Get_ItemName(m_Data.n_RequireAbility));
return false;
}
}
// 각성 확인 1
if (m_Data.e_RequireAwakenType1 != eStat.None && sdata.Get_AwakenLv(m_Data.e_RequireAwakenType1) < m_Data.n_RequireAwakenStep1)
{
if (showtoast) ToastUI.Ins.Set(230);
return false;
}
// 각성 확인 2
if (m_Data.e_RequireAwakenType2 != eStat.None && sdata.Get_AwakenLv(m_Data.e_RequireAwakenType2) < m_Data.n_RequireAwakenStep2)
{
if (showtoast) ToastUI.Ins.Set(230);
return false;
}
return true;
}
public void Add_PC(int id)
{
if (!IsObtainPC(id))

View File

@ -184,6 +184,22 @@ public class ClassConfigTableData : TableDataBase
return 0;
}
public Sprite Get_MainStatIcon(int index)
{
switch (e_MainStatType)
{
case eMainStatType.STR: return index == 0 ? UIAtlasMgr.Ins.Get_MainStatSprite(eStat.STR) : null;
case eMainStatType.STR_DEX: return UIAtlasMgr.Ins.Get_MainStatSprite(index == 0 ? eStat.STR : eStat.DEX);
case eMainStatType.STR_INT: return UIAtlasMgr.Ins.Get_MainStatSprite(index == 0 ? eStat.STR : eStat.INT);
case eMainStatType.DEX: return index == 0 ? UIAtlasMgr.Ins.Get_MainStatSprite(eStat.DEX) : null;
case eMainStatType.DEX_STR: return UIAtlasMgr.Ins.Get_MainStatSprite(index == 0 ? eStat.DEX : eStat.STR);
case eMainStatType.DEX_INT: return UIAtlasMgr.Ins.Get_MainStatSprite(index == 0 ? eStat.DEX : eStat.INT);
case eMainStatType.INT: return index == 0 ? UIAtlasMgr.Ins.Get_MainStatSprite(eStat.INT) : null;
case eMainStatType.INT_STR: return UIAtlasMgr.Ins.Get_MainStatSprite(index == 0 ? eStat.INT : eStat.STR);
case eMainStatType.INT_DEX: return UIAtlasMgr.Ins.Get_MainStatSprite(index == 0 ? eStat.INT : eStat.DEX);
}
return null;
}
}
public class table_classconfig : table_missionbase
@ -233,4 +249,25 @@ public class table_classconfig : table_missionbase
{
return Get_PureStat(eStat.STR, sdata) + Get_PureStat(eStat.DEX, sdata) + Get_PureStat(eStat.INT, sdata) + Get_PureStat(eStat.LUK, sdata);
}
public int Get_TotalStat_byClass(eStat stat)
{
var sdata = ServerInfo.Ins.m_ServerData;
var lst = Get_DataList();
int rtnval = 0;
for (int i = 0; i < lst.Count; i++)
{
if (sdata.PC.IsObtainPC(lst[i].n_ClassID))
{
switch (stat)
{
case eStat.STR: rtnval += lst[i].n_DefaultStr; break;
case eStat.DEX: rtnval += lst[i].n_DefaultDex; break;
case eStat.INT: rtnval += lst[i].n_DefaultInt; break;
case eStat.LUK: rtnval += lst[i].n_DefaultLuk; break;
}
}
}
return rtnval;
}
}

View File

@ -2,6 +2,7 @@ using CodeStage.AntiCheat.ObscuredTypes;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using UnityEngine.WSA;
[Serializable]
public class ClassOpenConditionTableData : TableDataBase
@ -97,4 +98,42 @@ public class table_classopencondition : table_missionbase
public ClassOpenConditionTableData Get_Data_orNull(int id) { return dic_Data[id]; }
public List<ClassOpenConditionTableData> Get_DataList() { return tableDatas; }
public List<ClassOpenConditionTableData> Get_DataList(int index)
{
var lst = Get_DataList();
eStat stat = eStat.STR;
switch (index)
{
default: return lst;
case 1: stat = eStat.STR; break;
case 2: stat = eStat.DEX; break;
case 3: stat = eStat.INT; break;
}
List<ClassOpenConditionTableData> rtnlst = new List<ClassOpenConditionTableData>();
for (int i = 0; i < lst.Count; i++)
{
var job = table_classconfig.Ins.Get_Data_orNull(lst[i].n_ClassID);
switch (stat)
{
case eStat.STR:
if (job.e_MainStatType == eMainStatType.LUCK || job.e_MainStatType == eMainStatType.STR ||
job.e_MainStatType == eMainStatType.STR_DEX || job.e_MainStatType == eMainStatType.STR_INT)
rtnlst.Add(lst[i]);
break;
case eStat.DEX:
if (job.e_MainStatType == eMainStatType.LUCK || job.e_MainStatType == eMainStatType.DEX ||
job.e_MainStatType == eMainStatType.DEX_STR || job.e_MainStatType == eMainStatType.DEX_INT)
rtnlst.Add(lst[i]);
break;
case eStat.INT:
if (job.e_MainStatType == eMainStatType.LUCK || job.e_MainStatType == eMainStatType.INT ||
job.e_MainStatType == eMainStatType.INT_STR || job.e_MainStatType == eMainStatType.INT_DEX)
rtnlst.Add(lst[i]);
break;
}
}
return rtnlst;
}
}

View File

@ -194,6 +194,14 @@ public class SkillListTableData : TableDataBase
public Sprite Get_Icon() { return UIAtlasMgr.Ins.Get_Sprite(n_SkillID); }
public override string Get_Name() { return table_itemlist.Ins.Get_ItemName(n_SkillID); }
public string Get_SkillDesc() { return table_itemlist.Ins.Get_ItemDesc(n_SkillID); }
public string Get_SkillType()
{
switch (e_SkillType)
{
case eSkillType.Active: return "Active";
default: return "Passive";
}
}
public float Get_SkillDamage(ActorStatInfo statInfo, int lv, int nextlv = 0)
{

View File

@ -1,22 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class JobSkillCard : CardBase
{
public Image[] images; // 0 스킬 아이콘
public GameObject go_passive;
public TextMeshProUGUI[] texts; // 0 스킬명, 1 스킬타입, 2 스킬 설명
public override void Set<T>(T _base)
{
base.Set(_base);
images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(int.Parse(_base.ToString()));
go_passive.SetActive(false);
}
public override void Set(int _val)
{
go_passive.SetActive(true);
var skillid = int.Parse(_base.ToString());
images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(skillid);
var skilldata = table_skilllist.Ins.Get_Data_orNull(skillid);
texts[0].text = skilldata.Get_Name();
texts[1].text = skilldata.Get_SkillType();
texts[2].text = skilldata.Get_SkillDesc();
}
}

View File

@ -4,9 +4,10 @@ using UnityEngine.UI;
public class PCJobCard : CardBase
{
public Image[] images; // 0 직업
public TextMeshProUGUI[] texts; // 0 직업명
public GameObject[] gos; // 0 선택중
public Image[] images; // 0 메인스탯1, 1 메인스탯2
public TextMeshProUGUI[] texts; // 0 직업명, 1 오픈 가능 조건
public GameObject[] gos; // 0 구매 버튼, 1 변경 버튼, 2 착용 중, 3 잠금
public MoneyForm moneyForm;
ClassOpenConditionTableData m_Data;
@ -14,10 +15,104 @@ public class PCJobCard : CardBase
{
base.Set(_base);
m_Data = _base as ClassOpenConditionTableData;
var jobData = table_classconfig.Ins.Get_Data_orNull(m_Data.n_ClassID);
moneyForm.icon.sprite = UIAtlasMgr.Ins.Get_Sprite(table_GlobalValue.Ins.Get_Int("n_JobMaterialID"));
moneyForm.amount.text = m_Data.n_NeedGoodsCount.ToString();
//images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(m_Data.n_ClassID);
images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(m_Data.n_ClassID);
images[0].sprite = jobData.Get_MainStatIcon(0);
images[1].sprite = jobData.Get_MainStatIcon(1);
images[1].gameObject.SetActive(!DSUtil.CheckNull(images[1].sprite));
texts[0].text = m_Data.Get_Name();
gos[0].SetActive(ServerInfo.Ins.m_ServerData.Get_EqiupmentEquip(eItem.PC) == m_Data.n_ClassID);
Set_UI();
}
public override void Set_UI()
{
var sdata = ServerInfo.Ins.m_ServerData;
gos[0].SetActive(!sdata.IsObtainItem(m_Data.n_ClassID));
gos[1].SetActive(sdata.IsObtainItem(m_Data.n_ClassID) && sdata.Get_EqiupmentEquip(eItem.PC) != m_Data.n_ClassID);
gos[2].SetActive(sdata.Get_EqiupmentEquip(eItem.PC) == m_Data.n_ClassID);
gos[3].SetActive(!sdata.PC.CanJobBuy(m_Data, false));
if (gos[3].activeSelf)
{
texts[1].text = "";
// 직업1 필요
if (m_Data.n_linkedClass1 > 0)
{
var job = table_classconfig.Ins.Get_Data_orNull(m_Data.n_linkedClass1);
texts[1].text += DSUtil.Format(412, job.Get_JobName()) + "\n";
}
// 직업2 필요
if (m_Data.n_linkedClass2 > 0)
{
var job = table_classconfig.Ins.Get_Data_orNull(m_Data.n_linkedClass2);
texts[1].text += DSUtil.Format(412, job.Get_JobName()) + "\n";
}
// 특성 확인
if (m_Data.n_RequireAbility > 0)
{
var ability = table_abilityconfig.Ins.Get_Data_orNull(m_Data.n_RequireAbility);
texts[1].text += DSUtil.Format(242, ability.Get_Name());
}
// 각성 확인 1
if (m_Data.e_RequireAwakenType1 != eStat.None && m_Data.n_RequireAwakenStep1 > 0)
texts[1].text += DSUtil.Format(413, MyText.Get_StatName(m_Data.e_RequireAwakenType1), m_Data.n_RequireAwakenStep1) + "\n";
// 각성 확인 2
if (m_Data.e_RequireAwakenType2 != eStat.None && m_Data.n_RequireAwakenStep2 > 0)
texts[1].text += DSUtil.Format(413, MyText.Get_StatName(m_Data.e_RequireAwakenType2), m_Data.n_RequireAwakenStep2) + "\n";
}
}
bool CanJobBuy(bool showtoast)
{
var sdata = ServerInfo.Ins.m_ServerData;
if (sdata.PC.IsObtainPC(m_Data.n_ClassID)) return false;
return sdata.PC.CanJobBuy(m_Data, showtoast);
}
public void OnClick_JobChange()
{
var sdata = ServerInfo.Ins.m_ServerData;
if (sdata.IsObtainItem(m_Data.n_ClassID))
{ // 착용 여부
if (sdata.Get_EqiupmentEquip(eItem.PC) != m_Data.n_ClassID)
{ // 착용하기
ServerInfo.Ins.Save_PC_EquipJob(m_Data.n_ClassID, () =>
{
sdata.Equip.Set_Equip(eItem.PC, m_Data.n_ClassID);
Set_UI();
PCJobUI.Ins.Set();
MyValue.Get_ActorStatInfoorNull(eRole.PC);
});
}
}
else
{ // 전직
if (CanJobBuy(true))
{
var moneyid = table_GlobalValue.Ins.Get_Int("n_JobMaterialID");
if (sdata.Check_ItemAmount(moneyid, m_Data.n_NeedGoodsCount))
{
ServerInfo.Ins.Save_PC_BuyJob(m_Data.n_ClassID, () =>
{
sdata.Use_Item(moneyid, m_Data.n_NeedGoodsCount);
sdata.PC.Add_PC(m_Data.n_ClassID);
// 고유 스킬 지급
var skills = table_skilllist.Ins.Get_DataList(eSkillType.JobPassive, m_Data.n_ClassID);
for (int i = 0; i < skills.Count; i++)
sdata.Add_Skill(skills[i].n_SkillID, 1);
Set_UI();
MyValue.Get_ActorStatInfoorNull(eRole.PC);
});
}
}
}
}
public void OnClick_Job()

View File

@ -0,0 +1,17 @@
using TMPro;
using UnityEngine.UI;
public class PCJobMainStatCard : CardBase
{
public Image i_stat;
public TextMeshProUGUI t_stat, t_statval;
public override void Set<T>(T _base)
{
base.Set(_base);
var data = _base as JobMainStatData;
i_stat.sprite = UIAtlasMgr.Ins.Get_MainStatSprite(data.stat);
t_stat.text = MyText.Get_StatName(data.stat);
t_statval.text = data.val.ToString();
}
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 72a4cb2e6924f5d4893e4470cf6fb2f5
guid: 69ca64e479284ef4fb86ea9d74e2ca8a
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -0,0 +1,17 @@
using TMPro;
using UnityEngine.UI;
public class PCJobTotalStatCard : CardBase
{
public Image i_stat;
public TextMeshProUGUI t_statval;
public override void Set<T>(T _base)
{
base.Set(_base);
var data = _base as JobMainStatData;
i_stat.sprite = UIAtlasMgr.Ins.Get_MainStatSprite(data.stat);
t_statval.text = data.val.ToString();
}
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 4ee8ae4492a124440842f12fcdaf9abd
guid: 5da017875419ed646a918a6217227005
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -1,3 +1,5 @@
using System.Collections.Generic;
public class PCJobUI : PCUIMenu
{
public static PCJobUI Ins;
@ -6,11 +8,19 @@ public class PCJobUI : PCUIMenu
Ins = this;
}
public PCJobCard[] arr_jobCards;
public TabUIBase m_Tab;
public PCJobUI_Scroll m_PCJobUI_Scroll;
public PCJobUI_Top m_PCJobUI_Top;
public PCJobUI_Class m_PCJobUI_Class;
public PCJobUI_Skill m_PCJobUI_Skill;
public PCJobUI_StatBonus m_PCJobUI_StatBonus;
public PCJobUI_OpenCondition m_PCJobUI_OpenCondition;
protected List<TabUIData> list_tabdata = new List<TabUIData>
{
new TabUIData { btnName = "All" },
new TabUIData { n_btnName = 40001 },
new TabUIData { n_btnName = 40003 },
new TabUIData { n_btnName = 40005 },
};
public override void Set()
{
@ -18,19 +28,26 @@ public class PCJobUI : PCUIMenu
NewGameUI.Ins.m_PCUI.Set_Money(table_GlobalValue.Ins.Get_Int("n_JobMaterialID"), 0);
var lst = table_classopencondition.Ins.Get_DataList();
for (int i = 0; i < lst.Count; i++)
arr_jobCards[i].Set(lst[i]);
for (int i = 0; i < list_tabdata.Count; i++)
{
list_tabdata[i].onClick = OnClick_Tab;
}
m_Tab.Set(list_tabdata);
OnClick_Tab();
var id = ServerInfo.Ins.m_ServerData.Get_EqiupmentEquip(eItem.PC);
Set(id);
}
private void OnClick_Tab()
{
m_PCJobUI_Scroll.Set(m_Tab.Get_Index());
}
public void Set(int classid)
{
m_PCJobUI_Class.Set(classid);
m_PCJobUI_Skill.Set(classid);
m_PCJobUI_StatBonus.Set(classid);
m_PCJobUI_OpenCondition.Set(classid);
m_PCJobUI_Top.Set();
}
}

View File

@ -1,14 +1,32 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class PCJobUI_Class : MonoBehaviour
public class PCJobUI_Class : uScrollViewMgr
{
public TextMeshProUGUI[] texts; // 0 공격타입, 1 주스탯
public TextMeshProUGUI[] texts; // 0 직업명
public void Set(int classid)
List<JobMainStatData> mainStatDatas = new List<JobMainStatData>
{
new JobMainStatData { stat = eStat.STR },
new JobMainStatData { stat = eStat.DEX },
new JobMainStatData { stat = eStat.INT },
new JobMainStatData { stat = eStat.LUK },
};
public override void Set(int classid)
{
var classData = table_classconfig.Ins.Get_Data_orNull(classid);
texts[0].text = $"{classData.e_BattleType}";
texts[1].text = $"{classData.Get_MainStat()}";
texts[0].text = classData.Get_JobName();
mainStatDatas[0].val = classData.n_DefaultStr;
mainStatDatas[1].val = classData.n_DefaultDex;
mainStatDatas[2].val = classData.n_DefaultInt;
mainStatDatas[3].val = classData.n_DefaultLuk;
Set_ScrollView(mainStatDatas);
}
}
public class JobMainStatData
{
public eStat stat;
public int val;
}

View File

@ -1,149 +0,0 @@
using CodeStage.AntiCheat.ObscuredTypes;
using TMPro;
using UnityEngine;
public class PCJobUI_OpenCondition : MonoBehaviour
{
public PCJobDetailUI m_PCJobDetailUI;
public TextMeshProUGUI[] texts; // 0 전직 조건, 1 버튼명, 2 전직 비용
public GameObject[] gos; // 0 전직 전, 1 전직 후, 2 전직 비용
ObscuredInt m_ClassId;
ClassOpenConditionTableData m_Data;
public void Set(int classid)
{
m_ClassId = classid;
m_ClassId.RandomizeCryptoKey();
Set_UI();
}
void Set_UI()
{
var sdata = ServerInfo.Ins.m_ServerData;
var moneyid = table_GlobalValue.Ins.Get_Int("n_JobMaterialID");
texts[2].text = $"{sdata.Get_ItemAmount(moneyid)}/1";
m_Data = table_classopencondition.Ins.Get_Data_orNull(m_ClassId);
string condition = table_localtext.Ins.Get_Text(243);
if (m_Data.n_RequireAbility > 0)
{
var abData = table_abilityconfig.Ins.Get_Data_orNull(m_Data.n_RequireAbility);
condition = DSUtil.Format(242, abData.Get_Name());
}
if (m_Data.e_RequireAwakenType1 != eStat.None)
condition += $"\n각성 {m_Data.e_RequireAwakenType1}, {m_Data.n_RequireAwakenStep1} 필요";
if (m_Data.e_RequireAwakenType2 != eStat.None)
condition += $"\n각성 {m_Data.e_RequireAwakenType2}, {m_Data.n_RequireAwakenStep2} 필요";
texts[0].text = condition;
if (sdata.IsObtainItem(m_ClassId))
{ // 전직 함
texts[1].text = sdata.Get_EqiupmentEquip(eItem.PC) == m_ClassId ?
table_localtext.Ins.Get_Text(244) : table_localtext.Ins.Get_Text(245);
gos[0].SetActive(false);
gos[1].SetActive(true);
gos[2].SetActive(false);
}
else
{ // 전직 안함
texts[1].text = table_localtext.Ins.Get_Text(246);
gos[0].SetActive(true);
gos[1].SetActive(false);
gos[2].SetActive(true);
}
}
bool CanJobBuy(bool showtoast)
{
var sdata = ServerInfo.Ins.m_ServerData;
if (sdata.PC.IsObtainPC(m_ClassId)) return false;
// linkedId1 확인
if (m_Data.n_linkedClass1 > 0 && !sdata.IsObtainItem(m_Data.n_linkedClass1))
{
if (showtoast) ToastUI.Ins.Set(254);
return false;
}
// linkedId2 확인
if (m_Data.n_linkedClass2 > 0 && !sdata.IsObtainItem(m_Data.n_linkedClass2))
{
if (showtoast) ToastUI.Ins.Set(254);
return false;
}
// 특성 확인
if (m_Data.n_RequireAbility > 0)
{
if (sdata.Get_AbilityLv(m_Data.n_RequireAbility) < 1)
{
if (showtoast)
ToastUI.Ins.Set(242, table_itemlist.Ins.Get_ItemName(m_Data.n_RequireAbility));
return false;
}
}
// 각성 확인 1
if (m_Data.e_RequireAwakenType1 != eStat.None && sdata.Get_AwakenLv(m_Data.e_RequireAwakenType1) < m_Data.n_RequireAwakenStep1)
{
if (showtoast) ToastUI.Ins.Set(230);
return false;
}
// 각성 확인 2
if (m_Data.e_RequireAwakenType2 != eStat.None && sdata.Get_AwakenLv(m_Data.e_RequireAwakenType2) < m_Data.n_RequireAwakenStep2)
{
if (showtoast) ToastUI.Ins.Set(230);
return false;
}
return true;
}
public void OnClick_JobChange()
{
var sdata = ServerInfo.Ins.m_ServerData;
if (sdata.IsObtainItem(m_ClassId))
{ // 착용 여부
if (sdata.Get_EqiupmentEquip(eItem.PC) != m_ClassId)
{ // 착용하기
ServerInfo.Ins.Save_PC_EquipJob(m_ClassId, () =>
{
sdata.Equip.Set_Equip(eItem.PC, m_ClassId);
Set_UI();
PCJobUI.Ins.Set();
MyValue.Get_ActorStatInfoorNull(eRole.PC);
});
}
}
else
{ // 전직
if (CanJobBuy(true))
{
var moneyid = table_GlobalValue.Ins.Get_Int("n_JobMaterialID");
if (sdata.Check_ItemAmount(moneyid, m_Data.n_NeedGoodsCount))
{
ServerInfo.Ins.Save_PC_BuyJob(m_Data.n_ClassID, () =>
{
sdata.Use_Item(moneyid, m_Data.n_NeedGoodsCount);
sdata.PC.Add_PC(m_ClassId);
// 고유 스킬 지급
var skills = table_skilllist.Ins.Get_DataList(eSkillType.JobPassive, m_Data.n_ClassID);
for (int i = 0; i < skills.Count; i++)
sdata.Add_Skill(skills[i].n_SkillID, 1);
Set_UI();
MyValue.Get_ActorStatInfoorNull(eRole.PC);
});
}
}
}
}
public void OnClick_StatInfo()
{
m_PCJobDetailUI.Set();
}
}

View File

@ -0,0 +1,8 @@
public class PCJobUI_Scroll : uScrollViewMgr
{
public override void Set(int _index)
{
var lst = table_classopencondition.Ins.Get_DataList(_index);
Set_ScrollView(lst);
}
}

View File

@ -0,0 +1,11 @@
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serializedVersion: 2
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View File

@ -1,22 +0,0 @@
using System.Collections.Generic;
public class PCJobUI_StatBonus : uScrollViewMgr
{
List<MainStatCardData> list = new List<MainStatCardData>
{
new MainStatCardData{ mainStatType = eMainStatType.STR, showIngameStat = false, },
new MainStatCardData{ mainStatType = eMainStatType.DEX, showIngameStat = false, },
new MainStatCardData{ mainStatType = eMainStatType.INT, showIngameStat = false, },
new MainStatCardData{ mainStatType = eMainStatType.LUCK , showIngameStat = false}
};
public override void Set(int classid)
{
var classData = table_classconfig.Ins.Get_Data_orNull(classid);
list[0].val = classData.n_DefaultStr;
list[1].val = classData.n_DefaultDex;
list[2].val = classData.n_DefaultInt;
list[3].val = classData.n_DefaultLuk;
Set_ScrollView(list);
}
}

View File

@ -0,0 +1,27 @@
using System.Collections.Generic;
public class PCJobUI_Top : uScrollViewMgr
{
List<JobMainStatData> mainStatDatas = new List<JobMainStatData>
{
new JobMainStatData { stat = eStat.STR },
new JobMainStatData { stat = eStat.DEX },
new JobMainStatData { stat = eStat.INT },
new JobMainStatData { stat = eStat.LUK },
};
public override void Set()
{
var m_sdata = ServerInfo.Ins.m_ServerData;
mainStatDatas[0].val = table_classconfig.Ins.Get_TotalStat_byClass(eStat.STR);
mainStatDatas[1].val = table_classconfig.Ins.Get_TotalStat_byClass(eStat.DEX);
mainStatDatas[2].val = table_classconfig.Ins.Get_TotalStat_byClass(eStat.INT);
mainStatDatas[3].val = table_classconfig.Ins.Get_TotalStat_byClass(eStat.LUK);
Set_ScrollView(mainStatDatas);
}
public void OnClick_StatBouns()
{
ToastUI.Ins.Set(414);
}
}

View File

@ -0,0 +1,11 @@
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