스킬 각성 시 각성 재료가 아닌 같은 스킬 사용

This commit is contained in:
Ino 2025-04-19 07:29:10 +09:00
parent ccc81d3d36
commit 43b8d4c549
6 changed files with 46 additions and 9 deletions

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@ -90,4 +90,9 @@ messageinfo 엄청 느린 버그
장비 착용 에러 수정하자
뽑기
- 반복 보상 노티
// - 무기, 방어구, 장신구, 스킬
// - 10회, 50회마다 혜택 적용
// - 100회마다 한정 상자 뽑기 가능
- 한정 상자 획득 가능 시 알림
// - 스킬 데이터에 스킬 갯수 추가
// - 스킬 각성 시 각성 재료가 아닌 같은 스킬 사용

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@ -40060,7 +40060,7 @@ MonoBehaviour:
- {fileID: 9075139329998399807}
images:
- {fileID: 1391331313208829977}
- {fileID: 0}
- {fileID: 3933914965377506479}
- {fileID: 7383476959366441419}
texts_reinfore:
- {fileID: 3589626348560314640}
@ -40068,6 +40068,7 @@ MonoBehaviour:
- {fileID: 8261842538942632024}
texts_awaken:
- {fileID: 4594732033489292478}
- {fileID: 5117981684892868594}
gos_star:
- {fileID: 7910342406501495639}
- {fileID: 2608443585177009216}

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@ -172,6 +172,24 @@ public class SkillListTableData : TableDataBase
set { _BalanceConstantPrice = value; _BalanceConstantPrice.RandomizeCryptoKey(); }
}
ObscuredInt _SkillEnhanceAmount1;
public int n_SkillEnhanceAmount1
{
get { return _SkillEnhanceAmount1; }
set { _SkillEnhanceAmount1 = value; _SkillEnhanceAmount1.RandomizeCryptoKey(); }
}
ObscuredInt _SkillEnhanceAmount2;
public int n_SkillEnhanceAmount2
{
get { return _SkillEnhanceAmount2; }
set { _SkillEnhanceAmount2 = value; _SkillEnhanceAmount2.RandomizeCryptoKey(); }
}
ObscuredInt _SkillEnhanceAmount3;
public int n_SkillEnhanceAmount3
{
get { return _SkillEnhanceAmount3; }
set { _SkillEnhanceAmount3 = value; _SkillEnhanceAmount3.RandomizeCryptoKey(); }
}
public Sprite Get_Icon() { return UIAtlasMgr.Ins.Get_Sprite(n_SkillID); }
public override string Get_Name() { return table_itemlist.Ins.Get_ItemName(n_SkillID); }
@ -184,6 +202,16 @@ public class SkillListTableData : TableDataBase
}
public float Get_CoolTime(double _v) { return f_CoolTime - f_CoolTime * (float)_v; }
public float Get_ReinforcePrice(int lv) { return Get_Value(lv, f_BalanceConstantPrice, n_DefaultValuePrice, f_LevelPerValuePrice, true); }
public int Get_SkillEnhanceAmout(int curstep)
{
switch (curstep)
{
case 0: return n_SkillEnhanceAmount1;
case 1: return n_SkillEnhanceAmount2;
case 2: return n_SkillEnhanceAmount3;
}
return 0;
}
}
public class table_skilllist : table_missionbase

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@ -31,7 +31,7 @@ public class SkillUI_SkillInfo : uScrollViewMgr
{
var sdata = ServerInfo.Ins.m_ServerData;
images[2].sprite = m_Data.Get_Icon();
images[1].sprite = images[2].sprite = m_Data.Get_Icon();
texts[0].text = m_Data.f_CoolTime.ToString("0.##");
texts[1].text = m_Data.Get_Name();
@ -88,6 +88,7 @@ public class SkillUI_SkillInfo : uScrollViewMgr
images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(15);
var awakenData = table_skillawakenconfig.Ins.Get_Data_orNull(m_Data.n_SkillID, lv + 1);
texts_awaken[0].text = DSUtil.CheckNull(awakenData) ? "no awaken data" : awakenData.Get_Desc();
texts_awaken[1].text = m_Data.Get_SkillEnhanceAmout(lv).ToString();
gos_star[1].SetActive(lv >= 1);
gos_star[2].SetActive(lv >= 2);
gos_noti[1].SetActive(Can_Awaken(false));
@ -97,10 +98,11 @@ public class SkillUI_SkillInfo : uScrollViewMgr
var sdata = ServerInfo.Ins.m_ServerData;
var lv = sdata.Get_SkillLv(eRole.PC, m_Data.n_SkillID);
var alv = sdata.Get_SkillAwakenLv(m_Data.n_SkillID);
if (lv > 0 && alv < 3)
var needcard = m_Data.Get_SkillEnhanceAmout(alv);
if (lv > 0 && alv < 3 && needcard > 0)
{
var goodsid = table_GlobalValue.Ins.Get_Int("AWAKEN_GOODS_UPGRADE");
return sdata.Check_ItemAmount(goodsid, alv + 1, toast);
//var goodsid = table_GlobalValue.Ins.Get_Int("AWAKEN_GOODS_UPGRADE");
return sdata.Check_ItemAmount(m_Data.n_SkillID, needcard, toast);
}
return false;
}
@ -110,9 +112,10 @@ public class SkillUI_SkillInfo : uScrollViewMgr
if (Can_Awaken(true))
{
var sdata = ServerInfo.Ins.m_ServerData;
var goodsid = table_GlobalValue.Ins.Get_Int("AWAKEN_GOODS_UPGRADE");
//var goodsid = table_GlobalValue.Ins.Get_Int("AWAKEN_GOODS_UPGRADE");
var alv = sdata.Get_SkillAwakenLv(m_Data.n_SkillID);
sdata.Use_Item(goodsid, alv + 1);
var needcard = m_Data.Get_SkillEnhanceAmout(alv);
sdata.Use_Item(m_Data.n_SkillID, needcard);
sdata.Add_SkillAwakenLv(m_Data.n_SkillID);
Set_UI();
NewGameUI.Ins.m_SkillUI.Refresh_Money();