농장 심기

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Ino 2025-07-23 08:46:54 +09:00
parent fbc5f07c24
commit 751f68e657
15 changed files with 1778 additions and 2082 deletions

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@ -1,10 +1,13 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class FarmSelectEnchantCard : CardBase
{
public Image[] images; // 0 인챈트
public TextMeshProUGUI[] texts; // 0 이름, 1 열매, 2 인챈트 수량
public Image[] images; // 0 인챈트, 1 bg
public TextMeshProUGUI[] texts; // 0 이름, 1 예상 수확물, 2 인챈트 수량
public GameObject[] gos; // 0 심기 버튼
public MoneyForm[] moneyForms;
EnchantListTableData m_Data;
@ -17,8 +20,29 @@ public class FarmSelectEnchantCard : CardBase
images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(m_Data.n_EnchantID);
texts[0].text = m_Data.Get_Name();
texts[1].text = m_Data.Get_FruitName();
texts[2].text = DSUtil.Format(204, amount);
var item455 = table_itemlist.Ins.Get_ItemName(455);
var seed = table_itemlist.Ins.Get_ItemName(table_GlobalValue.Ins.Get_Int("n_FarmSeedID"));
texts[1].text = DSUtil.Format("{0}, {1}\n{2}", item455, m_Data.Get_FruitName(), seed);
texts[2].text = DSUtil.Format("{0}", amount);
Set_Selected(false);
gos[0].SetActive(false);
}
public override void Set_Selected(bool active)
{
images[1].sprite = UIAtlasMgr.Ins.Get_Sprite(active ? "slot 2" : "slot 1");
}
public override void Do_SomeThing()
{
gos[0].SetActive(true);
var seedid = table_GlobalValue.Ins.Get_Int("n_FarmSeedID");
var needamount = table_GlobalValue.Ins.Get_Int("n_FarmPlantingSeedAmount");
moneyForms[0].icon.sprite = UIAtlasMgr.Ins.Get_Sprite(seedid);
moneyForms[0].amount.text = needamount.ToString();
moneyForms[1].icon.sprite = images[0].sprite;
moneyForms[1].amount.text = "1";
}
public void OnClick_Select()
@ -26,10 +50,10 @@ public class FarmSelectEnchantCard : CardBase
var sdata = ServerInfo.Ins.m_ServerData;
var seedid = table_GlobalValue.Ins.Get_Int("n_FarmSeedID");
var needamount = table_GlobalValue.Ins.Get_Int("n_FarmPlantingSeedAmount");
if (sdata.Check_ItemAmount(seedid, needamount) && sdata.Check_ItemAmount(m_Data.n_EnchantID, needamount))
if (sdata.Check_ItemAmount(seedid, needamount) && sdata.Check_ItemAmount(m_Data.n_EnchantID, 1))
{
sdata.Use_Item(seedid, needamount);
sdata.Use_Item(m_Data.n_EnchantID, needamount);
sdata.Use_Item(m_Data.n_EnchantID, 1);
// 농장 슬롯에 등급과 시간 추가
var slotdata = FarmSelectEnchantUI.Ins.Get_SlotData();
@ -44,9 +68,9 @@ public class FarmSelectEnchantCard : CardBase
sdata.Add_MissionCount(ePurpose.PLANTING_CROPS_GRADE_ACC, itemData.n_ItemGrade);
FarmSlotUI.Ins.Set();
FarmSelectEnchantUI.Ins.OnClick_Back();
ToastUI.Ins.Set(165);
}
FarmSlotUI.Ins.m_FarmSelectEnchantUI.Set_UI();
}
}

View File

@ -1,6 +1,3 @@
using CodeStage.AntiCheat.ObscuredTypes;
using System.Collections.Generic;
public class FarmSelectEnchantUI : uScrollViewMgr
{
public static FarmSelectEnchantUI Ins;
@ -10,8 +7,11 @@ public class FarmSelectEnchantUI : uScrollViewMgr
public void Set(SD_FarmSlot slotdata)
{
base.Set();
m_SlotData = slotdata;
list_CardBase.ForEach(f => f.Do_SomeThing());
}
public override void Set_UI()
{
Set_ScrollView(table_enchanlist.Ins.Get_DataList());
}

View File

@ -13,13 +13,13 @@ public class FarmSlotCard : CardBase
private void Awake()
{
Set_Repeat_for1sec(Set_Time);
m_Price.icon.sprite = UIAtlasMgr.Ins.Get_Sprite(1);
}
public override void Set<T>(T _base)
{
base.Set(_base);
Set_Repeat_for1sec(Set_Time);
m_Data = _base as SD_FarmSlot;
var sdata = ServerInfo.Ins.m_ServerData;
@ -117,13 +117,13 @@ public class FarmSlotCard : CardBase
if (isMajorSuccess)
{
ToastUI.Ins.Set(174, "수확 대성공!!");
ToastUI.Ins.Set(427);
totalAmount = (int)(totalAmount * 1.5);
goldFruitRate *= 1.5f;
}
else if (FailHarvest)
{
ToastUI.Ins.Set(174, "흉작이 들었다.");
ToastUI.Ins.Set(428);
totalAmount -= (int)(totalAmount * 0.5);
goldFruitRate *= 0.5f;
}

View File

@ -11,5 +11,8 @@ public class FarmSlotUI : BotMenuBase
var sdata = ServerInfo.Ins.m_ServerData;
Set_ScrollView(sdata.Farm.Slot);
Set_Money(table_GlobalValue.Ins.Get_Int("n_CashItemID"), table_GlobalValue.Ins.Get_Int("n_FarmSeedID"));
m_FarmSelectEnchantUI.Set_UI();
}
}
/* 왼쪽에서 씨앗 심기를 누르면 오른쪽에 선택 버튼이 뜨고 그 버튼을 누르면 심기 */

View File

@ -8,6 +8,7 @@ public class MyCoroutine : MonoBehaviour
protected void Set_Repeat_for1sec(Action act)
{
Cancel_Repeat_forsec();
m_Co_for1Sec = StartCoroutine(Co_1sec(act));
}
IEnumerator Co_1sec(Action act)