diff --git a/Assets/PlayFabEditorExtensions/Editor/Resources/.CloudScript.js b/Assets/PlayFabEditorExtensions/Editor/Resources/.CloudScript.js index e91c4d102..8ef3b3641 100644 --- a/Assets/PlayFabEditorExtensions/Editor/Resources/.CloudScript.js +++ b/Assets/PlayFabEditorExtensions/Editor/Resources/.CloudScript.js @@ -1920,7 +1920,6 @@ handlers.Save_Equipment_MenuBack = function(args) } if (!enchantsuccess) break; } - // 마법 부여 끝 if (enchantsuccess) { // 성공이므로 마지막 인챈트 및 인덱스 적용 @@ -1958,15 +1957,18 @@ handlers.Save_Equipment_MenuBack = function(args) var enchantable = Get_EnchantListTable(); for (var i = 0; i < enchantable.length; ++ i) { - log.info(enchantable[i]); var id = enchantable[i].n_EnchantID; - allEnchantAmount.push( { id: id, amount: Get_ItemAmount(urod, id) } ); + allEnchantAmount.push( { itemid: id, amount: Get_ItemAmount(urod, id) } ); } - - // AllSlotEnchant 전송 + // 마법 부여 끝 Set_JsonUserData(urod); - return Get_Return(0, { Equip: urod.Equip.Equip, EnchantCount: totalCount, AllEnchantAmount: allEnchantAmount }); + return Get_Return(0, { + Equip: urod.Equip.Equip, + EnchantCount: totalCount, + AllEnchantAmount: allEnchantAmount, + Slot: urod.Slot + }); } handlers.Save_Skill_MenuBack = function(args) diff --git a/Assets/Script/Server/ServerClass.cs b/Assets/Script/Server/ServerClass.cs index 061e75a71..8cd04cea9 100644 --- a/Assets/Script/Server/ServerClass.cs +++ b/Assets/Script/Server/ServerClass.cs @@ -3159,6 +3159,8 @@ public class SC_EquipmentMenuBackResult { public Dictionary Equip; public int EnchantCount; + public List Slot; + public List AllEnchantAmount; } public class SC_PetGachaResult { diff --git a/Assets/Script/UI/Eqiupment/EquipmentUI.cs b/Assets/Script/UI/Eqiupment/EquipmentUI.cs index 98bdb0432..6c35d286e 100644 --- a/Assets/Script/UI/Eqiupment/EquipmentUI.cs +++ b/Assets/Script/UI/Eqiupment/EquipmentUI.cs @@ -83,6 +83,13 @@ public class EquipmentUI : BotMenuBase foreach (var item in result.Equip) sdata.Equip.Equip[item.Key] = item.Value; + sdata.Slot.Clear(); + for (int i = 0; i < result.Slot.Count; i++) + sdata.Slot.Add(result.Slot[i].Get()); + + for (int i = 0; i < result.AllEnchantAmount.Count; i++) + sdata.Set_Item(result.AllEnchantAmount[i].itemid, result.AllEnchantAmount[i].amount); + sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ACC, 0, result.EnchantCount); sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ALL, 0, result.EnchantCount);