특성 초기화
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@ -647,6 +647,49 @@ handlers.Save_PC_Ability = function(args)
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else
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return Get_Return(2); // 재료 없음
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}
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handlers.Save_PC_AbilityInit = function(args)
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{
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var readonlydata = Get_UserReadOnlyData();
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var error = Get_Error(readonlydata, args.Token);
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if (error < 0) return Get_Return(error);
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var urod = Get_JsonUserData(readonlydata);
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var Gem = 100;
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var itemtable = Get_ItemTable();
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var table = Get_MissionTable();
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var abilitytable = Get_AbilityConfigTable();
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var global = Get_GlobalValueTable();
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if (Use_Item(itemtable, urod, 1, Gem))
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{
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var matdata = global.find(f => f.s_ID == "n_AbilityMaterialID");
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if (!matdata) return Get_Return(1); // 설정 누락
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var materialId = matdata.n_Value;
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// 특성 초기화 및 재료 환급
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var lst = abilitytable.filter(f => f.e_BattleType == args.BattleType);
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for (var i = 0; i < lst.length; ++i)
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{
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var key = lst[i].n_AbilityID;
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if (urod.Ability[key])
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{
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Add_Item(table, itemtable, urod, materialId, urod.Ability[key]);
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urod.Ability[key] = 0;
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}
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}
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// 미션 카운트
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Add_MissionCount(table, urod, "HERO_ABILITY_RESET_ACC", 0, 1, false);
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Set_JsonUserData(urod);
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return Get_Return(0, { gem: Gem });
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}
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else
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{
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return Get_Return(2); // 젬 부족
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}
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}
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/////////////////////////////////// 서버 처리
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handlers.Write_UnityInApp = function(args)
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@ -52430,7 +52430,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &8112082934472033055
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RectTransform:
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m_ObjectHideFlags: 0
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@ -109180,7 +109180,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: -85.90039, y: -40}
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m_AnchoredPosition: {x: -590, y: -43}
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m_SizeDelta: {x: 40, y: 40}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8316666745321261360
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@ -959,6 +959,45 @@ public class ServerInfo : MyCoroutine
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Set_Coroutine(() => { Save_PC_Ability(abilityID, nbattletype, _act); }, 2f);
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});
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}
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public void Save_PC_AbilityInit(eBattleType battleType, Action _act)
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{
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NetWait.Ins.Set(true);
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PlayFabClientAPI.ExecuteCloudScript(new ExecuteCloudScriptRequest
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{
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FunctionName = "Save_PC_AbilityInit",
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GeneratePlayStreamEvent = true,
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FunctionParameter = new
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{
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Token = m_LoginInfo.EntityToken.EntityToken,
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BattleType = battleType,
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}
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},
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result =>
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{
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if (result.Error == null)
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{
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NetWait.Ins.Set(false);
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var str_result = result.FunctionResult.ToString();
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var error = MyErrorCheck(str_result);
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switch (error)
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{
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case 0:
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var myresult = JsonUtility.FromJson<SC_PCStatInit>(str_result);
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m_ServerData.Use_Item(1, myresult.gem);
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_act?.Invoke();
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break;
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case 1: ToastUI.Ins.Set(999900005); break;
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case 2: ToastUI.Ins.Set(388); break;
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}
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}
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else
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Set_Coroutine(() => { Save_PC_AbilityInit(battleType, _act); }, 2f);
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},
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fail =>
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{
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Set_Coroutine(() => { Save_PC_AbilityInit(battleType, _act); }, 2f);
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});
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}
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#endregion
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#region 우편
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@ -1,8 +1,5 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class AbilityResetUI : BackKeyAdd
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{
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@ -18,7 +15,7 @@ public class AbilityResetUI : BackKeyAdd
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act_OK = ok;
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texts[0].text = battleType.ToString();
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m_MoneyForm.amount.text = "1";
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m_MoneyForm.amount.text = "100";
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}
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public void OnClick_OK()
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@ -1,8 +1,3 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PCAbilityUI : PCUIMenu
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{
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public static PCAbilityUI Ins;
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@ -21,7 +16,7 @@ public class PCAbilityUI : PCUIMenu
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public override void Set()
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{
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base.Set();
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NewGameUI.Ins.m_PCUI.Set_Money(table_GlobalValue.Ins.Get_Int("n_AbilityMaterialID"), 0);
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NewGameUI.Ins.m_PCUI.Set_Money(table_GlobalValue.Ins.Get_Int("n_AbilityMaterialID"), 1);
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m_PCAbilityUI_Left.Set(CurType);
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m_PCAbilityUI_Scrollview.Set(CurType);
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}
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@ -42,10 +37,16 @@ public class PCAbilityUI : PCUIMenu
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m_AbilityResetUI.Set(CurType, () =>
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{
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var sdata = ServerInfo.Ins.m_ServerData;
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sdata.Init_Ability(CurType);
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MyValue.Get_ActorStatInfoorNull(eRole.PC);
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Set();
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sdata.Add_MissionCount(ePurpose.HERO_ABILITY_RESET_ACC);
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if (sdata.Check_ItemAmount(1, 100))
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{
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ServerInfo.Ins.Save_PC_AbilityInit(CurType, () =>
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{
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sdata.Init_Ability(CurType);
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MyValue.Get_ActorStatInfoorNull(eRole.PC);
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Set();
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sdata.Add_MissionCount(ePurpose.HERO_ABILITY_RESET_ACC);
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});
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}
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});
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}
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}
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