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|
@ -47,7 +47,7 @@ public class PCActor : MyActor
|
||||||
if (!IsEnemy())
|
if (!IsEnemy())
|
||||||
arr_PCSkillCard[i].Set_CoolTime(arr_magicCoolTime[i], arr_magicMaxCoolTime[i], i);
|
arr_PCSkillCard[i].Set_CoolTime(arr_magicCoolTime[i], arr_magicMaxCoolTime[i], i);
|
||||||
|
|
||||||
if (m_Auto && !IsDead() && !DSUtil.CheckNull(arr_magicData[i]) && arr_magicCoolTime[i] <= 0f && t_autoskill <= 0f && !IsCC() && CurAnim < eAnim.Skill &&
|
if (!IsStop && m_Auto && !IsDead() && !DSUtil.CheckNull(arr_magicData[i]) && arr_magicCoolTime[i] <= 0f && t_autoskill <= 0f && !IsCC() && CurAnim < eAnim.Skill &&
|
||||||
isTarget && Vector3.Distance(Get_position(), m_Target.Get_position()) <= arr_magicData[i].f_SkillRange)
|
isTarget && Vector3.Distance(Get_position(), m_Target.Get_position()) <= arr_magicData[i].f_SkillRange)
|
||||||
{
|
{
|
||||||
if (Use_Skill(arr_magicData[i], m_Auto, i))
|
if (Use_Skill(arr_magicData[i], m_Auto, i))
|
||||||
|
|
|
||||||
|
|
@ -26,7 +26,7 @@ public class PetActor : MyActor
|
||||||
m_IngamePetCard.Set_CoolTime(m_SkillCoolTime, m_MaxSkillCoolTime, 0);
|
m_IngamePetCard.Set_CoolTime(m_SkillCoolTime, m_MaxSkillCoolTime, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_SkillCoolTime <= 0f)
|
if (!IsStop && m_SkillCoolTime <= 0f)
|
||||||
Use_Skill(m_SkillData, true, 0);
|
Use_Skill(m_SkillData, true, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -87,7 +87,8 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
|
||||||
{
|
{
|
||||||
act_Time = null;
|
act_Time = null;
|
||||||
StopAllCoroutines();
|
StopAllCoroutines();
|
||||||
Time.timeScale = 0f;
|
//Time.timeScale = 0f;
|
||||||
|
ActorInfo.Ins.All_Stop(true);
|
||||||
WaveGold = 0;
|
WaveGold = 0;
|
||||||
dic_WaveStat[eMainStatType.STR] = 0; dic_WaveStat[eMainStatType.STR].RandomizeCryptoKey();
|
dic_WaveStat[eMainStatType.STR] = 0; dic_WaveStat[eMainStatType.STR].RandomizeCryptoKey();
|
||||||
dic_WaveStat[eMainStatType.DEX] = 0; dic_WaveStat[eMainStatType.DEX].RandomizeCryptoKey();
|
dic_WaveStat[eMainStatType.DEX] = 0; dic_WaveStat[eMainStatType.DEX].RandomizeCryptoKey();
|
||||||
|
|
|
||||||
|
|
@ -1,9 +1,13 @@
|
||||||
|
using System.Collections.Generic;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
|
|
||||||
public class DungeonResult_Mimic : DungeonResultBase
|
public class DungeonResult_Mimic : DungeonResultBase
|
||||||
{
|
{
|
||||||
public TextMeshProUGUI[] texts; // 0 성공 or 실패
|
public TextMeshProUGUI[] texts; // 0 성공 or 실패, 1 난이도, 2 처치 수
|
||||||
public MoneyForm[] moneys;
|
public ObtainItemCard[] rewards;
|
||||||
|
|
||||||
|
List<ItemSimpleData> list_reward = new List<ItemSimpleData>
|
||||||
|
{ new ItemSimpleData{ itemid = 1 }, new ItemSimpleData{ itemid = 2 } };
|
||||||
|
|
||||||
public override void Set(bool? win)
|
public override void Set(bool? win)
|
||||||
{
|
{
|
||||||
|
|
@ -19,12 +23,15 @@ public class DungeonResult_Mimic : DungeonResultBase
|
||||||
// 입장권 차감
|
// 입장권 차감
|
||||||
var mapData = MyValue.MyChoiceMapData.Get_MapData();
|
var mapData = MyValue.MyChoiceMapData.Get_MapData();
|
||||||
var dungeonData = MyValue.MyChoiceMapData.Get_DungeonMapData_orNull();
|
var dungeonData = MyValue.MyChoiceMapData.Get_DungeonMapData_orNull();
|
||||||
|
var resultdata = NewGameUI.Ins.ingame_dungeon.Get_DungeonBase();
|
||||||
sdata.Use_Item(mapData.n_TicketID, 1);
|
sdata.Use_Item(mapData.n_TicketID, 1);
|
||||||
|
|
||||||
// 결과 표시
|
// 결과 표시
|
||||||
texts[0].text = table_localtext.Ins.Get_Text(win.Value ? 321 : 322);
|
texts[0].text = table_localtext.Ins.Get_Text(win.Value ? 321 : 322);
|
||||||
moneys[0].Set(1, 0);
|
texts[1].text = $"Lv.{MyValue.MyChoiceMapData.n_DungeonLv}";
|
||||||
moneys[1].Set(2, 0);
|
texts[2].text = DSUtil.Format(419, resultdata.Get_KillMobCount());
|
||||||
|
rewards[0].Set(list_reward[0]);
|
||||||
|
rewards[1].Set(list_reward[1]);
|
||||||
|
|
||||||
if (win.Value)
|
if (win.Value)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -14,11 +14,12 @@ public class Ingame_Dungeon : MonoBehaviour
|
||||||
Set_TextTime(time);
|
Set_TextTime(time);
|
||||||
for (int i = 0; i < ingame_Dungeons.Length; i++)
|
for (int i = 0; i < ingame_Dungeons.Length; i++)
|
||||||
ingame_Dungeons[i].gameObject.SetActive(false);
|
ingame_Dungeons[i].gameObject.SetActive(false);
|
||||||
ingame_Dungeons[MyValue.MyChoiceMapData.Get_DungeonIndex()].Set_DungeonInfo(maxMobCount);
|
Get_DungeonBase().Set_DungeonInfo(maxMobCount);
|
||||||
DungeonInfo.Ins.Set_Time(MyValue.MyChoiceMapData.n_DungeonLv, time);
|
DungeonInfo.Ins.Set_Time(MyValue.MyChoiceMapData.n_DungeonLv, time);
|
||||||
DungeonInfo.Ins.act_Time = Set_TextTime;
|
DungeonInfo.Ins.act_Time = Set_TextTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Ingame_DungeonBase Get_DungeonBase() { return ingame_Dungeons[MyValue.MyChoiceMapData.Get_DungeonIndex()]; }
|
||||||
void Set_DungeonInfo()
|
void Set_DungeonInfo()
|
||||||
{
|
{
|
||||||
var mapData = table_battlemapconfig.Ins.Get_Data(MyValue.MyChoiceMapData.n_MapID);
|
var mapData = table_battlemapconfig.Ins.Get_Data(MyValue.MyChoiceMapData.n_MapID);
|
||||||
|
|
|
||||||
|
|
@ -33,4 +33,6 @@ public class Ingame_DungeonBase : MonoBehaviour
|
||||||
public virtual void Set_TotalScore(int score) { }
|
public virtual void Set_TotalScore(int score) { }
|
||||||
public virtual void Set_TotalLife(int life) { }
|
public virtual void Set_TotalLife(int life) { }
|
||||||
public virtual void Set_WaveGold(int gold) { }
|
public virtual void Set_WaveGold(int gold) { }
|
||||||
|
|
||||||
|
public int Get_KillMobCount() { return MobCount; }
|
||||||
}
|
}
|
||||||