수상한 미궁 - 결과 화면
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@ -3,7 +3,11 @@ using TMPro;
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public class DungeonResult_Maze : DungeonResultBase
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public class DungeonResult_Maze : DungeonResultBase
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{
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{
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public TextMeshProUGUI[] texts; // 0 결과
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public TextMeshProUGUI[] texts; // 0 기존층, 1 최고층
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public ObtainItemCard[] rewards;
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List<ItemSimpleData> list_reward = new List<ItemSimpleData>
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{ new ItemSimpleData{ itemid = 1 }, new ItemSimpleData{ itemid = 2 } };
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public override void Set(bool? win)
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public override void Set(bool? win)
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{
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{
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@ -11,7 +15,11 @@ public class DungeonResult_Maze : DungeonResultBase
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var sdata = ServerInfo.Ins.m_ServerData;
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var sdata = ServerInfo.Ins.m_ServerData;
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var curFloor = sdata.Get_DungeonLv(eDungeon.d2_Maze);
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var curFloor = sdata.Get_DungeonLv(eDungeon.d2_Maze);
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var nextFloor = MyValue.MyChoiceMapData.n_DungeonLv - 1; // 현재 층은 실패했으니 아랫층
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var nextFloor = MyValue.MyChoiceMapData.n_DungeonLv - 1; // 현재 층은 실패했으니 아랫층
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texts[0].text = DSUtil.Format("기존 층수 : {0}\n\n최고 층수 : {1}", curFloor, nextFloor);
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texts[0].text = DSUtil.Format(420, curFloor);
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texts[1].text = DSUtil.Format(421, nextFloor);
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rewards[0].Set(list_reward[0]);
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rewards[1].Set(list_reward[1]);
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if (nextFloor > curFloor)
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if (nextFloor > curFloor)
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{
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{
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