수상한 미궁 인게임 완료
This commit is contained in:
parent
1f2e9833b8
commit
bdfaf6f726
|
|
@ -54,5 +54,4 @@ messageinfo 엄청 느린 버그
|
|||
- 맵 벽과 플레이 사이 더 멀게 만들자
|
||||
- 결과 화면 (보상 지급)
|
||||
- 랭킹 (플레이팹 v2 연결)
|
||||
- 포탈 타면 레벨 하나 증가시키고 다음 맵 시작
|
||||
- 몬스터 스탯 설정 : (lv - 1) * 0.5
|
||||
|
||||
|
|
|
|||
|
|
@ -67,10 +67,8 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
|
|||
{
|
||||
case eDungeon.d1_Mimic: Stop_Dungeon(true); break;
|
||||
case eDungeon.d2_Maze:
|
||||
++m_MazeClear;
|
||||
StopAllCoroutines();
|
||||
LoadMapMgr.Ins.Set_MazeNextPortal(MyValue.MyChoiceMapData.n_PortalIndex, true);
|
||||
//MyValue.MyChoiceMapData.Set_MazeMapIndex(); // 포탈 입장 시
|
||||
break;
|
||||
case eDungeon.d3_Nightmare:
|
||||
break;
|
||||
|
|
@ -142,4 +140,10 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
|
|||
yield return new WaitForSeconds(1f);
|
||||
StartCoroutine(Co_Update_Time());
|
||||
}
|
||||
public void ClearMazeFloor()
|
||||
{
|
||||
++m_MazeClear;
|
||||
NewGameUI.Ins.Refresh_DungeonUI(m_MazeClear >= 5 ? 1 : 0);
|
||||
Start_Dungeon(false);
|
||||
}
|
||||
}
|
||||
|
|
@ -81,6 +81,8 @@ public class table_dungeonmapconfig : table_missionbase
|
|||
public List<DungeonMapConfigTableData> Get_DataList(eDungeon dungeon) { return dic_Data[dungeon]; }
|
||||
public DungeonMapConfigTableData Get_Data_orNull(eDungeon dungeon, int lv)
|
||||
{
|
||||
if (dungeon == eDungeon.d2_Maze) lv = 1;
|
||||
|
||||
for (int i = 0; i < dic_Data[dungeon].Count; i++)
|
||||
{
|
||||
if (dic_Data[dungeon][i].n_MapLv == lv)
|
||||
|
|
|
|||
|
|
@ -2,14 +2,24 @@ using UnityEngine;
|
|||
|
||||
public class Ingame_Maze_Portal : MonoBehaviour
|
||||
{
|
||||
private void OnEnable()
|
||||
{
|
||||
MyValue.m_RealCamera.Set_TargetShow(transform);
|
||||
}
|
||||
private void OnEnable() { MyValue.m_RealCamera.Set_TargetShow(transform); }
|
||||
private void OnTriggerEnter(Collider other) { ProcessCollider(other); }
|
||||
private void OnCollisionEnter(Collision collision) { ProcessCollider(collision.collider); }
|
||||
private void ProcessCollider(Collider other)
|
||||
{
|
||||
Debug.Log(other);
|
||||
var actor = other.GetComponent<Actor>();
|
||||
if (!DSUtil.CheckNull(actor) && actor.IsRole(eRole.PC))
|
||||
{
|
||||
// 포탈 타면 레벨 하나 증가시키고 다음 맵 시작
|
||||
gameObject.SetActive(false);
|
||||
++MyValue.MyChoiceMapData.n_DungeonLv;
|
||||
|
||||
// 맵 변경
|
||||
MyValue.MyChoiceMapData.Set_MazeMapIndex();
|
||||
LoadMapMgr.Ins.Set_MazeMap(MyValue.MyChoiceMapData.n_PortalIndex);
|
||||
|
||||
DungeonInfo.Ins.ClearMazeFloor();
|
||||
LoadMapMgr.Ins.Get_PortalPos(MyValue.MyChoiceMapData, pos => { MyValue.MyPC.Set_Warp(pos); });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -14,7 +14,19 @@ public class MapChoiceUI_Dungeon : uScrollViewMgr
|
|||
public TextMeshProUGUI[] texts_maze; // 0 랭킹, 1 최고 층수
|
||||
|
||||
List<eDungeon> dungeons = new List<eDungeon> { eDungeon.d1_Mimic, eDungeon.d2_Maze, eDungeon.d3_Nightmare, eDungeon.d4_Wave };
|
||||
ObscuredInt SelectMapID = 1001, SelectLv;
|
||||
protected ObscuredInt _SelectMapID = 1001;
|
||||
public int SelectMapID
|
||||
{
|
||||
get { return _SelectMapID; }
|
||||
set { _SelectMapID = value; _SelectMapID.RandomizeCryptoKey(); }
|
||||
}
|
||||
|
||||
protected ObscuredInt _SelectLv;
|
||||
public int SelectLv
|
||||
{
|
||||
get { return _SelectLv; }
|
||||
set { _SelectLv = value; _SelectLv.RandomizeCryptoKey(); }
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
|
|
@ -31,7 +43,6 @@ public class MapChoiceUI_Dungeon : uScrollViewMgr
|
|||
{
|
||||
var sdata = ServerInfo.Ins.m_ServerData;
|
||||
SelectMapID = mapid;
|
||||
SelectMapID.RandomizeCryptoKey();
|
||||
var mapData = table_battlemapconfig.Ins.Get_Data(SelectMapID);
|
||||
SelectLv = sdata.Get_DungeonLv(mapData.e_Dungeon) + 1;
|
||||
var dungeonData = table_dungeonmapconfig.Ins.Get_Data_orNull(mapData.e_Dungeon, SelectLv);
|
||||
|
|
@ -56,19 +67,20 @@ public class MapChoiceUI_Dungeon : uScrollViewMgr
|
|||
m_ArrowUI.Set(totalcount => { Select_Lv(totalcount); }, SelectLv, true, 1);
|
||||
break;
|
||||
case eDungeon.d2_Maze:
|
||||
SelectLv = Mathf.Max(1, SelectLv - 1);
|
||||
texts_maze[0].text = texts_maze[1].text = "";
|
||||
ServerInfo.Ins.Get_MyRank("Rank_Maze", my =>
|
||||
{
|
||||
if (DSUtil.CheckNull(my))
|
||||
{
|
||||
texts_maze[0].text = DSUtil.Format(323, 99999);
|
||||
texts_maze[1].text = DSUtil.Format(324, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
texts_maze[0].text = DSUtil.Format(323, my.Rank);
|
||||
texts_maze[1].text = DSUtil.Format(324, my.Scores[0]);
|
||||
//texts_maze[1].text = DSUtil.Format(324, my.Scores[0]);
|
||||
}
|
||||
texts_maze[1].text = DSUtil.Format(324, SelectLv);
|
||||
});
|
||||
break;
|
||||
case eDungeon.d3_Nightmare:
|
||||
|
|
@ -76,12 +88,10 @@ public class MapChoiceUI_Dungeon : uScrollViewMgr
|
|||
case eDungeon.d4_Wave:
|
||||
break;
|
||||
}
|
||||
|
||||
SelectLv.RandomizeCryptoKey();
|
||||
}
|
||||
public void Select_Lv(int lv)
|
||||
{
|
||||
SelectLv = lv; SelectLv.RandomizeCryptoKey();
|
||||
SelectLv = lv;
|
||||
}
|
||||
|
||||
public void OnClick_GoDungeon()
|
||||
|
|
|
|||
|
|
@ -63,15 +63,19 @@ public class NewGameUI : MonoBehaviourSingletonTemplate<NewGameUI>
|
|||
DSUtil.InActivateGameObjects(gos, 2);
|
||||
gos_etc[0].SetActive(false);
|
||||
DSUtil.InActivateGameObjects(gos_ingame, 1);
|
||||
var dungeonData = MyValue.MyChoiceMapData.Get_DungeonMapData_orNull();
|
||||
if (!DSUtil.CheckNull(dungeonData))
|
||||
ingame_dungeon.Set(dungeonData.f_Time, dungeonData.n_MobCount);
|
||||
Refresh_DungeonUI();
|
||||
break;
|
||||
}
|
||||
|
||||
m_BattleUI.Set(eUICardType.Use, ServerInfo.Ins.m_ServerData.Equip.Preset);
|
||||
go_Camera.SetActive(false);
|
||||
}
|
||||
public void Refresh_DungeonUI(int addmob = 0)
|
||||
{
|
||||
var dungeonData = MyValue.MyChoiceMapData.Get_DungeonMapData_orNull();
|
||||
if (!DSUtil.CheckNull(dungeonData))
|
||||
ingame_dungeon.Set(dungeonData.f_Time, dungeonData.n_MobCount + addmob);
|
||||
}
|
||||
|
||||
public TextMeshProUGUI text_joysticktype;
|
||||
public void OnClick_Button(GameObject go)
|
||||
|
|
|
|||
Loading…
Reference in New Issue