Save_Equipment_Equip

This commit is contained in:
Ino 2025-07-03 16:38:55 +09:00
parent 579435e4c4
commit d0342e7d01
6 changed files with 3991 additions and 29 deletions

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@ -96612,18 +96612,6 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
- m_Target: {fileID: 2424877493288058929}
m_TargetAssemblyTypeName: EquipmentPopup, Assembly-CSharp
m_MethodName: OnClick_Equip
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
--- !u!114 &3883436203687554546
MonoBehaviour:
m_ObjectHideFlags: 0

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@ -1333,6 +1333,42 @@ public class ServerInfo : MyCoroutine
Set_Coroutine(() => { Save_Equipment_Craft(itemid, _act); }, 2f);
});
}
public void Save_Equipment_Equip(int itemid, Action _act)
{
NetWait.Ins.Set(true);
PlayFabClientAPI.ExecuteCloudScript(new ExecuteCloudScriptRequest
{
FunctionName = MethodBase.GetCurrentMethod().Name,
GeneratePlayStreamEvent = true,
FunctionParameter = new
{
Token = m_LoginInfo.EntityToken.EntityToken,
ItemID = itemid,
}
},
result =>
{
if (result.Error == null)
{
NetWait.Ins.Set(false);
var str_result = result.FunctionResult.ToString();
var error = MyErrorCheck(str_result);
// (0 성공, 1 실패 (없는 아이템), 2 실패 (이미 착용 중))
switch (error)
{
case 0: _act?.Invoke(); break;
case 1: ToastUI.Ins.Set(999900014); break;
case 2: ToastUI.Ins.Set(999900015); break;
}
}
else
Set_Coroutine(() => { Save_Equipment_Equip(itemid, _act); }, 2f);
},
fail =>
{
Set_Coroutine(() => { Save_Equipment_Equip(itemid, _act); }, 2f);
});
}
#endregion
#region

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@ -75,23 +75,26 @@ public class EquipmentPopup_Obtain : EquipmentPopupBase
{
if (!sdata.IsEquip(m_Data.e_EquipParts, m_Data.n_EquipID))
{
sdata.Equip.Set_Equip(m_Data.e_EquipParts, m_Data.n_EquipID);
act_RefreshUI();
NewGameUI.Ins.m_EquipmentUI.m_equipItems.Set();
NewGameUI.Ins.m_EquipmentUI.m_EquipmentUI_Items.Set_UI();
if (m_Data.e_EquipParts == eItem.Weapon)
MyValue.MyPC.Change_Weapon();
MyValue.Get_ActorStatInfoorNull(eRole.PC);
switch (m_Data.e_EquipParts)
ServerInfo.Ins.Save_Equipment_Equip(m_Data.n_EquipID, () =>
{
case eItem.Weapon: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 1); break;
case eItem.Armor: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 2); break;
case eItem.Helmet: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 3); break;
case eItem.Extra: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 4); break;
case eItem.Ring: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 5); break;
case eItem.Necklace: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 6); break;
}
sdata.Equip.Set_Equip(m_Data.e_EquipParts, m_Data.n_EquipID);
act_RefreshUI();
NewGameUI.Ins.m_EquipmentUI.m_equipItems.Set();
NewGameUI.Ins.m_EquipmentUI.m_EquipmentUI_Items.Set_UI();
if (m_Data.e_EquipParts == eItem.Weapon)
MyValue.MyPC.Change_Weapon();
MyValue.Get_ActorStatInfoorNull(eRole.PC);
switch (m_Data.e_EquipParts)
{
case eItem.Weapon: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 1); break;
case eItem.Armor: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 2); break;
case eItem.Helmet: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 3); break;
case eItem.Extra: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 4); break;
case eItem.Ring: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 5); break;
case eItem.Necklace: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 6); break;
}
});
}
}
}