Save_Equipment_Equip
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@ -96612,18 +96612,6 @@ MonoBehaviour:
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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- m_Target: {fileID: 2424877493288058929}
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m_TargetAssemblyTypeName: EquipmentPopup, Assembly-CSharp
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m_MethodName: OnClick_Equip
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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--- !u!114 &3883436203687554546
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -1333,6 +1333,42 @@ public class ServerInfo : MyCoroutine
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Set_Coroutine(() => { Save_Equipment_Craft(itemid, _act); }, 2f);
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});
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}
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public void Save_Equipment_Equip(int itemid, 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 = MethodBase.GetCurrentMethod().Name,
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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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ItemID = itemid,
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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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// (0 성공, 1 실패 (없는 아이템), 2 실패 (이미 착용 중))
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switch (error)
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{
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case 0: _act?.Invoke(); break;
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case 1: ToastUI.Ins.Set(999900014); break;
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case 2: ToastUI.Ins.Set(999900015); break;
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}
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}
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else
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Set_Coroutine(() => { Save_Equipment_Equip(itemid, _act); }, 2f);
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},
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fail =>
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{
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Set_Coroutine(() => { Save_Equipment_Equip(itemid, _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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@ -75,23 +75,26 @@ public class EquipmentPopup_Obtain : EquipmentPopupBase
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{
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if (!sdata.IsEquip(m_Data.e_EquipParts, m_Data.n_EquipID))
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{
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sdata.Equip.Set_Equip(m_Data.e_EquipParts, m_Data.n_EquipID);
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act_RefreshUI();
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NewGameUI.Ins.m_EquipmentUI.m_equipItems.Set();
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NewGameUI.Ins.m_EquipmentUI.m_EquipmentUI_Items.Set_UI();
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if (m_Data.e_EquipParts == eItem.Weapon)
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MyValue.MyPC.Change_Weapon();
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MyValue.Get_ActorStatInfoorNull(eRole.PC);
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switch (m_Data.e_EquipParts)
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ServerInfo.Ins.Save_Equipment_Equip(m_Data.n_EquipID, () =>
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{
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case eItem.Weapon: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 1); break;
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case eItem.Armor: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 2); break;
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case eItem.Helmet: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 3); break;
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case eItem.Extra: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 4); break;
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case eItem.Ring: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 5); break;
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case eItem.Necklace: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 6); break;
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}
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sdata.Equip.Set_Equip(m_Data.e_EquipParts, m_Data.n_EquipID);
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act_RefreshUI();
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NewGameUI.Ins.m_EquipmentUI.m_equipItems.Set();
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NewGameUI.Ins.m_EquipmentUI.m_EquipmentUI_Items.Set_UI();
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if (m_Data.e_EquipParts == eItem.Weapon)
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MyValue.MyPC.Change_Weapon();
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MyValue.Get_ActorStatInfoorNull(eRole.PC);
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switch (m_Data.e_EquipParts)
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{
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case eItem.Weapon: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 1); break;
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case eItem.Armor: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 2); break;
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case eItem.Helmet: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 3); break;
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case eItem.Extra: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 4); break;
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case eItem.Ring: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 5); break;
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case eItem.Necklace: sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_MOUNT_PARTS_LIMIT, 6); break;
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}
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});
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}
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}
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}
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