착용 장비 인챈트 부여 완료

This commit is contained in:
Ino 2025-08-07 08:51:22 +09:00
parent 821925d96b
commit d5253fcdfa
4 changed files with 78 additions and 146 deletions

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@ -1774,29 +1774,17 @@ handlers.Save_EquipItem_EnchantOption = function(args)
if (error < 0) return Get_Return(error); if (error < 0) return Get_Return(error);
var urod = Get_JsonUserData(readonlydata); var urod = Get_JsonUserData(readonlydata);
var enchantdata = args.EnchantData;
var id = enchantdata.EnchantID;
var slot = urod.Slot.find(f => f.Parts == enchantdata.Parts);
if (slot.Lv < Get_GlobalValue_nValue(`EnchantOpenLv${enchantdata.Slot + 1}`))
return Get_Return(2);
var table = Get_MissionTable(); var table = Get_MissionTable();
if (Use_Item(table, urod, id, enchantdata.Count)) var enchantresult = EnchantProcess(table, urod, args); // 마법부여
{ Make_EqiupmentEnchantOption_perEnchant(urod, args.NeedOptionid);
var option = urod.EnchantOption[id].Option.at(-1);
slot.Enchant[enchantdata.Slot].ID = option.id;
slot.Enchant[enchantdata.Slot].Lv = option.lv;
Make_EqiupmentEnchantOption_perEnchant(urod, id);
Add_MissionCount(table, urod, "EQUIP_ITEM_ENCHANT_ALL", 0, enchantdata.Count);
Add_MissionCount(table, urod, "EQUIP_ITEM_ENCHANT_ACC", 0, enchantdata.Count);
Set_JsonUserData(urod); Set_JsonUserData(urod);
return Get_Return(0, { lastoption: option, newoption : urod.EnchantOption[id] }); return Get_Return(0, {
} newoption : urod.EnchantOption[args.NeedOptionid],
return Get_Return(1); EnchantCount: enchantresult.enchantcount,
AllEnchantAmount: enchantresult.allenchantamount,
Slot: urod.Slot
});
} }
handlers.Save_EquipItem_Enchant = function(args) // 사용 x handlers.Save_EquipItem_Enchant = function(args) // 사용 x
{ {
@ -1867,6 +1855,8 @@ handlers.Save_Enchant_LvUp = function(args)
} }
return Get_Return(1); return Get_Return(1);
} }
const validEquipKeys = ["Weapon", "Armor", "Helmet", "Extra", "Ring", "Necklace"];
const partsValue = { 0: "Weapon", 1: "Armor", 2: "Helmet", 3: "Extra", 4: "Ring", 5: "Necklace" };
handlers.Save_Equipment_MenuBack = function(args) handlers.Save_Equipment_MenuBack = function(args)
{ {
var readonlydata = Get_UserReadOnlyData(); var readonlydata = Get_UserReadOnlyData();
@ -1880,7 +1870,6 @@ handlers.Save_Equipment_MenuBack = function(args)
var equipDict = {}; var equipDict = {};
for (var i = 0; i < rawEquipArray.length; ++i) for (var i = 0; i < rawEquipArray.length; ++i)
equipDict[rawEquipArray[i].Key] = rawEquipArray[i].Value; equipDict[rawEquipArray[i].Key] = rawEquipArray[i].Value;
var validEquipKeys = ["Weapon", "Armor", "Helmet", "Extra", "Ring", "Necklace"];
for (var i = 0; i < validEquipKeys.length; ++i) for (var i = 0; i < validEquipKeys.length; ++i)
{ {
var key = validEquipKeys[i]; var key = validEquipKeys[i];
@ -1892,64 +1881,38 @@ handlers.Save_Equipment_MenuBack = function(args)
} }
} }
// 마법부여 var enchantresult = EnchantProcess(table, urod, args); // 마법부여
var rawEnchantArray = args.EquipMenuData.Enchant;
var enchantDic = {};
for (var i = 0; i < rawEnchantArray.length; ++i) {
var part = rawEnchantArray[i].Key;
enchantDic[part] = {};
var innerList = rawEnchantArray[i].Value; Set_JsonUserData(urod);
for (var j = 0; j < innerList.length; ++j) { return Get_Return(0, {
var enchantID = innerList[j].Key; Equip: urod.Equip.Equip,
var count = innerList[j].Value; EnchantCount: enchantresult.enchantcount,
enchantDic[part][enchantID] = count; AllEnchantAmount: enchantresult.allenchantamount,
} Slot: urod.Slot
} });
}
var enchantsuccess = true; function EnchantProcess(table, urod, args)
{
var totalCount = 0; var totalCount = 0;
for (var i = 0; i < validEquipKeys.length; ++i) var lst = args.EquipMenuData.Enchantlst;
for (var i = 0; i < lst.length; ++i)
{ {
var key = validEquipKeys[i]; var row = lst[i];
for (var id in enchantDic[key]) var parts = partsValue[row[0]];
var slotIndex = row[1];
var enchantid = Add_Amount(10000, row[2]);
var slot = urod.Slot.find(f => f.Parts == parts);
if (slot.Lv >= Get_GlobalValue_nValue(`EnchantOpenLv${slotIndex + 1}`) && Use_Item(table, urod, enchantid, 1))
{ {
totalCount = Add_Amount(totalCount, enchantDic[key][id]); var option = urod.EnchantOption[enchantid].Option[urod.EnchantOption[enchantid].Index++];
enchantsuccess = Use_Item(table, urod, id, enchantDic[key][id]);
if (!enchantsuccess) break;
}
if (!enchantsuccess) break;
}
if (enchantsuccess)
{ // 성공이므로 마지막 인챈트 및 인덱스 적용
Add_MissionCount(table, urod, "EQUIP_ITEM_ENCHANT_ALL", 0, totalCount);
Add_MissionCount(table, urod, "EQUIP_ITEM_ENCHANT_ACC", 0, totalCount);
for (var i = 0; i < validEquipKeys.length; ++i)
{
var key = validEquipKeys[i];
for (var id in enchantDic[key])
urod.EnchantOption[id].Index = Add_Amount(urod.EnchantOption[id].Index, enchantDic[key][id]);
}
var rawLastEnchant = args.EquipMenuData.LastEnchant;
for (var i = 0; i < rawLastEnchant.length; ++i)
{
var part = rawLastEnchant[i].Key;
var slotList = rawLastEnchant[i].Value;
for (var j = 0; j < slotList.length; ++j)
{
var slotIndex = slotList[j].Key;
var id = slotList[j].Value;
var slot = urod.Slot.find(f => f.Parts == part);
var enchantdata = slot.Enchant[slotIndex]; var enchantdata = slot.Enchant[slotIndex];
var option = urod.EnchantOption[id].Option[urod.EnchantOption[id].Index - 1];
enchantdata.ID = option.id; enchantdata.ID = option.id;
enchantdata.Lv = option.lv; enchantdata.Lv = option.lv;
}
++totalCount;
Add_MissionCount(table, urod, "EQUIP_ITEM_ENCHANT_ALL", 0, 1);
Add_MissionCount(table, urod, "EQUIP_ITEM_ENCHANT_ACC", 0, 1);
} }
} }
@ -1960,15 +1923,11 @@ handlers.Save_Equipment_MenuBack = function(args)
var id = enchantable[i].n_EnchantID; var id = enchantable[i].n_EnchantID;
allEnchantAmount.push( { itemid: id, amount: Get_ItemAmount(urod, id) } ); allEnchantAmount.push( { itemid: id, amount: Get_ItemAmount(urod, id) } );
} }
// 마법 부여 끝
Set_JsonUserData(urod); return {
return Get_Return(0, { enchantcount: totalCount,
Equip: urod.Equip.Equip, allenchantamount: allEnchantAmount
EnchantCount: totalCount, }
AllEnchantAmount: allEnchantAmount,
Slot: urod.Slot
});
} }
handlers.Save_Skill_MenuBack = function(args) handlers.Save_Skill_MenuBack = function(args)

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@ -3152,8 +3152,10 @@ public class SC_EnchantEquipItemResult
} }
public class SC_EnchantOptionResult public class SC_EnchantOptionResult
{ {
public SD_OptionDetailData lastoption;
public SD_EquipItemEnchant newoption; public SD_EquipItemEnchant newoption;
public int EnchantCount;
public List<SD_Slot_Read> Slot;
public List<SC_Items> AllEnchantAmount;
} }
public class SC_EquipmentMenuBackResult public class SC_EquipmentMenuBackResult
{ {
@ -3227,11 +3229,6 @@ public class CS_AwakenData
awaken[eStat.LUK] = 0; awaken[eStat.LUK] = 0;
} }
} }
public class CS_EquipSlotEnchantData
{
public eItem Parts;
public int Slot, EnchantID, Count;
}
public class CS_EquipmentMenuBackData public class CS_EquipmentMenuBackData
{ {
public Dictionary<eItem, int> Equip = new Dictionary<eItem, int> public Dictionary<eItem, int> Equip = new Dictionary<eItem, int>
@ -3239,17 +3236,12 @@ public class CS_EquipmentMenuBackData
{ eItem.Weapon, 0 }, { eItem.Armor, 0 }, { eItem.Helmet, 0 }, { eItem.Extra, 0 }, { eItem.Ring, 0 }, { eItem.Weapon, 0 }, { eItem.Armor, 0 }, { eItem.Helmet, 0 }, { eItem.Extra, 0 }, { eItem.Ring, 0 },
{ eItem.Necklace, 0 }, { eItem.Necklace, 0 },
}; };
public Dictionary<eItem, Dictionary<int, int>> Enchant = new Dictionary<eItem, Dictionary<int, int>> public List<List<int>> Enchantlst = new List<List<int>>();
{ // 파츠, <인챈트 ID, 마법 부여 횟수>
{ eItem.Weapon, new Dictionary<int, int>() }, { eItem.Armor, new Dictionary<int, int>() }, Dictionary<eItem, int> dic_parts = new Dictionary<eItem, int>
{ eItem.Helmet, new Dictionary<int, int>() }, { eItem.Extra, new Dictionary<int, int>() }, {
{ eItem.Ring, new Dictionary<int, int>() }, { eItem.Necklace, new Dictionary<int, int>() }, { eItem.Weapon, 0 }, { eItem.Armor, 1 }, { eItem.Helmet, 2 }, { eItem.Extra, 3 }, { eItem.Ring, 4 },
}; { eItem.Necklace, 5 },
public Dictionary<eItem, Dictionary<int, int>> LastEnchant = new Dictionary<eItem, Dictionary<int, int>>
{ // 파츠, <슬롯, 인챈트 ID>
{ eItem.Weapon, new Dictionary<int, int>() }, { eItem.Armor, new Dictionary<int, int>() },
{ eItem.Helmet, new Dictionary<int, int>() }, { eItem.Extra, new Dictionary<int, int>() },
{ eItem.Ring, new Dictionary<int, int>() }, { eItem.Necklace, new Dictionary<int, int>() },
}; };
public void Init(bool equip, bool enchant) public void Init(bool equip, bool enchant)
@ -3263,39 +3255,22 @@ public class CS_EquipmentMenuBackData
Equip[key] = sdata.Get_EqiupmentEquip(key); Equip[key] = sdata.Get_EqiupmentEquip(key);
} }
if (enchant) if (enchant) Enchantlst.Clear();
{
var enchantkeys = Enchant.Keys.ToList();
foreach (var item in enchantkeys)
{
Enchant[item].Clear();
LastEnchant[item].Clear();
}
}
} }
public void Add_Enchant(eItem parts, int slot, int enchantid) public void Add_Enchant(eItem parts, int slot, int enchantid)
{ {
if (!Enchant[parts].ContainsKey(enchantid)) Enchantlst.Add(new List<int> { dic_parts[parts], slot, enchantid - 10000 });
Enchant[parts].Add(enchantid, 1);
else
++Enchant[parts][enchantid];
if (!LastEnchant[parts].ContainsKey(slot))
LastEnchant[parts].Add(slot, enchantid);
} }
public bool isNeedServerSave() public bool isNeedServerSave()
{ {
var sdata = ServerInfo.Ins.m_ServerData; var sdata = ServerInfo.Ins.m_ServerData;
foreach (var item in Equip) foreach (var item in Equip)
{
if (Equip[item.Key] != sdata.Get_EqiupmentEquip(item.Key)) if (Equip[item.Key] != sdata.Get_EqiupmentEquip(item.Key))
return true; return true;
}
foreach (var item in LastEnchant) if (Enchantlst.Count > 0)
if (item.Value.Count > 0)
return true; return true;
return false; return false;

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@ -1625,7 +1625,7 @@ public class ServerInfo : MyCoroutine
Set_Coroutine(() => { Save_EquipItem_SlotLvUpInit(itemid, _act); }, 2f); Set_Coroutine(() => { Save_EquipItem_SlotLvUpInit(itemid, _act); }, 2f);
}); });
} }
public void Save_EquipItem_EnchantOption(CS_EquipSlotEnchantData data, Action<SC_EnchantOptionResult> _act) public void Save_EquipItem_EnchantOption(int needoptionid, CS_EquipmentMenuBackData data, Action<SC_EnchantOptionResult> _act)
{ {
NetWait.Ins.Set(true); NetWait.Ins.Set(true);
PlayFabClientAPI.ExecuteCloudScript(new ExecuteCloudScriptRequest PlayFabClientAPI.ExecuteCloudScript(new ExecuteCloudScriptRequest
@ -1635,7 +1635,8 @@ public class ServerInfo : MyCoroutine
FunctionParameter = new FunctionParameter = new
{ {
Token = m_LoginInfo.EntityToken.EntityToken, Token = m_LoginInfo.EntityToken.EntityToken,
EnchantData = data, EquipMenuData = data,
NeedOptionid = needoptionid
} }
}, },
result => result =>
@ -1654,11 +1655,11 @@ public class ServerInfo : MyCoroutine
} }
} }
else else
Set_Coroutine(() => { Save_EquipItem_EnchantOption(data, _act); }, 2f); Set_Coroutine(() => { Save_EquipItem_EnchantOption(needoptionid, data, _act); }, 2f);
}, },
fail => fail =>
{ {
Set_Coroutine(() => { Save_EquipItem_EnchantOption(data, _act); }, 2f); Set_Coroutine(() => { Save_EquipItem_EnchantOption(needoptionid, data, _act); }, 2f);
}); });
} }
/// <summary> /// <summary>

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@ -1,4 +1,3 @@
using CodeStage.AntiCheat.ObscuredTypes;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
@ -17,8 +16,7 @@ public class EquipmentEnchantCard : CardBase
EnchantListTableData m_Data; EnchantListTableData m_Data;
EnchantRateTableData m_EnchantRateTableData; EnchantRateTableData m_EnchantRateTableData;
ObscuredInt m_EnchantCount; eItem m_Parts;
CS_EquipSlotEnchantData m_EnchantData = new CS_EquipSlotEnchantData();
public override void Set<T>(T _base) public override void Set<T>(T _base)
{ {
@ -28,10 +26,7 @@ public class EquipmentEnchantCard : CardBase
Set_UI(); Set_UI();
// 착용 장비 // 착용 장비
DSUtil.InActivateGameObjects(gos, PopupMgr.Ins.m_EquipmentItemPopup.isActiveAndEnabled ? 1 : 0); DSUtil.InActivateGameObjects(gos, PopupMgr.Ins.m_EquipmentItemPopup.isActiveAndEnabled ? 1 : 0);
m_EnchantCount = 0; m_Parts = PopupMgr.Ins.m_EquipmentItemPopup.Get_Parts();
m_EnchantCount.RandomizeCryptoKey();
m_EnchantData.EnchantID = m_Data.n_EnchantID;
m_EnchantData.Parts = PopupMgr.Ins.m_EquipmentItemPopup.Get_Parts();
} }
public override void Set_UI() public override void Set_UI()
@ -73,34 +68,36 @@ public class EquipmentEnchantCard : CardBase
var sdata = ServerInfo.Ins.m_ServerData; var sdata = ServerInfo.Ins.m_ServerData;
if (sdata.Get_EnchantLv(m_Data.n_EnchantID) > 0 && sdata.Check_ItemAmount(m_Data.n_EnchantID, 1)) if (sdata.Get_EnchantLv(m_Data.n_EnchantID) > 0 && sdata.Check_ItemAmount(m_Data.n_EnchantID, 1))
{ // 마법 부여 하자 { // 마법 부여 하자
++m_EnchantCount; m_EnchantCount.RandomizeCryptoKey();
sdata.Use_Item(m_Data.n_EnchantID, 1); sdata.Use_Item(m_Data.n_EnchantID, 1);
var enchant = sdata.EnchantOption[m_Data.n_EnchantID]; var enchant = sdata.EnchantOption[m_Data.n_EnchantID];
var option = enchant.Option[enchant.Index++]; var option = enchant.Option[enchant.Index++];
sdata.Set_SlotEnchant(m_Parts, Select_EnchantCardData.Index, option.id, option.lv);
if (enchant.Option.Count <= enchant.Index) if (enchant.Option.Count <= enchant.Index)
{ {
NewGameUI.Ins.m_EquipmentUI.m_MenuBackData.Init(false, true); ServerInfo.Ins.Save_EquipItem_EnchantOption(m_Data.n_EnchantID, NewGameUI.Ins.m_EquipmentUI.m_MenuBackData,
m_EnchantData.Count = m_EnchantCount; result =>
// 현재까지 저장하고 새로운 데이터 받아오기
m_EnchantData.Slot = Select_EnchantCardData.Index;
ServerInfo.Ins.Save_EquipItem_EnchantOption(m_EnchantData, result =>
{ {
sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ACC, 0, m_EnchantCount); NewGameUI.Ins.m_EquipmentUI.m_MenuBackData.Init(false, true); // 초기화
sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ALL, 0, m_EnchantCount);
sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ACC, 0, result.EnchantCount);
sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ALL, 0, result.EnchantCount);
sdata.Slot.Clear();
for (int i = 0; i < result.Slot.Count; i++)
sdata.Slot.Add(result.Slot[i].Get());
for (int i = 0; i < result.AllEnchantAmount.Count; i++)
sdata.Set_Item(result.AllEnchantAmount[i].itemid, result.AllEnchantAmount[i].amount);
sdata.Set_SlotEnchant(m_EnchantData.Parts, m_EnchantData.Slot, result.lastoption.id, result.lastoption.lv);
sdata.EnchantOption[m_Data.n_EnchantID] = result.newoption; sdata.EnchantOption[m_Data.n_EnchantID] = result.newoption;
m_EnchantCount = 0; m_EnchantCount.RandomizeCryptoKey();
RefreshUI(); RefreshUI();
}); });
} }
else else
{ {
NewGameUI.Ins.m_EquipmentUI.m_MenuBackData.Add_Enchant(m_EnchantData.Parts, m_EnchantData.Slot, m_Data.n_EnchantID); NewGameUI.Ins.m_EquipmentUI.m_MenuBackData.Add_Enchant(m_Parts, Select_EnchantCardData.Index, m_Data.n_EnchantID);
sdata.Set_SlotEnchant(m_EnchantData.Parts, m_EnchantData.Slot, option.id, option.lv);
RefreshUI(); RefreshUI();
} }
} }