using System.Collections; using System.Collections.Generic; using UnityEngine; public class MemoryWitchResult : BackKeyAdd { public UILabel[] labels; // 0 현재 등급, 1 현재 효과 공격력, 2 현재 효과 체력, 3 4 5 상자 개수 public UISprite[] sprites; // 0 확인 버튼 public GameObject[] gos; // 0 1 등급 상승 List list_clearID = new List(); int HighID; public void Init() { list_clearID.Clear(); HighID = 0; Check(); } public override void Set() { base.Set(); sprites[0].spriteName = MyValue.OffButtonName; var sdata = ServerInfo.Ins.m_ServerData; var beforeStep = sdata.Get_Memory_Step(eMemory.a4_WitchGrade); gos[0].SetActive(beforeStep < HighID); gos[1].SetActive(beforeStep < HighID); sdata.Set_Memory_WitchGrade(HighID); var wTdata = table_memorywitch.Ins.Get_Data(sdata.Get_Memory_Step(eMemory.a4_WitchGrade)); var tTdata = table_title.Ins.Get_Data(wTdata.TitleID); labels[0].text = tTdata.Name; labels[1].text = DSUtil.GetThousandCommaText(wTdata.Attack * 100f, true); labels[2].text = DSUtil.GetThousandCommaText(wTdata.HP * 100f, true); InGameInfo.Ins.SaveItems(); sdata.Use_Item(eItem.MemoryWitchGrade); sdata.Add_MissionCount(MyValue.arr_Mission[1], 34); for (int i = 0; i < list_clearID.Count; i++) sdata.Add_Item(new ItemData(eItem.Title, table_memorywitch.Ins.Get_Data(list_clearID[i]).TitleID, 1)); ServerInfo.Ins.Write(() => { sprites[0].spriteName = "button7"; }); } public override void OnClick_Back() { if (sprites[0].spriteName == "button7") { base.OnClick_Back(); InGameInfo.Ins.Return_To_Lobby(); } } public void Add_ClearID(int _id) { if (HighID < _id) HighID = _id; list_clearID.Add(_id); } public List Get_ClearID() { return list_clearID; } }