using CodeStage.AntiCheat.ObscuredTypes; using Newtonsoft.Json; using System; using System.Collections.Generic; using System.Linq; using UnityEngine; [Serializable] public class EnchantRateTableData : TableDataBase { ObscuredInt _EnchantLv; public int n_EnchantLv { get { return _EnchantLv; } set { _EnchantLv = value; _EnchantLv.RandomizeCryptoKey(); } } // 인첸트 레벨 ObscuredInt _NextLvRequireCount; public int n_NextLvRequireCount { get { return _NextLvRequireCount; } set { _NextLvRequireCount = value; _NextLvRequireCount.RandomizeCryptoKey(); } } // 레벨업에 필요한 횟수 ObscuredInt _GachaGradeRate1; public int n_GachaGradeRate1 { get { return _GachaGradeRate1; } set { _GachaGradeRate1 = value; _GachaGradeRate1.RandomizeCryptoKey(); } } // Grade1 아이템의 드랍 확률 (일반) ObscuredInt _GachaGradeRate2; public int n_GachaGradeRate2 { get { return _GachaGradeRate2; } set { _GachaGradeRate2 = value; _GachaGradeRate2.RandomizeCryptoKey(); } } // Grade2 아이템의 드랍 확률 (고급) ObscuredInt _GachaGradeRate3; public int n_GachaGradeRate3 { get { return _GachaGradeRate3; } set { _GachaGradeRate3 = value; _GachaGradeRate3.RandomizeCryptoKey(); } } // Grade3 아이템의 드랍 확률 (희귀) ObscuredInt _GachaGradeRate4; public int n_GachaGradeRate4 { get { return _GachaGradeRate4; } set { _GachaGradeRate4 = value; _GachaGradeRate4.RandomizeCryptoKey(); } } // Grade4 아이템의 드랍 확률 (영웅) ObscuredInt _GachaGradeRate5; public int n_GachaGradeRate5 { get { return _GachaGradeRate5; } set { _GachaGradeRate5 = value; _GachaGradeRate5.RandomizeCryptoKey(); } } // Grade5 아이템의 드랍 확률 (전설) ObscuredInt _GachaGradeRate6; public int n_GachaGradeRate6 { get { return _GachaGradeRate6; } set { _GachaGradeRate6 = value; _GachaGradeRate6.RandomizeCryptoKey(); } } // Grade6 아이템의 드랍 확률 (고대) ObscuredInt _GachaGradeRate7; public int n_GachaGradeRate7 { get { return _GachaGradeRate7; } set { _GachaGradeRate7 = value; _GachaGradeRate7.RandomizeCryptoKey(); } } // Grade7 아이템의 드랍 확률 (신화) ObscuredInt _GachaGradeRate8; public int n_GachaGradeRate8 { get { return _GachaGradeRate8; } set { _GachaGradeRate8 = value; _GachaGradeRate8.RandomizeCryptoKey(); } } // Grade8 아이템의 드랍 확률 (불멸) ObscuredInt _GachaGradeRate9; public int n_GachaGradeRate9 { get { return _GachaGradeRate9; } set { _GachaGradeRate9 = value; _GachaGradeRate9.RandomizeCryptoKey(); } } // Grade9 아이템의 드랍 확률 (유일) public List list_rate = new List(); } public class table_enchantrate : table_missionbase { public static table_enchantrate Ins; List tableDatas; protected override void Awake() { base.Awake(); Ins = this; } protected override void Start() { tableDatas = JsonConvert.DeserializeObject>(json_last); for (int i = 0; i < Get_DataList().Count; i++) { var temp = Get_DataList()[i]; temp.list_rate.Add(temp.n_GachaGradeRate1 * 0.0000001f); temp.list_rate.Add(temp.n_GachaGradeRate2 * 0.0000001f); temp.list_rate.Add(temp.n_GachaGradeRate3 * 0.0000001f); temp.list_rate.Add(temp.n_GachaGradeRate4 * 0.0000001f); temp.list_rate.Add(temp.n_GachaGradeRate5 * 0.0000001f); temp.list_rate.Add(temp.n_GachaGradeRate6 * 0.0000001f); temp.list_rate.Add(temp.n_GachaGradeRate7 * 0.0000001f); temp.list_rate.Add(temp.n_GachaGradeRate8 * 0.0000001f); temp.list_rate.Add(temp.n_GachaGradeRate9 * 0.0000001f); #if UNITY_EDITOR if (temp.list_rate.Sum() < 1f) Debug.LogError($"table_enchantrate Lv.{temp.n_EnchantLv} 의 GachaGradeRate 합계가 100%가 안됩니다."); else if (temp.list_rate.Sum() > 1f) Debug.LogError($"table_enchantrate Lv.{temp.n_EnchantLv} 의 GachaGradeRate 합계가 100%가 넘습니다."); #endif } base.Start(); } public EnchantRateTableData Get_Data(int lv) { if (lv > 0) return Get_DataList().Find(f => f.n_EnchantLv == lv); return Get_DataList()[0]; } public List Get_DataList() { return tableDatas; } }