using TMPro; using UnityEngine; public class Ingame_Dungeon : MonoBehaviour { public Ingame_DungeonBase[] ingame_Dungeons; // 0 미믹, 1 미궁, 2 악몽, 3 웨이브 public TextMeshProUGUI[] texts_base; // 0 던전 정보, 1 2 남은 시간 public GameObject[] gos_time; // 0 전체 시간, 1 미믹 시간 public void Set(float time, int maxMobCount) { gameObject.SetActive(true); Set_DungeonInfo(); Set_TextTime(time); for (int i = 0; i < ingame_Dungeons.Length; i++) ingame_Dungeons[i].gameObject.SetActive(false); Get_DungeonBase().Set_DungeonInfo(maxMobCount); DungeonInfo.Ins.Set_Time(MyValue.MyChoiceMapData.n_DungeonLv, time); DungeonInfo.Ins.act_Time = Set_TextTime; } public Ingame_DungeonBase Get_DungeonBase() { return ingame_Dungeons[MyValue.MyChoiceMapData.Get_DungeonIndex()]; } void Set_DungeonInfo() { var mapData = table_battlemapconfig.Ins.Get_Data(MyValue.MyChoiceMapData.n_MapID); switch (MyValue.MyChoiceMapData.Get_DungeonMapData_orNull().e_DungeonType) { case eDungeon.d1_Mimic: texts_base[0].text = $"{mapData.Get_Name()} Lv.{MyValue.MyChoiceMapData.n_DungeonLv}"; DSUtil.InActivateGameObjects(gos_time, 1); break; case eDungeon.d2_Maze: texts_base[0].text = $"{mapData.Get_Name()} F{MyValue.MyChoiceMapData.n_DungeonLv}"; DSUtil.InActivateGameObjects(gos_time, 0); break; case eDungeon.d3_Nightmare: texts_base[0].text = $"{mapData.Get_Name()} {MyValue.MyChoiceMapData.n_Difficult}"; DungeonInfo.Ins.Set_Nightmare(ingame_Dungeons[MyValue.MyChoiceMapData.Get_DungeonIndex()].Set_TotalDmg); DSUtil.InActivateGameObjects(gos_time, 0); break; case eDungeon.d4_Wave: texts_base[0].text = $"{mapData.Get_Name()} {MyValue.MyChoiceMapData.n_Difficult}"; var dgindex = MyValue.MyChoiceMapData.Get_DungeonIndex(); DungeonInfo.Ins.Set_Wave(ingame_Dungeons[dgindex].Set_TotalScore, ingame_Dungeons[dgindex].Set_TotalLife, ingame_Dungeons[dgindex].Set_WaveGold); DSUtil.InActivateGameObjects(gos_time, 0); break; } } void Set_TextTime(float time) { texts_base[1].text = texts_base[2].text = Mathf.Max(0f, time).ToString("F2"); } }