using CodeStage.AntiCheat.ObscuredTypes; using Newtonsoft.Json; using System; using System.Collections.Generic; [Serializable] public class EquipmentCraftingTableData : TableDataBase { ObscuredInt _CraftingItemID; public int n_CraftingItemID { get { return _CraftingItemID; } set { _CraftingItemID = value; _CraftingItemID.RandomizeCryptoKey(); } } // 제작할 아이템 ID ObscuredInt _CraftingGoodsPrice; public int n_CraftingGoodsPrice { get { return _CraftingGoodsPrice; } set { _CraftingGoodsPrice = value; _CraftingGoodsPrice.RandomizeCryptoKey(); } } // 제작할 아이템에 소모될 메인 재화 ID ObscuredInt _CraftingGoodsCount; public int n_CraftingGoodsCount { get { return _CraftingGoodsCount; } set { _CraftingGoodsCount = value; _CraftingGoodsCount.RandomizeCryptoKey(); } } // 제작할 아이템에 소모될 메인 재화 수량 ObscuredInt _MaterialValue1; public int n_MaterialValue1 { get { return _MaterialValue1; } set { _MaterialValue1 = value; _MaterialValue1.RandomizeCryptoKey(); } } // 재료1 ID ObscuredInt _MaterialCount1; public int n_MaterialCount1 { get { return _MaterialCount1; } set { _MaterialCount1 = value; _MaterialCount1.RandomizeCryptoKey(); } } // 재료1 수량 ObscuredInt _MaterialValue2; public int n_MaterialValue2 { get { return _MaterialValue2; } set { _MaterialValue2 = value; _MaterialValue2.RandomizeCryptoKey(); } } // 재료2 ID ObscuredInt _MaterialCount2; public int n_MaterialCount2 { get { return _MaterialCount2; } set { _MaterialCount2 = value; _MaterialCount2.RandomizeCryptoKey(); } } // 재료2 수량 ObscuredInt _MaterialValue3; public int n_MaterialValue3 { get { return _MaterialValue3; } set { _MaterialValue3 = value; _MaterialValue3.RandomizeCryptoKey(); } } // 재료3 ID ObscuredInt _MaterialCount3; public int n_MaterialCount3 { get { return _MaterialCount3; } set { _MaterialCount3 = value; _MaterialCount3.RandomizeCryptoKey(); } } // 재료3 수량 ObscuredInt _LinkPointID1; public int n_LinkPointID1 { get { return _LinkPointID1; } set { _LinkPointID1 = value; _LinkPointID1.RandomizeCryptoKey(); } } // 획득처 바로가기1 ObscuredInt _LinkPointID2; public int n_LinkPointID2 { get { return _LinkPointID2; } set { _LinkPointID2 = value; _LinkPointID2.RandomizeCryptoKey(); } } // 획득처 바로가기2 ObscuredInt _LinkPointID3; public int n_LinkPointID3 { get { return _LinkPointID3; } set { _LinkPointID3 = value; _LinkPointID3.RandomizeCryptoKey(); } } // 획득처 바로가기3 ObscuredInt _LinkPointID4; public int n_LinkPointID4 { get { return _LinkPointID4; } set { _LinkPointID4 = value; _LinkPointID4.RandomizeCryptoKey(); } } // 획득처 바로가기4 ObscuredInt _LinkPointID5; public int n_LinkPointID5 { get { return _LinkPointID5; } set { _LinkPointID5 = value; _LinkPointID5.RandomizeCryptoKey(); } } // 획득처 바로가기5 ObscuredInt _MaterialCount; public int MaterialCount { get { return _MaterialCount; } set { _MaterialCount = value; _MaterialCount.RandomizeCryptoKey(); } } // 재료 수량 } public class table_equipcrafting : table_missionbase { public static table_equipcrafting 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.MaterialCount = temp.n_MaterialValue1 > 0 ? 1 : 0; temp.MaterialCount += temp.n_MaterialValue2 > 0 ? 1 : 0; temp.MaterialCount += temp.n_MaterialValue3 > 0 ? 1 : 0; } base.Start(); } public EquipmentCraftingTableData Get_Data(int id) { return Get_DataList().Find(f => f.n_CraftingItemID == id); } public List Get_DataList() { return tableDatas; } }