using CodeStage.AntiCheat.ObscuredTypes; using UnityEngine; public class MapChoiceUI_DungeonBase : MonoBehaviour { public int SelectMapID = 1001; // 프리팹에서 설정 protected BattleMapConfigTableData m_mapData; protected ObscuredInt _SelectLv; public int SelectLv { get { return _SelectLv; } set { _SelectLv = value; _SelectLv.RandomizeCryptoKey(); } } public void Set(bool active) { gameObject.SetActive(active); } public virtual void Set() { Set(true); var sdata = ServerInfo.Ins.m_ServerData; m_mapData = table_battlemapconfig.Ins.Get_Data(SelectMapID); SelectLv = sdata.Get_DungeonLv(m_mapData.e_Dungeon) + 1; var dungeonData = table_dungeonmapconfig.Ins.Get_Data_orNull(m_mapData.e_Dungeon, SelectLv); if (DSUtil.CheckNull(dungeonData)) { for (int i = 0; i < SelectLv; i++) { --SelectLv; dungeonData = table_dungeonmapconfig.Ins.Get_Data_orNull(m_mapData.e_Dungeon, SelectLv); if (!DSUtil.CheckNull(dungeonData)) break; } } } public virtual void OnClick_GoDungeon() { } protected void Go_Dungeon() { NewGameUI.Ins.m_MapChoiceUI.OnClick_Back(); MyValue.MyChoiceMapData.n_Difficult = 1; // TODO 정인호 : 나중에 선택한 난이도 넣어줄 것 MyValue.MyChoiceMapData.n_MapID = SelectMapID; MyValue.MyChoiceMapData.n_PortalIndex = 0; MyValue.MyChoiceMapData.n_DungeonLv = SelectLv; InGameInfo.Ins.Load_Map(SelectMapID); } protected void Use_Ticket() { ServerInfo.Ins.m_ServerData.Use_Item(m_mapData.n_TicketID, 1); ServerInfo.Ins.Write(null, false); } public virtual void OnClick_Ranking() { var mapData = table_battlemapconfig.Ins.Get_Data(SelectMapID); RankingMgr.Ins.Show_Rank(mapData.e_Dungeon); } }