using TMPro; public class DungeonResult_Wave : DungeonResultBase { public TextMeshProUGUI[] texts; // 0 결과 public override void Set(bool? win) { base.Set(win); var sdata = ServerInfo.Ins.m_ServerData; var beforepoint = sdata.Get_DungeonValue(eDungeon.d4_Wave, 2); var afterpoint = DungeonInfo.Ins.WaveScore; texts[0].text = $"기존 점수 : {beforepoint}\n\n"; texts[0].text = $"{texts[0].text}이번 점수 : {afterpoint}"; if (afterpoint > beforepoint) { sdata.Set_DungeonValue(eDungeon.d4_Wave, 2, afterpoint); } sdata.Add_MissionCount(ePurpose.CONTENTS_CLEAR, 4); ServerInfo.Ins.Write(null); } }