using TMPro; using UnityEngine; using UnityEngine.UI; public class GachaBase : MonoBehaviour { public TextMeshProUGUI[] texts; // 0 진행율, 1 혜택1, 2 혜택2, 3 반복뽑기 횟수 public btn_gacha[] gacha_btns; // 0 10회, 1 1회 public GameObject[] gos; // 0 한정상자 노티 public Slider m_slider; public GachaRepeatReward m_GachaRepeatReward; GachaConfigTableData m_Data; public virtual void Set(int gacha) { gameObject.SetActive(true); m_Data = table_gachaconfig.Ins.Get_Data_orNull(gacha); Set_UI(); } public void Set_UI() { gacha_btns[0].Set(10, m_Data); gacha_btns[1].Set(1, m_Data); var sdata = ServerInfo.Ins.m_ServerData; var benefit1Count = table_GlobalValue.Ins.Get_Int("n_Benefit1Count"); var benefit2Count = table_GlobalValue.Ins.Get_Int("n_Benefit2Count"); var benefit1Grade = table_GlobalValue.Ins.Get_Int("n_Benefit1Grade"); var benefit2Grade = table_GlobalValue.Ins.Get_Int("n_Benefit2Grade"); texts[0].text = DSUtil.Format("{0}/{1}", sdata.Get_GachaPoint(m_Data.n_ID), m_Data.n_RepeatRewardPoint); m_slider.value = DSUtil.Get_SliderValue(sdata.Get_GachaPoint(m_Data.n_ID) / (float)m_Data.n_RepeatRewardPoint); texts[1].text = DSUtil.Format(380, benefit1Count - sdata.Get_GachaCount(m_Data.n_ID) % benefit1Count, MyText.Get_GradeName(benefit1Grade)); texts[2].text = DSUtil.Format(380, benefit2Count - sdata.Get_GachaCount(m_Data.n_ID) % benefit2Count, MyText.Get_GradeName(benefit2Grade)); texts[3].text = DSUtil.Format(379, m_Data.n_RepeatRewardPoint); gos[0].SetActive(m_slider.value >= 1f); NewGameUI.Ins.Set_Noti(); } public void OnClick_RepeatReward() { m_GachaRepeatReward.Set(m_Data); } }