using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.Assertions.Must; public class CollectionEquipmentUI_Info : uScrollViewMgr { public TextMeshProUGUI[] texts; // 0 다음 보상 public GameObject[] gos; // 0 제작 버튼 public GameObject go_noti; CollectionEquipmentCard m_SelectCard; EquipmentListTableData m_MakeData; List list = new List { eAwakenUpgradeOptionType.STR_ADD, eAwakenUpgradeOptionType.DEX_ADD, eAwakenUpgradeOptionType.INT_ADD, eAwakenUpgradeOptionType.LUK_ADD }; public void Set(CollectionEquipmentCard card) { if (!DSUtil.CheckNull(m_SelectCard)) m_SelectCard.go_selected.SetActive(false); m_SelectCard = card; m_SelectCard.go_selected.SetActive(true); var sdata = ServerInfo.Ins.m_ServerData; var data = m_SelectCard.Get_Data() as CollectionListTableData; m_MakeData = table_equipitemlist.Ins.Get_Data_orNull(data.n_TargetValue); var lv = sdata.Get_CollectionLv(data.n_TargetValue); Set_ScrollView(list); for (int i = 0; i < list.Count; i++) { if (list[i] == data.n_FirstRewardValue) list_CardBase[i].Set(lv > 0 ? data.n_FirstRewardCount : 0); if (list[i].ToString().Equals(data.n_RepeatRewardValue)) list_CardBase[i].Set(Mathf.Max(lv - 1, 0) * data.n_RepeatRewardCount); } if (lv > 0) texts[0].text = $"레벨 업 시 획득 보상\n{data.n_RepeatRewardValue} : {data.n_RepeatRewardCount}"; else texts[0].text = $"최초 획득 보상\n{data.n_FirstRewardValue} : {data.n_FirstRewardCount}"; gos[0].SetActive(!DSUtil.CheckNull(m_MakeData) && m_MakeData.e_EquipParts == eItem.Weapon); go_noti.SetActive(sdata.Noti_CollectionEquipment(data.e_TargetCondition, data.e_MenuCategory)); } public void OnClick_Make() { if (!DSUtil.CheckNull(m_MakeData) && m_MakeData.e_EquipParts == eItem.Weapon) PopupMgr.Ins.m_EquipmentMakePopup.Set(m_MakeData); } public void OnClick_GetAll() { var sdata = ServerInfo.Ins.m_ServerData; var data = m_SelectCard.Get_Data() as CollectionListTableData; var lst = table_collectionlist.Ins.Get_DataList(data.e_TargetCondition, data.e_MenuCategory); for (int i = 0; i < lst.Count; i++) { while (true) { var amount = sdata.Get_ItemAmount(lst[i].n_TargetValue); var conditon = lst[i].Get_ConditionCount(sdata.Get_CollectionLv(lst[i].n_TargetValue)); if (amount >= conditon) { sdata.Use_Item(lst[i].n_TargetValue, conditon); sdata.Add_CollectionLv(lst[i].n_TargetValue); } else break; } } CollectionEquipmentUI.Ins.Set_UI(); MyValue.Get_ActorStatInfoorNull(eRole.PC); } }