Project_WL/Assets/Script/Table/Equipment/table_equipslotupgrade.cs

114 lines
3.9 KiB
C#

using CodeStage.AntiCheat.ObscuredTypes;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
[Serializable]
public class EquipmentSlotUpgradeTableData : TableDataBase
{
public eItem e_EquipParts { get; set; } // 장비 파츠 타입 (enum 값)
public eAttackType e_EquipAttribute { get; set; } // 장비 파츠 속성 (enum 값)
ObscuredInt _EquipSlotName;
public int n_EquipSlotName
{
get { return _EquipSlotName; }
set { _EquipSlotName = value; _EquipSlotName.RandomizeCryptoKey(); }
} // 장비 파츠 및 속성에 따른 텍스트 정보
public eStat e_OptionType { get; set; } // 부여할 주 스텟 능력치 타입 (enum 값)
ObscuredInt _DefaultValue;
public int n_DefaultValue
{
get { return _DefaultValue; }
set { _DefaultValue = value; _DefaultValue.RandomizeCryptoKey(); }
} // 1레벨의 능력치 기본 값
ObscuredFloat _LevelPerValue;
public float f_LevelPerValue
{
get { return _LevelPerValue; }
set { _LevelPerValue = value; _LevelPerValue.RandomizeCryptoKey(); }
} // 레벨당 능력치 증가량
ObscuredFloat _BalanceConstant;
public float f_BalanceConstant
{
get { return _BalanceConstant; }
set { _BalanceConstant = value; _BalanceConstant.RandomizeCryptoKey(); }
} // 밸런스 상수 K값
ObscuredInt _ConsumeGoodsID;
public int n_ConsumeGoodsID
{
get { return _ConsumeGoodsID; }
set { _ConsumeGoodsID = value; _ConsumeGoodsID.RandomizeCryptoKey(); }
} // 강화에 사용될 재화 ID
ObscuredInt _DefaultValuePrice;
public int n_DefaultValuePrice
{
get { return _DefaultValuePrice; }
set { _DefaultValuePrice = value; _DefaultValuePrice.RandomizeCryptoKey(); }
} // 1레벨의 기본 재화 소모량
ObscuredFloat _LevelPerValuePrice;
public float f_LevelPerValuePrice
{
get { return _LevelPerValuePrice; }
set { _LevelPerValuePrice = value; _LevelPerValuePrice.RandomizeCryptoKey(); }
} // 레벨당 재화 소모 증가량
ObscuredFloat _BalanceConstantPrice;
public float f_BalanceConstantPrice
{
get { return _BalanceConstantPrice; }
set { _BalanceConstantPrice = value; _BalanceConstantPrice.RandomizeCryptoKey(); }
} // 재화 소모 밸런스 상수 K값
public float Get_MainStatValue(int lv) { return Get_Value(lv, f_BalanceConstant, n_DefaultValue, f_LevelPerValue); }
public float Get_Price(int lv) { return Get_Value(lv, f_BalanceConstantPrice, n_DefaultValuePrice, f_LevelPerValuePrice); }
}
public class table_equipslotupgrade : table_missionbase
{
public static table_equipslotupgrade Ins;
List<EquipmentSlotUpgradeTableData> tableDatas;
Dictionary<eItem, List<EquipmentSlotUpgradeTableData>> dic_itemlist = new Dictionary<eItem, List<EquipmentSlotUpgradeTableData>>();
protected override void Awake()
{
base.Awake();
Ins = this;
}
protected override void Start()
{
tableDatas = JsonConvert.DeserializeObject<List<EquipmentSlotUpgradeTableData>>(json_last);
for (int i = 0; i < tableDatas.Count; i++)
{
var itemtype = tableDatas[i].e_EquipParts;
if (!dic_itemlist.ContainsKey(itemtype))
dic_itemlist.Add(itemtype, new List<EquipmentSlotUpgradeTableData>());
dic_itemlist[itemtype].Add(tableDatas[i]);
}
base.Start();
}
public List<EquipmentSlotUpgradeTableData> Get_DataList() { return tableDatas; }
public List<EquipmentSlotUpgradeTableData> Get_DataList(eItem item) { return dic_itemlist[item]; }
public EquipmentSlotUpgradeTableData Get_Data(eItem item, eAttackType attribute)
{
var lst = Get_DataList(item);
for (int i = 0; i < lst.Count; i++)
{
if (lst[i].e_EquipAttribute == attribute)
return lst[i];
}
return null;
}
}