Project_WL/Assets/Script/UI/Result/MemoryWitchResult.cs

59 lines
2.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MemoryWitchResult : BackKeyAdd
{
public UILabel[] labels; // 0 현재 등급, 1 현재 효과 공격력, 2 현재 효과 체력, 3 4 5 상자 개수
public UISprite[] sprites; // 0 확인 버튼
public GameObject[] gos; // 0 1 등급 상승
List<int> list_clearID = new List<int>();
int HighID;
public void Init() { list_clearID.Clear(); HighID = 0; Check(); }
public override void Set()
{
base.Set();
sprites[0].spriteName = MyValue.OffButtonName;
var sdata = ServerInfo.Ins.m_ServerData;
var beforeStep = sdata.Get_Memory_Step(eMemory.a4_WitchGrade);
gos[0].SetActive(beforeStep < HighID);
gos[1].SetActive(beforeStep < HighID);
sdata.Set_Memory_WitchGrade(HighID);
var wTdata = table_memorywitch.Ins.Get_Data(sdata.Get_Memory_Step(eMemory.a4_WitchGrade));
var tTdata = table_title.Ins.Get_Data(wTdata.TitleID);
labels[0].text = tTdata.Name;
labels[1].text = DSUtil.GetThousandCommaText(wTdata.Attack * 100f, true);
labels[2].text = DSUtil.GetThousandCommaText(wTdata.HP * 100f, true);
InGameInfo.Ins.SaveItems();
sdata.Use_Item(eItem.MemoryWitchGrade);
sdata.Add_MissionCount(MyValue.arr_Mission[1], 34);
for (int i = 0; i < list_clearID.Count; i++)
sdata.Add_Item(new ItemData(eItem.Title, table_memorywitch.Ins.Get_Data(list_clearID[i]).TitleID, 1));
ServerInfo.Ins.Write(() =>
{
sprites[0].spriteName = "button7";
});
}
public override void OnClick_Back()
{
if (sprites[0].spriteName == "button7")
{
base.OnClick_Back();
InGameInfo.Ins.Return_To_Lobby();
}
}
public void Add_ClearID(int _id)
{
if (HighID < _id) HighID = _id;
list_clearID.Add(_id);
}
public List<int> Get_ClearID() { return list_clearID; }
}