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

135 lines
4.6 KiB
C#

using CodeStage.AntiCheat.ObscuredTypes;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[Serializable]
public class EnchantRateTableData : TableDataBase
{
ObscuredInt _EnchantLv;
public int n_EnchantLv
{
get { return _EnchantLv; }
set { _EnchantLv = value; _EnchantLv.RandomizeCryptoKey(); }
} // 인첸트 레벨
ObscuredInt _NextLvRequireCount;
public int n_NextLvRequireCount
{
get { return _NextLvRequireCount; }
set { _NextLvRequireCount = value; _NextLvRequireCount.RandomizeCryptoKey(); }
} // 레벨업에 필요한 횟수
ObscuredInt _GachaGradeRate1;
public int n_GachaGradeRate1
{
get { return _GachaGradeRate1; }
set { _GachaGradeRate1 = value; _GachaGradeRate1.RandomizeCryptoKey(); }
} // Grade1 아이템의 드랍 확률 (일반)
ObscuredInt _GachaGradeRate2;
public int n_GachaGradeRate2
{
get { return _GachaGradeRate2; }
set { _GachaGradeRate2 = value; _GachaGradeRate2.RandomizeCryptoKey(); }
} // Grade2 아이템의 드랍 확률 (고급)
ObscuredInt _GachaGradeRate3;
public int n_GachaGradeRate3
{
get { return _GachaGradeRate3; }
set { _GachaGradeRate3 = value; _GachaGradeRate3.RandomizeCryptoKey(); }
} // Grade3 아이템의 드랍 확률 (희귀)
ObscuredInt _GachaGradeRate4;
public int n_GachaGradeRate4
{
get { return _GachaGradeRate4; }
set { _GachaGradeRate4 = value; _GachaGradeRate4.RandomizeCryptoKey(); }
} // Grade4 아이템의 드랍 확률 (영웅)
ObscuredInt _GachaGradeRate5;
public int n_GachaGradeRate5
{
get { return _GachaGradeRate5; }
set { _GachaGradeRate5 = value; _GachaGradeRate5.RandomizeCryptoKey(); }
} // Grade5 아이템의 드랍 확률 (전설)
ObscuredInt _GachaGradeRate6;
public int n_GachaGradeRate6
{
get { return _GachaGradeRate6; }
set { _GachaGradeRate6 = value; _GachaGradeRate6.RandomizeCryptoKey(); }
} // Grade6 아이템의 드랍 확률 (고대)
ObscuredInt _GachaGradeRate7;
public int n_GachaGradeRate7
{
get { return _GachaGradeRate7; }
set { _GachaGradeRate7 = value; _GachaGradeRate7.RandomizeCryptoKey(); }
} // Grade7 아이템의 드랍 확률 (신화)
ObscuredInt _GachaGradeRate8;
public int n_GachaGradeRate8
{
get { return _GachaGradeRate8; }
set { _GachaGradeRate8 = value; _GachaGradeRate8.RandomizeCryptoKey(); }
} // Grade8 아이템의 드랍 확률 (불멸)
ObscuredInt _GachaGradeRate9;
public int n_GachaGradeRate9
{
get { return _GachaGradeRate9; }
set { _GachaGradeRate9 = value; _GachaGradeRate9.RandomizeCryptoKey(); }
} // Grade9 아이템의 드랍 확률 (유일)
public List<float> list_rate = new List<float>();
}
public class table_enchantrate : table_missionbase
{
public static table_enchantrate Ins;
List<EnchantRateTableData> tableDatas;
protected override void Awake()
{
base.Awake();
Ins = this;
}
protected override void Start()
{
tableDatas = JsonConvert.DeserializeObject<List<EnchantRateTableData>>(json_last);
for (int i = 0; i < Get_DataList().Count; i++)
{
var temp = Get_DataList()[i];
temp.list_rate.Add(temp.n_GachaGradeRate1 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate2 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate3 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate4 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate5 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate6 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate7 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate8 * 0.0000001f);
temp.list_rate.Add(temp.n_GachaGradeRate9 * 0.0000001f);
#if UNITY_EDITOR
if (temp.list_rate.Sum() < 1f)
Debug.LogError($"table_enchantrate Lv.{temp.n_EnchantLv} 의 GachaGradeRate 합계가 100%가 안됩니다.");
else if (temp.list_rate.Sum() > 1f)
Debug.LogError($"table_enchantrate Lv.{temp.n_EnchantLv} 의 GachaGradeRate 합계가 100%가 넘습니다.");
#endif
}
base.Start();
}
public EnchantRateTableData Get_Data(int lv)
{
if (lv > 0) return Get_DataList().Find(f => f.n_EnchantLv == lv);
return Get_DataList()[0];
}
public List<EnchantRateTableData> Get_DataList() { return tableDatas; }
}