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