145 lines
4.5 KiB
C#
145 lines
4.5 KiB
C#
using CodeStage.AntiCheat.ObscuredTypes;
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using System;
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using System.Collections;
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using UnityEngine;
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public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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{
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public Action<float> act_Time;
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public Action<int> act_MobDieCount;
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private ObscuredFloat _Time;
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public float m_Time
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{
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get { return _Time; }
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set { _Time = value; _Time.RandomizeCryptoKey(); }
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}
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private ObscuredInt _MaxDieMobCount;
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public int m_MaxDieMobCount
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{
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get { return _MaxDieMobCount; }
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set { _MaxDieMobCount = value; _MaxDieMobCount.RandomizeCryptoKey(); }
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}
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private ObscuredInt _DieCount;
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public int m_DieCount
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{
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get { return _DieCount; }
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set { _DieCount = value; _DieCount.RandomizeCryptoKey(); }
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}
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private ObscuredInt _MazeClear;
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public int m_MazeClear
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{
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get { return _MazeClear; }
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set { _MazeClear = value; _MazeClear.RandomizeCryptoKey(); }
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}
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eDungeon m_Dungeon;
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public void Stop_Dungeon(bool? win)
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{
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act_Time = null;
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StopAllCoroutines();
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Time.timeScale = 0f;
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Ingame_DungeonResult.Ins.Show_Result(win);
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}
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IEnumerator Co_Update_Time()
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{
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while (m_Time > 0f)
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{
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yield return null;
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m_Time -= Time.deltaTime;
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act_Time?.Invoke(m_Time);
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}
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// 시간 오버
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Stop_Dungeon(false);
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}
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void Set_MobDie(int mobid)
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{
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++m_DieCount;
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act_MobDieCount?.Invoke(m_DieCount);
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if (m_DieCount == m_MaxDieMobCount)
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{
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switch (m_Dungeon)
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{
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case eDungeon.d1_Mimic: Stop_Dungeon(true); break;
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case eDungeon.d2_Maze:
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++m_MazeClear;
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StopAllCoroutines();
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LoadMapMgr.Ins.Set_MazeNextPortal(MyValue.MyChoiceMapData.n_PortalIndex, true);
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//MyValue.MyChoiceMapData.Set_MazeMapIndex(); // 포탈 입장 시
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break;
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case eDungeon.d3_Nightmare:
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break;
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case eDungeon.d4_Wave:
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break;
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}
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}
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}
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void Make_Mob(eSubRol subrol, MonsterTableData mobData, DungeonMapConfigTableData dgData, float minDist, float MaxDist)
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{
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AddrResourceMgr.Ins.LoadObject<GameObject>(mobData.s_MonsterPrefab, handle =>
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{
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var mob = DSUtil.Get_Clone<MobActor>(handle.Result);
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ActorInfo.Ins.Add_Actor(mob, eRole.Mob, dgData.n_SpawnID, mobData.s_MonsterPrefab);
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mob.Set(true, null, null, dgData.n_SpawnID, false);
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var rdnpos = DSUtil.Get_RandomPos_onNavMesh(MyValue.MyPC.Get_position(), minDist, MaxDist);
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mob.Set(mobData, rdnpos, Set_MobDie, 0);
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mob.m_SubRole = subrol;
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});
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}
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public void Start_Dungeon(bool first)
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{
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m_DieCount = 0;
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if (first) m_MazeClear = 0;
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m_Dungeon = MyValue.MyChoiceMapData.Get_MapData().e_Dungeon;
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switch (m_Dungeon)
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{
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case eDungeon.d1_Mimic: StartCoroutine(Co_Update_Mimic()); break;
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case eDungeon.d2_Maze: StartCoroutine(Co_Update_Maze()); break;
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case eDungeon.d3_Nightmare:
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break;
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case eDungeon.d4_Wave:
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break;
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}
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}
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IEnumerator Co_Update_Mimic()
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{
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yield return new WaitForSeconds(1f);
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StartCoroutine(Co_Update_Time());
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float min = 5f, max = 15f;
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var mapdata = MyValue.MyChoiceMapData.Get_MapData();
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var dungeonData = MyValue.MyChoiceMapData.Get_DungeonMapData_orNull();
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var mimicData = table_monsterlist.Ins.Get_Data_orNull(dungeonData.n_MobID);
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var mobCount = dungeonData.n_MobCount;
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while (mobCount > 0)
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{
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--mobCount;
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Make_Mob(eSubRol.Mimic, mimicData, dungeonData, min, max);
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yield return new WaitForSeconds(dungeonData.f_MakeGap);
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}
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}
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IEnumerator Co_Update_Maze()
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{
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float min = 10f, max = 20f;
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var dgData = MyValue.MyChoiceMapData.Get_DungeonMapData_orNull();
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for (int i = 0; i < dgData.n_MobCount; i++)
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Make_Mob(eSubRol.None, table_monsterlist.Ins.Get_RandomData(eSubRol.None), dgData, min, max);
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if (m_MazeClear >= 5)
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{
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m_MazeClear = 0;
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Make_Mob(eSubRol.Boss, table_monsterlist.Ins.Get_RandomData(eSubRol.Boss), dgData, min, max);
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}
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yield return new WaitForSeconds(1f);
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StartCoroutine(Co_Update_Time());
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}
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} |