ThreeKingdomsSlingshot/Assets/Scripts/OutGame/Data/EconomyConfig.cs

60 lines
3.5 KiB
C#

using UnityEngine;
namespace TKS.OutGame
{
/// <summary>
/// 재화·군량·신규 유저 초기값·보상·상점 공식 값(economy.csv key,value · 기획서 §2·§3-2·§6 · 2026-11-05 구현 세션이 start_*·공식 계수 키 추가).
/// </summary>
public class EconomyConfig : ScriptableObject
{
public KeyValueList values = new KeyValueList();
public int StaminaMax { get { return values.I("stamina_max"); } }
public int StaminaRegenSec { get { return values.I("stamina_regen_sec"); } }
public int StageCost { get { return values.I("stage_cost"); } }
public int BossCost { get { return values.I("boss_cost"); } }
public int AdStamina { get { return values.I("ad_stamina"); } }
public int AdStaminaDaily { get { return values.I("ad_stamina_daily"); } }
public int GemStaminaCost { get { return values.I("gem_stamina_cost"); } }
public int GemStaminaAmount { get { return values.I("gem_stamina_amount"); } }
public int GemStaminaDaily { get { return values.I("gem_stamina_daily"); } }
public float RepeatRewardMult { get { return values.F("repeat_reward_mult"); } }
public int SoldierDupGold { get { return values.I("soldier_dup_gold"); } }
public int StartGold { get { return values.I("start_gold"); } }
public int StartGem { get { return values.I("start_gem"); } }
public int StartStamina { get { return values.I("start_stamina"); } }
public string[] StartHeroes { get { return values.List("start_heroes"); } }
public int PresetCount { get { return values.I("preset_count"); } }
public int FormationFront { get { return values.I("formation_front"); } }
public float GearBonusPct { get { return values.F("gear_bonus_pct"); } }
public float PowerHpDiv { get { return values.F("power_hp_div"); } }
public float PowerAtkW { get { return values.F("power_atk_w"); } }
public float PowerDefW { get { return values.F("power_def_w"); } }
public int GoldPerStage { get { return values.I("gold_per_stage"); } }
public float FirstClearGoldMult { get { return values.F("first_clear_gold_mult"); } }
public float BossGearDropPct { get { return values.F("boss_gear_drop_pct"); } }
public int ShopSlots { get { return values.I("shop_slots"); } }
public string[] ShopGrades { get { return values.List("shop_grades"); } }
public float ShopPriceMult { get { return values.F("shop_price_mult"); } }
public int ShopRefreshGem { get { return values.I("shop_refresh_gem"); } }
/// <summary>중복 영웅 → 조각(희귀도 1~3).</summary>
public int ShardDup(int rarity)
{
return values.I("shard_dup_r" + Mathf.Clamp(rarity, 1, 3));
}
/// <summary>임포터가 확인하는 필수 키.</summary>
public static readonly string[] RequiredKeys =
{
"stamina_max", "stamina_regen_sec", "stage_cost", "boss_cost", "ad_stamina", "ad_stamina_daily",
"gem_stamina_cost", "gem_stamina_amount", "gem_stamina_daily", "repeat_reward_mult",
"shard_dup_r3", "shard_dup_r2", "shard_dup_r1", "soldier_dup_gold",
"start_gold", "start_gem", "start_stamina", "start_heroes", "preset_count", "formation_front",
"gear_bonus_pct", "power_hp_div", "power_atk_w", "power_def_w",
"gold_per_stage", "first_clear_gold_mult", "boss_gear_drop_pct",
"shop_slots", "shop_grades", "shop_price_mult", "shop_refresh_gem",
};
}
}