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target: {fileID: 2463269074032967573, guid: 6016da227815e804aa2b1bccf31839fa, type: 3} + propertyPath: m_AnchoredPosition.y + value: -19 + objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] diff --git a/Assets/Script/InGame/IngameMgr.cs b/Assets/Script/InGame/IngameMgr.cs index 0a82213..e3b497a 100644 --- a/Assets/Script/InGame/IngameMgr.cs +++ b/Assets/Script/InGame/IngameMgr.cs @@ -25,6 +25,7 @@ public class IngameMgr : MonoBehaviourSingletonTemplate Dictionary> mob_pools = new Dictionary>(); float f_Time; ObscuredInt m_Lv, m_MobMakeCount, m_MobDieCount; + Dictionary dic_Skill = new Dictionary(); private void OnEnable() { @@ -40,6 +41,7 @@ public class IngameMgr : MonoBehaviourSingletonTemplate m_Exp = m_Coin = m_Item = 0; f_Time = 90f; m_MobDieCount = 0; m_MobDieCount.RandomizeCryptoKey(); + dic_Skill.Clear(); var patternlst = table_wavepattern.Ins.Get_DataList(CurStageData.n_WavePatternGroupID); for (int i = 0; i < patternlst.Count; i++) @@ -210,6 +212,14 @@ public class IngameMgr : MonoBehaviourSingletonTemplate else Set_Exp(exp); } + public void Add_Skill(eSkillType skillType) + { + if (!dic_Skill.ContainsKey(skillType)) + dic_Skill.Add(skillType, 0); + + ++dic_Skill[skillType]; + dic_Skill[skillType].RandomizeCryptoKey(); + } public StageConfigTableData Get_CurStageTData() { return CurStageData; } public UnitTableData Get_CurUnitTData() { return CurUnitData; } diff --git a/Assets/Script/InGame/Stage/Play_UI_ChoiceSkill.cs b/Assets/Script/InGame/Stage/Play_UI_ChoiceSkill.cs index be73f71..33823ae 100644 --- a/Assets/Script/InGame/Stage/Play_UI_ChoiceSkill.cs +++ b/Assets/Script/InGame/Stage/Play_UI_ChoiceSkill.cs @@ -1,12 +1,28 @@ +using System.Collections.Generic; +using TMPro; using UnityEngine; +using UnityEngine.UI; public class Play_UI_ChoiceSkill : MonoBehaviour { + public Sprite[] sprites_icon; + public Image[] images_icon; + public TextMeshProUGUI[] texts_name, texts_desc; + float CanSelectTime; + List list_skill; private void OnEnable() { CanSelectTime = 2f; + list_skill = table_skill.Ins.Get_ThreeDatas(); + + for (int i = 0; i < list_skill.Count; i++) + { + images_icon[i].sprite = sprites_icon[list_skill[i].n_ImageIndex]; + texts_name[i].text = list_skill[i].s_Name; + texts_desc[i].text = list_skill[i].s_Desc; + } } private void Update() @@ -21,6 +37,8 @@ public class Play_UI_ChoiceSkill : MonoBehaviour { GameUI.Ins.Set_OverUI(6, false); Time.timeScale = 1f; + + IngameMgr.Ins.Add_Skill(list_skill[index].e_SkillType); } } } \ No newline at end of file diff --git a/Assets/Script/Table/Tables/table_skill.cs b/Assets/Script/Table/Tables/table_skill.cs new file mode 100644 index 0000000..7bdb8d7 --- /dev/null +++ b/Assets/Script/Table/Tables/table_skill.cs @@ -0,0 +1,61 @@ +using CodeStage.AntiCheat.ObscuredTypes; +using Newtonsoft.Json; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +public enum eSkillType +{ + HpUp, // 생명력 증가 + AttackUp, // 공격력 증가 + PreviousArrow, // 직전 화살 + DiagonalArrow, // 사선 화살 + ProjectilePierce, // 투사체 관통 + Reflect, // 반사 + Knockback, // 넉백 + DoubleShot, // 더블샷 + Explosion, // 폭파 + Stun, // 기절 + Bounce, // 튕김 + ArrowUpDown, // 상/하 화살 + ArrowLeftRight, // 좌/우 화살 + ImpactArrow, // 충격 화살 + AttackSpeedUp // 공격 속도 증가 +} + + +public class SkillTableData : TableDataBase +{ + public eSkillType e_SkillType; + public string s_Name, s_Desc, s_Value; + public int n_ImageIndex; + ObscuredFloat _Value; public float f_Value { get { return _Value; } set { _Value = value; _Value.RandomizeCryptoKey(); } } +} + +public class table_skill : table_base +{ + public static table_skill Ins; + + List tableDatas; + + protected override void Awake() + { + Ins = this; + base.Awake(); + } + + protected override void Start() + { + tableDatas = JsonConvert.DeserializeObject>(json_last); + for (int i = 0; i < tableDatas.Count; i++) + { + var temp = tableDatas[i]; + temp.f_Value = Get_Value(temp.s_Value); + } + base.Start(); + } + + public List Get_DataList() { return tableDatas; } + public SkillTableData Get_Data(eSkillType skillType) { return tableDatas.Find(f => f.e_SkillType == skillType); } + public List Get_ThreeDatas() { return tableDatas.OrderBy(_ => Random.value).Take(3).ToList(); } +} \ No newline at end of file diff --git a/Assets/Script/Table/Tables/table_skill.cs.meta b/Assets/Script/Table/Tables/table_skill.cs.meta new file mode 100644 index 0000000..e813aca --- /dev/null +++ b/Assets/Script/Table/Tables/table_skill.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a36a019e129e3d34b879f4040296d31f \ No newline at end of file