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!u!222 &2085175554 +CanvasRenderer: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 2085175551} + m_CullTransparentMesh: 1 --- !u!1 &2090110238 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/Game/Game_Lucky.cs b/Assets/Scripts/Game/Game_Lucky.cs index 50da722..fb37f8a 100644 --- a/Assets/Scripts/Game/Game_Lucky.cs +++ b/Assets/Scripts/Game/Game_Lucky.cs @@ -12,7 +12,8 @@ public class Game_Lucky : MonoBehaviour public Game_Lucky_Result m_Game_Lucky_Result; public Image i_girl, i_refillbtn; public GameObject[] gos_boobs; - public TextMeshProUGUI[] texts; // 0 시간, 1 획득 재화, 2 컵안 오브젝트 갯수, 3 리필 횟수, 4 리필 갯수 + public TextMeshProUGUI[] texts; // 0 시간, 1 null, 2 컵안 오브젝트 갯수, 3 리필 횟수, 4 리필 갯수 + public TextMeshProUGUI[] texts_money; // 0 하트 코인, 1 챗 코인, 2 가챠 코인 public GameObject go_dropobj; // 떨어질 공 prefab public Transform tf_cup; // 컵 (움직이고 회전하는 부분) public Transform tf_cupin; // 컵 안 (공들이 들어가는 위치 부모) @@ -33,7 +34,10 @@ public class Game_Lucky : MonoBehaviour bool bRotCup = false, updateTime = false, isRefill = false; ProtectedFloat m_Time; - ProtectedInt32 _get; public int m_Amount { get { return _get; } set { _get = value; _get.Obfuscate(); } } + Dictionary dic_Amount = new Dictionary + { + { eMoney.AlbumOpen, 0 }, { eMoney.Chat, 0 }, { eMoney.Gacha, 0 }, + }; ProtectedInt32 _bb; public int m_BubbleAmount { get { return _bb; } set { _bb = value; _bb.Obfuscate(); } } ProtectedInt32 TotalBubbleAmount = 50, m_RefillCount = 0; int CupInAmount = 0; // 컵 안에 있는 오브젝트 갯수 @@ -100,6 +104,15 @@ public class Game_Lucky : MonoBehaviour tf_cup.rotation = Quaternion.Euler(0, 0, 0); originalZ = tf_cup.eulerAngles.z; + StartCoroutine(Co_Block()); + + Set_Ball(); + Init_game(); + Set_Texts(); + } + + void Set_Ball() + { // list_dropobj.Count 가 0 이면 50개 생성해서 tf_cupin 안에 넣기 if (list_dropobj.Count == 0) { @@ -136,41 +149,57 @@ public class Game_Lucky : MonoBehaviour } } - StartCoroutine(Co_Block()); - - Set_Ball(); - Init_game(); - Set_Texts(); - } - - void Set_Ball() - { CupInAmount = TotalBubbleAmount; texts[2].text = CupInAmount.ToString(); - list_dropobj.ForEach(f => f.GetComponent().Init(Get_CupInLocalPos(), tf_cupin, tf_fallobjs)); // 컵 안에서 시작 - //list_dropobj.ForEach(f => f.GetComponent().gravityScale = Random.Range(0.01f, 0.3f)); + + // 글로벌 밸류에 설정된 비율에 따라 볼 설정 + var chatcoin = TotalBubbleAmount * table_GlobalValue.Ins.Get_Float("LuckyChatCoinRate"); + var heartcoin = TotalBubbleAmount * table_GlobalValue.Ins.Get_Float("LuckyAlbumOpenRate"); + + var iLoop_chatcoin = 0; + var iLoop_heartcoin = 0; + for (int i = 0; i < TotalBubbleAmount; i++) + { + if (iLoop_chatcoin < chatcoin) + { + ++iLoop_chatcoin; + list_dropobj[i].GetComponent().Init(eMoney.Chat, Get_CupInLocalPos(), tf_cupin, tf_fallobjs); + } + else if (iLoop_heartcoin < heartcoin) + { + ++iLoop_heartcoin; + list_dropobj[i].GetComponent().Init(eMoney.AlbumOpen, Get_CupInLocalPos(), tf_cupin, tf_fallobjs); + } + else + list_dropobj[i].GetComponent().Init(eMoney.Gacha, Get_CupInLocalPos(), tf_cupin, tf_fallobjs); + } } void Init_game() { updateTime = true; m_Time = 30f; m_Time.Obfuscate(); - m_Amount = 0; + dic_Amount[eMoney.AlbumOpen] = 0; dic_Amount[eMoney.AlbumOpen].Obfuscate(); + dic_Amount[eMoney.Chat] = 0; dic_Amount[eMoney.Chat].Obfuscate(); + dic_Amount[eMoney.Gacha] = 0; dic_Amount[eMoney.Gacha].Obfuscate(); m_BubbleAmount = 0; } void Set_Texts() { texts[0].text = m_Time.Value.ToString("N0"); - texts[1].text = m_Amount.ToString(); i_refillbtn.sprite = UIAtlasMgr.Ins.Get_Sprite(m_RefillCount > 0 ? "refill btn_lucky mini game" : "refill btn lock_lucky mini game"); texts[3].text = m_RefillCount.ToString(); + + texts_money[0].text = dic_Amount[eMoney.AlbumOpen].ToString(); + texts_money[1].text = dic_Amount[eMoney.Chat].ToString(); + texts_money[2].text = dic_Amount[eMoney.Gacha].ToString(); } - public void Add_Amount(int amout) + public void Add_Amount(eMoney money) { - m_Amount += amout; + ++dic_Amount[money]; dic_Amount[money].Obfuscate(); Set_Texts(); ++m_BubbleAmount; @@ -188,7 +217,7 @@ public class Game_Lucky : MonoBehaviour updateTime = false; list_dropobj.ForEach(f => f.GetComponent().StopObj()); yield return new WaitForSecondsRealtime(0.5f); - m_Game_Lucky_Result.Set(m_Amount); + m_Game_Lucky_Result.Set(dic_Amount); StopAllCoroutines(); } @@ -318,7 +347,16 @@ public class Game_Lucky : MonoBehaviour tf_cup.rotation = Quaternion.Euler(0, 0, 0); m_LuckyGameCupCounter.StartRefill(); - for (int i = 0; i < table_GlobalValue.Ins.Get_Int("LuckyGame_RefillAmount"); i++) + var TotalRefillAmount = table_GlobalValue.Ins.Get_Int("LuckyGame_RefillAmount"); + + // 글로벌 밸류에 설정된 비율에 따라 볼 설정 + var chatcoin = TotalRefillAmount * table_GlobalValue.Ins.Get_Float("LuckyChatCoinRate"); + var heartcoin = TotalRefillAmount * table_GlobalValue.Ins.Get_Float("LuckyAlbumOpenRate"); + + var iLoop_chatcoin = 0; + var iLoop_heartcoin = 0; + + for (int i = 0; i < TotalRefillAmount; i++) { for (int j = 0; j < tf_refillobjs.childCount; j++) { @@ -326,14 +364,27 @@ public class Game_Lucky : MonoBehaviour if (!child.gameObject.activeInHierarchy) { list_dropobj.Add(child.gameObject); - child.GetComponent().Init(Get_CupInLocalPos(100f), tf_cupin, tf_fallobjs); + + if (iLoop_chatcoin < chatcoin) + { + ++iLoop_chatcoin; + child.GetComponent().Init(eMoney.Chat, Get_CupInLocalPos(100f), tf_cupin, tf_fallobjs); + } + else if (iLoop_heartcoin < heartcoin) + { + ++iLoop_heartcoin; + child.GetComponent().Init(eMoney.AlbumOpen, Get_CupInLocalPos(100f), tf_cupin, tf_fallobjs); + } + else + child.GetComponent().Init(eMoney.Gacha, Get_CupInLocalPos(100f), tf_cupin, tf_fallobjs); + yield return new WaitForSeconds(0.5f); break; } } } - while (m_LuckyGameCupCounter.refillobjectCount < table_GlobalValue.Ins.Get_Int("LuckyGame_RefillAmount")) + while (m_LuckyGameCupCounter.refillobjectCount < TotalRefillAmount) yield return null; m_LuckyGameCupCounter.EndRefill(); diff --git a/Assets/Scripts/Game/Game_Lucky_Result.cs b/Assets/Scripts/Game/Game_Lucky_Result.cs index 99b1ace..dd70a57 100644 --- a/Assets/Scripts/Game/Game_Lucky_Result.cs +++ b/Assets/Scripts/Game/Game_Lucky_Result.cs @@ -1,15 +1,22 @@ +using GUPS.AntiCheat.Protected; +using System.Collections.Generic; using TMPro; using UnityEngine; public class Game_Lucky_Result : MonoBehaviour { - public TextMeshProUGUI t_amount; + public TextMeshProUGUI[] texts_money; - public void Set(int amount) + public void Set(Dictionary amount) { gameObject.SetActive(true); - t_amount.text = amount.ToString(); - SaveMgr.Ins.Add_Money(eMoney.AlbumOpen, amount); + + texts_money[0].text = amount[eMoney.AlbumOpen].ToString(); + texts_money[1].text = amount[eMoney.Chat].ToString(); + texts_money[2].text = amount[eMoney.Gacha].ToString(); + + foreach (var item in amount) + SaveMgr.Ins.Add_Money(item.Key, item.Value); } public void OnClick_Get() diff --git a/Assets/Scripts/Game/LuckyGameObj.cs b/Assets/Scripts/Game/LuckyGameObj.cs index 0907c6b..91ba48e 100644 --- a/Assets/Scripts/Game/LuckyGameObj.cs +++ b/Assets/Scripts/Game/LuckyGameObj.cs @@ -14,6 +14,7 @@ public class LuckyGameObj : MonoBehaviour float stoppedTime = 0f; public float requiredStopDuration = 0.2f; // 0.2초 이상 멈춰야 인정 Transform tf_fallobjs; + eMoney m_Money; void Update() { @@ -38,14 +39,16 @@ public class LuckyGameObj : MonoBehaviour return stoppedTime >= requiredStopDuration; } - public void Init(Vector3 pos, Transform tfcupin, Transform tffallobjs) + public void Init(eMoney money, Vector3 pos, Transform tfcupin, Transform tffallobjs) { gameObject.SetActive(true); + m_Money = money; transform.parent = tfcupin; transform.localPosition = pos; tf_fallobjs = tffallobjs; + m_image.sprite = UIAtlasMgr.Ins.Get_Sprite(m_Money); isRandomBlock = isCollision = false; m_Collider2D.enabled = isInCup = m_image.enabled = true; go_effect.SetActive(false); @@ -127,7 +130,7 @@ public class LuckyGameObj : MonoBehaviour void Set_Collision(int amount) { SoundInfo.Ins.Play_OneShot((eSound)Random.Range(16, 19)); - LobbyUI.Ins.m_Game_Lucky.Add_Amount(amount); + if (amount > 0) LobbyUI.Ins.m_Game_Lucky.Add_Amount(m_Money); m_image.enabled = false; m_Collider2D.enabled = false; go_effect.SetActive(true);