케릭터 규직 변동에 따른 코드 수정
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@ -25,7 +25,7 @@ public class GetItemWindows : SingletonMonoBehaviour<GetItemWindows>
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{
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for(int n = 0; n < deckUnit.Count; n++)
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{
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Debug.Log($"{deckUnit[n].unit_data_id}케릭터 {deckUnit[n].count}개획득!");
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Debug.Log($"{deckUnit[n].unit_data_id}케릭터 획득!");
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}
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}
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if (equipment != null && equipment.Count != 0)
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@ -220,11 +220,6 @@ public class DeckUnitInfo
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[JsonIgnore]
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public long saveExp { get; set; }
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public long exp { get; set; }
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[JsonIgnore]
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public int rating { get; set; }
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[JsonIgnore]
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public long saveCount { get; set; }
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public long count { get; set; }
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public DeckUnitInfo Update(DeckUnitInfo item)
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{
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@ -235,19 +230,14 @@ public class DeckUnitInfo
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this.equip4_id = item.equip4_id;
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this.equip5_id = item.equip5_id;
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this.exp = item.exp;
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this.count = item.count;
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return this;
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}
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public void Update(long exp, int level, long count, int rating)
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public void Update(long exp, int level)
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{
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if (exp != 0)
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this.saveExp = exp;
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if (level != 0)
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this.level = level;
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if (rating != 0)
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this.rating = rating;
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if (count != 0)
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this.saveCount = count;
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}
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}
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@ -59,23 +59,14 @@ public class ItemBox
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{
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long saveExp = unit.exp;
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long defaultExp = 1024;
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long saveCount = unit.count;
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long defaultCount = 4;
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int level = 1;
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int rating = 0;
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while(saveExp > defaultExp)
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{
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saveExp -= defaultExp;
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defaultExp = (long)(1.2f * defaultExp);
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level++;
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}
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while (saveCount > defaultCount)
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{
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saveCount -= defaultCount;
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defaultCount = 2 * defaultCount;
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rating++;
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}
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unit.Update(saveExp, level, saveCount, rating);
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unit.Update(saveExp, level);
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}
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/// <summary>
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