아이템 획득 ui작업 틀 완성
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@ -28,6 +28,10 @@ public class ShopTypeitemPrefab : MonoBehaviour
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BuyShopItemResp resp = new BuyShopItemResp();
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resp.Request((data) =>
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{
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long addGold = (long)data.gold;
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long addCash = (long)data.cash;
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addGold -= (long)Statics.gold;
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addCash -= (long)Statics.cash;
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Statics.gold = data.gold;
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Statics.cash = data.cash;
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GameCtrl.Instance.MoneyUpdate();
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@ -35,6 +39,7 @@ public class ShopTypeitemPrefab : MonoBehaviour
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Statics.itemManager.box.add(data.equipment);
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Statics.itemManager.box.add(data.consumableItem);
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Statics.itemManager.box.add(data.etcItem);
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GetItemWindows.Instance.SetUI(addGold, addCash, data.deck_unit, data.equipment, data.consumableItem, data.etcItem);
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}, shopItemData.index);
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}
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}
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@ -0,0 +1,61 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GetItemWindows : SingletonMonoBehaviour<GetItemWindows>
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{
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//아이템 획득 정보 필요
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//아이템 이펙트
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private bool isAnim = false;
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protected override void OnAwake()
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{
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gameObject.SetActive(false);
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}
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public void SetUI(long addGold, long addCash, List<DeckUnitInfo> deckUnit, List<Equipment> equipment, List<ConsumableItem> consumableItem, List<EtcItem> etcItem)
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{
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isAnim = true;
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gameObject.SetActive(true);
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if (addGold > 0)
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Debug.Log($"{addGold}골드 획득!");
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if (addCash > 0)
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Debug.Log($"{addCash}케쉬 획득!");
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if (deckUnit != null && deckUnit.Count != 0)
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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($"{deckUnit[n].unit_data_id}케릭터 {deckUnit[n].count}개획득!");
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}
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}
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if (equipment != null && equipment.Count != 0)
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{
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for (int n = 0; n < equipment.Count; n++)
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{
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Debug.Log($"{equipment[n].equipment_data_id}장비 획득!");
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}
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}
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if (consumableItem != null && consumableItem.Count != 0)
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{
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for (int n = 0; n < consumableItem.Count; n++)
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{
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Debug.Log($"{consumableItem[n].consumable_item_data_id}아이탬 {consumableItem[n].count}개획득!");
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}
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}
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if (etcItem != null && etcItem.Count != 0)
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{
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for (int n = 0; n < etcItem.Count; n++)
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{
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Debug.Log($"{etcItem[n].etc_item_data_id}아이탬 {etcItem[n].count}개획득!");
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}
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}
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//임시
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isAnim = false;
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}
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public void OnExit()
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{
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if (!isAnim)
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gameObject.SetActive(false);
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}
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}
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