장비 장착 시스템 작업 완료
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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 EquipItemPrefab : MonoBehaviour
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{
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public ePart part;
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public void SelectItem()
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{
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UnitSetUiCtrl.Instance.ItemSet(part);
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: fa69d96fbb55f79418fbcd316fbbab1d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -33,6 +33,8 @@ public class UnitCtrl : MonoBehaviour
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//이곳은 생성된 유닛에게 세팅됨
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this.isEnemy = isEnemy;
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unit.UnitSet(Statics.excelDatas.unitData[tableIndex]);
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if (!isEnemy)//아군 유닛에게만 세팅이 되어야함
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unit.DeckUnitInfoSet();
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unit.UnitBonusSet(new UnitBonus(unitLevel, new int[0], 0, 0));
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}
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@ -1,9 +1,13 @@
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using System;
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using System.Diagnostics;
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using System.Reflection;
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[Serializable]
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public class UnitInfo
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{
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long _id;
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public long id { get { return _id; } }
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string _name;
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public string name { get { return _name; } }
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@ -26,8 +30,11 @@ public class UnitInfo
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UnitBonus unitBonus;
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public DeckUnitInfo deckUnitInfo;
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public void UnitSet(UnitData ud)
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{
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_id = ud.index;
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_name = ud.name;
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_maxHp = ud.hp;
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_attack = ud.attack;
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@ -37,6 +44,139 @@ public class UnitInfo
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_buy = ud.buy.ToArray();
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}
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public void DeckUnitInfoSet()
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{
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foreach (var item in Statics.deckUnit)
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{
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if (item.Value.unit_id == _id)
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{
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this.deckUnitInfo = item.Value;
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}
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}
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if (this.deckUnitInfo == null)
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{
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UnityEngine.Debug.LogError("Not Data : " + _id);
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return;
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}
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int index = -1;
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if (this.deckUnitInfo.equip0_id != 0)//무기
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip0_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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{
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case 1: //공격력
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_attack += eqd.stats1;
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break;
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case 2: //방어관통력
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break;
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case 3: //치명타대미지
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break;
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}
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}
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if (this.deckUnitInfo.equip1_id != 0)//갑옷
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip1_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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{
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case 1: //방어력
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_defense += eqd.stats1;
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break;
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case 2: //체력
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_maxHp += eqd.stats2;
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break;
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case 3: //데미지감소
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break;
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}
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}
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if (this.deckUnitInfo.equip2_id != 0)//장갑
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip2_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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{
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case 1: //이동속도
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_moveSpeed += eqd.stats1;
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break;
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case 2: //공격속도
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_attackSpeed += eqd.stats2;
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break;
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case 3: //공격력
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_attack += eqd.stats3;
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break;
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}
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}
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if (this.deckUnitInfo.equip3_id != 0)//투구
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip3_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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{
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case 1: //공격력
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_attack += eqd.stats1;
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break;
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case 2: //방어관통력
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break;
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case 3: //체력
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_maxHp += eqd.stats3;
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break;
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}
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}
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if (this.deckUnitInfo.equip4_id != 0)//방패
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip4_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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{
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case 1: //방어력
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_defense += eqd.stats1;
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break;
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case 2: //대미지감소
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break;
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case 3: //체력
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_maxHp += eqd.stats3;
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break;
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}
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}
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if (this.deckUnitInfo.equip5_id != 0)//반지
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip5_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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{
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case 1: //치명타확률
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break;
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case 2: //이동속도
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_moveSpeed += eqd.stats2;
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break;
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case 3: //공격속도
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_attackSpeed += eqd.stats3;
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break;
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}
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}
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}
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public void UnitBonusSet(UnitBonus unitBonus)
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{
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this.unitBonus = unitBonus;
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@ -72,17 +212,9 @@ public class UnitBonus
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public int[] equipment { get { return _equipment; } }
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//장착한 리더의 강화 수치
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int _leaderType;
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public int leaderType { get { return _leaderType; } }
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int _leaderbonus;
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public int leaderbonus { get { return _leaderbonus; } }
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public UnitBonus(int level, int[] equipment, int leaderType, int leaderbonus)
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{
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this._level = level;
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this._equipment = equipment;
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this._leaderType = leaderType;
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this._leaderbonus = leaderbonus;
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}
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}
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@ -43,7 +43,6 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
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moneyText.text = money.ToString();
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isEndGame = false;
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delay = 0.0f;
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//TODO 나중에 다른 리더를 가져갈 수 있게 만들기
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units = new UnitCtrl[9];
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units[0] = Statics.intUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit0_id].unit_id].GetComponent<UnitCtrl>();
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units[1] = Statics.intUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit1_id].unit_id].GetComponent<UnitCtrl>();
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@ -58,6 +57,7 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
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{
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unitSpriteButton[n].sprite = units[n].unitSprite;
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unitTextButton[n].text = units[n].unit.buy[0].ToString();
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units[n].unit.DeckUnitInfoSet();
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}
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//테스트용 일단은 이곳에서 임시 처리
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Statics.chapter = 101;
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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public class UnitData : Excel
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{
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public int index;
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public long index;
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public string name;
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public int hp;
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public int attack;
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@ -97,7 +97,7 @@ public class DeckUnitInfo
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public class Equipment
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{
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public long id { get; set; }
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public long unit_id { get; set; }
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public long user_id { get; set; }
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public long equip_unit { get; set; }
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public int rand_stats { get; set; }
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public long equipment_data_id { get; set; }
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@ -127,12 +127,14 @@ public class EquipChangeReq
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public string uuid { get; set; }
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public long unit_id { get; set; }
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public long equipment_id { get; set; }
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public bool is_equipment { get; set; }
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public EquipChangeReq(long unit_id, long equipment_id)
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public EquipChangeReq(long unit_id, long equipment_id, bool is_equipment)
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{
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this.uuid = Statics.uuid;
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this.unit_id = unit_id;
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this.equipment_id = equipment_id;
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this.is_equipment = is_equipment;
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}
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}
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@ -141,10 +143,11 @@ public class EquipChangeResp : Request<EquipChangeResp>
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private Protocol protocol = Protocol.EquipChange;
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public Equipment equipment { get; set; }
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public DeckUnitInfo deck_unit_info { get; set; }
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public Equipment change_equipment { get; set; }
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public void Request(Action<EquipChangeResp> onRequestFinished, long unit_id, long equipment_id)
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public void Request(Action<EquipChangeResp> onRequestFinished, long unit_id, long equipment_id, bool is_equipment)
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{
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CreateRequest(protocol, onRequestFinished, new EquipChangeReq(unit_id, equipment_id), HTTPMethods.Post, null);
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CreateRequest(protocol, onRequestFinished, new EquipChangeReq(unit_id, equipment_id, is_equipment), HTTPMethods.Post, null);
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}
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}
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#endregion
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@ -42,6 +42,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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[SerializeField] GameObject itemInfo;
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[SerializeField] Image itemImage;
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[SerializeField] TMP_Text itemName;
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[SerializeField] TMP_Text equipType;
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[SerializeField] GameObject status0;
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[SerializeField] TMP_Text status0Status;
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[SerializeField] TMP_Text status0Value;
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@ -55,6 +56,9 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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[SerializeField] TMP_Text status3Status;
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[SerializeField] TMP_Text status3Value;
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//유닛 장착 아이템 정보
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[SerializeField] Image[] equipItems;
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GameObjectPool<ItemPrefab> itemPrefabList;
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GameObjectPool<UnitPrefab> unitPrefabList;
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@ -176,9 +180,109 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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criticalDamage.text = "50%";
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damageReduction.text = "0%";
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int index = -1;
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if (deckUnitInfo.equip0_id == 0)
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{
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equipItems[0].color = Color.clear;
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}
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else
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{
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equipItems[0].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip0_id));
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if (index == -1)
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{
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Debug.LogError("notData");
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[0].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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}
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if (deckUnitInfo.equip1_id == 0)
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{
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equipItems[1].color = Color.clear;
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}
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else
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{
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equipItems[1].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip1_id));
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if (index == -1)
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{
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Debug.LogError("notData");
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[1].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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}
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if (deckUnitInfo.equip2_id == 0)
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{
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equipItems[2].color = Color.clear;
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}
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else
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{
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equipItems[2].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip2_id));
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if(index == -1)
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{
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Debug.LogError("notData");
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[2].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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}
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if (deckUnitInfo.equip3_id == 0)
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{
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equipItems[3].color = Color.clear;
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}
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else
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{
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equipItems[3].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip3_id));
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if (index == -1)
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{
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Debug.LogError("notData : " + deckUnitInfo.equip3_id);
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[3].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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}
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if (deckUnitInfo.equip4_id == 0)
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{
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equipItems[4].color = Color.clear;
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}
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else
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{
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equipItems[4].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip4_id));
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if (index == -1)
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{
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Debug.LogError("notData");
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[4].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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}
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if (deckUnitInfo.equip5_id == 0)
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{
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equipItems[5].color = Color.clear;
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}
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else
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{
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equipItems[5].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip5_id));
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if (index == -1)
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{
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Debug.LogError("notData");
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[5].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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}
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//카메라 유닛 생성
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if(UnitObject != null)
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if (UnitObject != null)
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Destroy(UnitObject);
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UnitObject = Instantiate(unitCtrl.gameObject, CamContent);
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@ -189,6 +293,58 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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{
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this.selectItemPrefab = itemPrefab;
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this.selectItem = equipment;
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equipType.text = "장착";
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itemInfo.SetActive(true);
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itemImage.sprite = Statics.stringIcons[equipmentData.name];
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itemName.text = equipmentData.name;
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status0.SetActive(true);
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status0Status.text = StatusText(equipmentData.part, equipment.rand_stats);
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status0Value.text = ValueText(equipmentData, equipment.rand_stats);
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status1.SetActive(false);
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status2.SetActive(false);
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status3.SetActive(false);
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}
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public void ItemSet(ePart part)
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{
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Equipment equipment;
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int index = -1;
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switch (part)
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{
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case ePart.Weapon:
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index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip0_id);
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equipment = Statics.equipment[index];
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break;
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case ePart.Armor:
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index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip1_id);
|
||||
equipment = Statics.equipment[index];
|
||||
break;
|
||||
case ePart.Gloves:
|
||||
index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip2_id);
|
||||
equipment = Statics.equipment[index];
|
||||
break;
|
||||
case ePart.Headpiece:
|
||||
index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip3_id);
|
||||
equipment = Statics.equipment[index];
|
||||
break;
|
||||
case ePart.Shield:
|
||||
index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip4_id);
|
||||
equipment = Statics.equipment[index];
|
||||
break;
|
||||
case ePart.Ring:
|
||||
index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip5_id);
|
||||
equipment = Statics.equipment[index];
|
||||
break;
|
||||
default:
|
||||
Debug.LogError("Not Data");
|
||||
return;
|
||||
}
|
||||
|
||||
EquipmentData equipmentData = Statics.excelDatas.equipmentData[equipment.equipment_data_id];
|
||||
this.selectItem = equipment;
|
||||
equipType.text = "해제";
|
||||
itemInfo.SetActive(true);
|
||||
itemImage.sprite = Statics.stringIcons[equipmentData.name];
|
||||
itemName.text = equipmentData.name;
|
||||
|
|
@ -282,6 +438,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
|
|||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
private string ValueText(EquipmentData equipmentData, int randStats)
|
||||
{
|
||||
switch (randStats)
|
||||
|
|
@ -314,12 +471,13 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Statics.deckUnit.Remove(data.deck_unit_info.id);
|
||||
Statics.deckUnit.Add(data.deck_unit_info.id, data.deck_unit_info);
|
||||
|
||||
//세팅되어있는 데이터 수정
|
||||
selectUnitPrefab.SetData(data.deck_unit_info);
|
||||
if(data.equipment.unit_id != 0)
|
||||
if(data.equipment.equip_unit == 0)
|
||||
{
|
||||
//생성
|
||||
ItemPrefab prefab = itemPrefabList.pop();
|
||||
|
|
@ -341,6 +499,27 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
|
|||
}
|
||||
}
|
||||
}
|
||||
}, selectUnit.id, selectItem.id);
|
||||
|
||||
//추가 데이터 처리
|
||||
if (data.change_equipment != null)
|
||||
{
|
||||
for (int n = 0; n < Statics.equipment.Count; n++)
|
||||
{
|
||||
if (Statics.equipment[n].id == data.change_equipment.id)
|
||||
{
|
||||
Statics.equipment[n] = data.change_equipment;
|
||||
break;
|
||||
}
|
||||
}
|
||||
//이곳은 장착 해제 여부밖에 나올수 없어 이렇게 작업됨.
|
||||
ItemPrefab prefab = itemPrefabList.pop();
|
||||
prefab.SetData(data.change_equipment);
|
||||
prefab.gameObject.SetActive(true);
|
||||
onItemPrefabList.Add(prefab);
|
||||
}
|
||||
|
||||
selectUnitPrefab.SelectUnit();
|
||||
}, selectUnit.id, selectItem.id, selectItem.equip_unit == 0);
|
||||
}
|
||||
|
||||
}
|
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|
|
|
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Loading…
Reference in New Issue