아이탬 구매 자원 업데이트
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class GameCtrl : MonoBehaviour
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public class GameCtrl : SingletonMonoBehaviour<GameCtrl>
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{
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[SerializeField] TMP_Text[] goldText;
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[SerializeField] TMP_Text[] cashText;
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@ -127,14 +127,11 @@ public class MainCtrl : MonoBehaviour
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Statics.equipment = data.equipment.OrderBy(n => n.equipment_data_id).ToList();
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//유닛정보 Set
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foreach (DeckUnitInfo item in units)
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{
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Statics.deckUnit.Add(item.id, item);
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}
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//다이나믹 데이터 Set
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foreach(var item in data.dynamic_data)
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{
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foreach (var item in data.dynamic_data)
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Statics.dynamic.Add(item.name, item.value);
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}
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Statics.nickname = data.nickname;
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Statics.gold = data.gold;
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@ -26,6 +26,9 @@ public class ShopType1itemPrefab : MonoBehaviour
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resp.Request((data) =>
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{
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Debug.Log("아이템 구매 성공");
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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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}, shopItemData.index);
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}
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@ -26,6 +26,9 @@ public class ShopType2itemPrefab : MonoBehaviour
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resp.Request((data) =>
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{
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Debug.Log("아이템 구매 성공");
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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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}, shopItemData.index);
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}
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}
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@ -184,8 +184,8 @@ public class BuyShopItemResp : Request<BuyShopItemResp>
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public long addGold { get; set; }
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public long addCash { get; set; }
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public long gold { get; set; }
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public long cash { get; set; }
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public ulong gold { get; set; }
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public ulong cash { get; set; }
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public List<DeckUnitInfo> deck_unit { get; set; }
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public List<Equipment> equipment { get; set; }
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public List<ConsumableItem> consumableItem { get; set; }
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