You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1609 lines
53 KiB

using DG.Tweening;
using IVDataFormat;
using IVServerFormat;
using Spine;
using Spine.Unity.AttachmentTools;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
// 커스터마이징 매니저.
public class CustomizeMgr : MonoBehaviour
{
#region Const
private static CustomizeMgr curMgr = null;
// 스파인 애니메이션에서 지정되어있는 이름들.
private const string SkinName = "default";
private const string SlotName = "weapon";
private const string AtchName = "weapon";
private const int I_ColorX = 251;
#endregion Const
#region Spine
[SerializeField]
private IVCharSimple ivChar;
// 캐릭터 기본 애니메이션에서 사용하는 머테리얼.
[SerializeField]
private Material matBase;
#endregion Battle
#region UI
[SerializeField]
private TextMeshProUGUI txtMainT;
[SerializeField]
private Canvas canvasUI;
private GameObject goBtnInfo;
private Button btnApply, btnCompose;
private TextMeshProUGUI txtName, txtEfcInfoT, txtInfo, txtComposeCnt;
private ButtonIV[] btnTabs;
private GameObject[] groupTabs;
[SerializeField]
private EScrController escrCloth, escrWeapon;
[SerializeField]
private EScrController[] escrClrs;
// 슬롯 선택 연출.
private GameObject goSelectEfc;
private RectTransform rtrfSelectBorder, rtrfPresetSelect;
private GameObject[] goPresetSelects;
private RectTransform[][] rtrfClrPresets;
private Image[][] imgClrPresets;
private GameObject[][] goClrPresetEmptys;
private GameObject[][] goClrPresetLocks;
//GameObject dust;
[SerializeField]
Canvas leftCanvasUI;
TextMeshProUGUI leftTitle;
#endregion UI
#region Variables
private int iLoading = 1;
private bool bReLocalize = true;
private bool bReLocalizeCloth, bReLocalizeWeapon = false;
private bool bInitNeed = true;
private bool bInitNeedCloth = true;
private bool bInitNeedWeapon = true;
private bool bInitNeedClr = true;
// 변경됨.
private bool bChange = false;
// 선택된 메인 탭. 0:의상, 1:무기, 2:색상.
private int iSelectedTab = -1;
// 슬롯에서 선택된 인덱스.
private int[] iSelectedSlotIndexs = new int[3] { -1, -1, -1 };
// 색상 목록에서 선택됨.
private bool bSelectedColor = false;
// 색상 목록에서 선택된 종류. 0:헤어, 1:꼭지, 2:눈.
private int iSelectedClrType = -1;
// 목록에서 선택되었는지.
private bool[] bSelectedLists = new bool[3];
// 목록에서 선택된 색상 번호.
private int[] iSelectedListIds = new int[3] { 0, 0, 0 };
// 보기에 적용된 색상 번호.
private int[] iSelectedClr = new int[3] { 0, 0, 0 };
// 색상을 변경하려는 슬롯 인덱스.
private int iChangeSlotIndex = -1;
// 보유 색상 목록.
private EnhancedUI.SmallList<int>[] haveClrRows;
private List<int>[] haveClrLists;
private bool[] bUpdateClrs = new bool[3];
// 보기에 적용된(선택중인) 의상 번호.
private int iSelectedCloth = -1;
// 보기에 적용된(선택중인) 무기 번호.
private int iSelectedWeapon = -1;
private int iSlotIndexWp = 0;
private Skeleton skeleton;
private Skin skinCustom = null;
private Attachment atchWeaponBase = null;
private Attachment atchWeapon = null;
private int iLoadCos = 0;
private Texture2D tx2dSelectedCloth = null;
#endregion Variables
#region Base
public static void SLocalize(bool bmain)
{
if (curMgr != null)
curMgr.Localize(bmain);
}
// 번역.
private void Localize(bool bmain)
{
if (bmain)
{
txtMainT.text = LocalizationText.GetText("cos_title");
}
else
{
bReLocalize = false;
canvasUI.transform.Find("txtT").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_title");
btnTabs[0].transform.Find("txt").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_cloth");
btnTabs[1].transform.Find("txt").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_weapon");
btnTabs[2].transform.Find("txt").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_dyeing");
groupTabs[2].transform.Find("groupHair").Find("txtGroupT").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_hair");
groupTabs[2].transform.Find("groupTop").Find("txtGroupT").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_hairtop");
groupTabs[2].transform.Find("groupEye").Find("txtGroupT").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_eye");
groupTabs[2].transform.Find("groupHair").Find("txtPresetT").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_apply_color");
groupTabs[2].transform.Find("groupTop").Find("txtPresetT").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_apply_color");
groupTabs[2].transform.Find("groupEye").Find("txtPresetT").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_apply_color");
groupTabs[2].transform.Find("groupHair").Find("txtHaveT").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_have_color");
groupTabs[2].transform.Find("groupTop").Find("txtHaveT").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_have_color");
groupTabs[2].transform.Find("groupEye").Find("txtHaveT").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_have_color");
btnApply.transform.Find("txt").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("cos_apply");
btnCompose.transform.Find("txt").GetComponent<TextMeshProUGUI>().text = LocalizationText.GetText("all_compose");
if (iSelectedTab < 0)
{
}
// 염색.
else if (iSelectedTab >= 2)
{
txtEfcInfoT.text = LocalizationText.GetText("all_tip");
}
// 의상, 무기.
else
{
txtEfcInfoT.text = LocalizationText.GetText("own_effect_title");
}
leftTitle = leftCanvasUI.transform.Find("txtT").GetComponent<TextMeshProUGUI>();
leftTitle.text = LocalizationText.GetText("cos_info");
}
}
// 설정에서 언어 변경 시 처리.
public static void SReLocalize()
{
curMgr.Localize(true);
curMgr.bReLocalize = true;
curMgr.bReLocalizeCloth = true;
curMgr.bReLocalizeWeapon = true;
}
// 백버튼 처리.
public static bool SCloseMenu()
{
return curMgr.CloseMenu();
}
private bool CloseMenu()
{
// 게임 시작 후 열린적 없음.
if (bInitNeed)
return false;
if (canvasUI.enabled)
{
CloseCustomize();
return true;
}
return false;
}
private void Awake()
{
curMgr = this;
}
void Start()
{
iLoading--;
}
#endregion Base
#region Init
public static void SInitSkin(Skeleton sk) => curMgr?.InitSkin(sk);
// 게임 처음 시작 시 BattleMgr에서 코스튬 정보 획득을 위해 초기화 호출.
private void InitSkin(Skeleton sk)
{
bInitNeed = true;
iSelectedCloth = DataHandler.PlayEquipCostume.outfitId;
iSelectedWeapon = DataHandler.PlayEquipCostume.weaponId;
iSelectedClr[0] = DataHandler.PlayEquipCostume.hairColor;
iSelectedClr[1] = DataHandler.PlayEquipCostume.topColor;
iSelectedClr[2] = DataHandler.PlayEquipCostume.eyeColor;
skeleton = sk;
AddressableMgr.InitWeaponSkin(sk, matBase);
}
// 창을 열 때 창의 의상/무기 세팅.
private IEnumerator LoadCostume()
{
RectTransform rtrfchar = ivChar.GetComponent<RectTransform>();
Vector3 v3pos = rtrfchar.anchoredPosition3D;
v3pos.z = -10000f;
rtrfchar.anchoredPosition3D = v3pos;
iLoadCos += 2;
CoverCamera.Hold();
CoverCamera.Hold();
AddressableMgr.LoadClothSpine(iSelectedCloth, ALoadCloth);
AddressableMgr.LoadWeaponSpine(iSelectedWeapon, ALoadWeapon);
while (iLoadCos > 0)
yield return null;
yield return null;
yield return null;
ivChar.SetCostume(tx2dSelectedCloth);
ivChar.InitColor();
ivChar.SetColor(0, DataHandler.GetColor(iSelectedClr[0]));
ivChar.SetColor(1, DataHandler.GetColor(iSelectedClr[1]));
ivChar.SetColor(2, DataHandler.GetColor(iSelectedClr[2]));
v3pos.z = -0f;
rtrfchar.anchoredPosition3D = v3pos;
}
public static void SReleaseCostume()
{
curMgr.ReleaseCostume();
}
// 창 닫을 때 의상/무기 리소스 해제.
private void ReleaseCostume()
{
tx2dSelectedCloth = null;
AddressableMgr.ReleaseClothSpine(iSelectedCloth);
AddressableMgr.ReleaseWeaponSpine(iSelectedWeapon);
iSelectedCloth = DataHandler.PlayEquipCostume.outfitId;
iSelectedWeapon = DataHandler.PlayEquipCostume.weaponId;
iSelectedClrType = -1;
for (int i = 0; i < iSelectedListIds.Length; i++)
{
iSelectedListIds[i] = 0;
bSelectedLists[i] = false;
}
escrClrs[0].scroller.RefreshActiveCellViews();
escrClrs[1].scroller.RefreshActiveCellViews();
escrClrs[2].scroller.RefreshActiveCellViews();
iSelectedClr[0] = DataHandler.PlayEquipCostume.hairColor;
iSelectedClr[1] = DataHandler.PlayEquipCostume.topColor;
iSelectedClr[2] = DataHandler.PlayEquipCostume.eyeColor;
if (iSelectedTab == 2)
{
SetSlotSelected(-1);
SetComposeColor();
}
btnApply.interactable = false;
}
private void Init()
{
btnTabs = canvasUI.transform.Find("tabWrapTop").GetComponentsInChildren<ButtonIV>(true);
groupTabs = new GameObject[btnTabs.Length];
groupTabs[0] = canvasUI.transform.Find("SvCloth").gameObject;
groupTabs[1] = canvasUI.transform.Find("SvWeapon").gameObject;
groupTabs[2] = canvasUI.transform.Find("groupColor").gameObject;
txtName = ivChar.transform.parent.Find("txtName").GetComponent<TextMeshProUGUI>();
goBtnInfo = canvasUI.transform.Find("btnInfo").gameObject;
btnApply = ivChar.transform.parent.Find("btnApply").GetComponent<Button>();
txtEfcInfoT = leftCanvasUI.transform.Find("EfcInfo").Find("txtEfcInfoT").GetComponent<TextMeshProUGUI>();
txtInfo = txtEfcInfoT.transform.parent.Find("txtInfo").GetComponent<TextMeshProUGUI>();
btnCompose = txtEfcInfoT.transform.parent.Find("btnCompose").GetComponent<Button>();
txtComposeCnt = btnCompose.transform.Find("txtCount").GetComponent<TextMeshProUGUI>();
//dust = canvasUI.transform.Find("all_dust").gameObject;
}
#endregion Init
#region UI
// 커스터마이즈 메뉴 열기.
public void OpenCustomize()
{
if (iLoading > 0)
return;
iLoading++;
canvasUI.enabled = true;
leftCanvasUI.enabled = true;
ivChar.gameObject.SetActive(true);
if (bInitNeed)
{
bInitNeed = false;
Init();
ivChar.Init();
}
if (bReLocalize)
Localize(false);
StartCoroutine(nameof(LoadCostume));
if (iSelectedTab < 0)
{
TabCloth();
}
else if (iSelectedTab == 0)
{
if (bReLocalizeCloth)
{
bReLocalizeCloth = false;
escrCloth.Localize();
}
escrCloth.scroller.RefreshActiveCellViews();
SetCosNameEffect(DataHandler.GetCosCloth(iSelectedCloth));
}
else if (iSelectedTab == 1)
{
if (bReLocalizeWeapon)
{
bReLocalizeWeapon = false;
escrWeapon.Localize();
}
escrWeapon.scroller.RefreshActiveCellViews();
SetCosNameEffect(DataHandler.GetCosWeapon(iSelectedWeapon));
}
else if (iSelectedTab == 2)
{
CheckUpdateColor();
}
GameUIMgr.SRightWindowClose();
GameUIMgr.SOpenLeftPanel(dia: true);
GameUIMgr.SSetMainUiOn(false);
//BattleMgr.SSetBattleUiOn(false);
//BattleMgr.SSetClearFailUiOn(false);
//BattleMgr.SSetCameraOn(false);
bChange = false;
SoundMgr.PlaySfx(SoundName.BtnPress);
//dust.SetActive(true);
iLoading--;
}
// 커스터마이즈 메뉴 닫기.
public void CloseCustomize()
{
if (!canvasUI.enabled)
return;
if (iLoading > 0)
return;
iLoading++;
ReleaseCostume();
DataHandler.CheckAchivement(eContent.Etc);
ivChar.gameObject.SetActive(false);
canvasUI.enabled = false;
leftCanvasUI.enabled = false;
GameUIMgr.SCloseUpPanel();
GameUIMgr.SSetMainUiOn(true);
//BattleMgr.SSetBattleUiOn(true);
//BattleMgr.SSetClearFailUiOn(true);
//BattleMgr.SSetCameraOn(true);
BattleMgr.SRefreshCharCloth();
OffPresetSelect();
SoundMgr.PlaySfx(SoundName.BtnPress);
//dust.SetActive(false);
iLoading--;
}
// 색상 갱신 필요.
public static void SSetUpdateColor(int iclrtype)
{
curMgr.bUpdateClrs[iclrtype] = true;
}
// 전체 효과 정보 보기.
public void OpenCostumeInfo()
{
if (iLoading > 0)
return;
iLoading++;
GameUIMgr.SOpenPopupHaveEfc(LocalizationText.GetText("all_effecttotalhave"), BuffMgr.Instance.GetCostumeEfcs());
iLoading--;
}
#endregion UI
#region Tab
// 의상 탭.
public void TabCloth()
{
if (iSelectedTab == 0)
return;
// 선택이 변경되었을 경우(적용은 하지 않음) 실제 적용된 항목으로 선택 되돌리기.
if (bChange)
ResetCustomize();
if (iSelectedTab >= 0)
{
btnTabs[iSelectedTab].interactable = true;
groupTabs[iSelectedTab].SetActive(false);
}
iSelectedTab = 0;
btnTabs[iSelectedTab].interactable = false;
groupTabs[iSelectedTab].SetActive(true);
OffPresetSelect();
// 초기화.
if (bInitNeedCloth)
{
bInitNeedCloth = false;
iSelectedCloth = DataHandler.PlayEquipCostume.outfitId;
Dictionary<int, dCostumeSet> datas = DataHandler.GetCosClothSets();
EnhancedUI.SmallList<int> cossets = new EnhancedUI.SmallList<int>();
foreach (var item in datas)
{
cossets.Add(item.Key);
}
escrCloth.SetType(0);
escrCloth.LoadDatas(cossets);
}
else
{
escrCloth.scroller.RefreshActiveCellViews();
}
SoundMgr.PlaySfx(SoundName.BtnPress);
txtEfcInfoT.text = LocalizationText.GetText("own_effect_title");
goBtnInfo.SetActive(true);
btnCompose.gameObject.SetActive(false);
btnApply.interactable = false;
SetCosNameEffect(DataHandler.GetCosCloth(iSelectedCloth));
if (bReLocalizeCloth)
{
bReLocalizeCloth = false;
escrCloth.Localize();
}
}
// 무기 탭.
public void TabWeapon()
{
if (iSelectedTab == 1)
return;
// 선택이 변경되었을 경우(적용은 하지 않음) 실제 적용된 항목으로 선택 되돌리기.
if (bChange)
ResetCustomize();
if (iSelectedTab >= 0)
{
btnTabs[iSelectedTab].interactable = true;
groupTabs[iSelectedTab].SetActive(false);
}
iSelectedTab = 1;
btnTabs[iSelectedTab].interactable = false;
groupTabs[iSelectedTab].SetActive(true);
OffPresetSelect();
// 초기화.
if (bInitNeedWeapon)
{
bInitNeedWeapon = false;
iSelectedWeapon = DataHandler.PlayEquipCostume.weaponId;
Dictionary<int, dCostumeSet> datas = DataHandler.GetCosWeaponSets();
EnhancedUI.SmallList<int> cossets = new EnhancedUI.SmallList<int>();
foreach (var item in datas)
{
cossets.Add(item.Key);
}
escrWeapon.SetType(1);
escrWeapon.LoadDatas(cossets);
}
else
{
escrWeapon.scroller.RefreshActiveCellViews();
}
SoundMgr.PlaySfx(SoundName.BtnPress);
txtEfcInfoT.text = LocalizationText.GetText("own_effect_title");
goBtnInfo.SetActive(true);
btnCompose.gameObject.SetActive(false);
btnApply.interactable = false;
SetCosNameEffect(DataHandler.GetCosWeapon(iSelectedWeapon));
if (bReLocalizeWeapon)
{
bReLocalizeWeapon = false;
escrWeapon.Localize();
}
}
// 색상 탭.
public void TabColor()
{
if (iSelectedTab == 2)
return;
// 선택이 변경되었을 경우(적용은 하지 않음) 실제 적용된 항목으로 선택 되돌리기.
if (bChange)
ResetCustomize();
if (iSelectedTab >= 0)
{
btnTabs[iSelectedTab].interactable = true;
groupTabs[iSelectedTab].SetActive(false);
}
iSelectedTab = 2;
btnTabs[iSelectedTab].interactable = false;
groupTabs[iSelectedTab].SetActive(true);
// 색상 초기화.
if (bInitNeedClr)
{
bInitNeedClr = false;
#region Init Slots
// 슬롯 초기화.
goSelectEfc = groupTabs[2].transform.Find("selectEfc").gameObject;
rtrfSelectBorder = groupTabs[2].transform.Find("select").GetComponent<RectTransform>();
rtrfPresetSelect = goSelectEfc.transform.Find("preset").GetComponent<RectTransform>();
goPresetSelects = new GameObject[6];
for (int i = 0; i < goPresetSelects.Length; i++)
goPresetSelects[i] = rtrfPresetSelect.GetChild(i).gameObject;
rtrfClrPresets = new RectTransform[3][];
imgClrPresets = new Image[3][];
goClrPresetEmptys = new GameObject[3][];
goClrPresetLocks = new GameObject[3][];
haveClrRows = new EnhancedUI.SmallList<int>[3];
haveClrLists = new List<int>[3];
Button[] btnpresets0 = groupTabs[2].transform.Find("groupHair").Find("presets").GetComponentsInChildren<Button>(true);
Button[] btnpresets1 = groupTabs[2].transform.Find("groupTop").Find("presets").GetComponentsInChildren<Button>(true);
Button[] btnpresets2 = groupTabs[2].transform.Find("groupEye").Find("presets").GetComponentsInChildren<Button>(true);
int ilen = btnpresets0.Length;
rtrfClrPresets[0] = new RectTransform[ilen];
rtrfClrPresets[1] = new RectTransform[ilen];
rtrfClrPresets[2] = new RectTransform[ilen];
imgClrPresets[0] = new Image[ilen];
imgClrPresets[1] = new Image[ilen];
imgClrPresets[2] = new Image[ilen];
goClrPresetEmptys[0] = new GameObject[ilen];
goClrPresetEmptys[1] = new GameObject[ilen];
goClrPresetEmptys[2] = new GameObject[ilen];
goClrPresetLocks[0] = new GameObject[ilen];
goClrPresetLocks[1] = new GameObject[ilen];
goClrPresetLocks[2] = new GameObject[ilen];
for (int i = 0; i < ilen; i++)
{
rtrfClrPresets[0][i] = btnpresets0[i].GetComponent<RectTransform>();
rtrfClrPresets[1][i] = btnpresets1[i].GetComponent<RectTransform>();
rtrfClrPresets[2][i] = btnpresets2[i].GetComponent<RectTransform>();
imgClrPresets[0][i] = btnpresets0[i].GetComponent<Image>();
imgClrPresets[1][i] = btnpresets1[i].GetComponent<Image>();
imgClrPresets[2][i] = btnpresets2[i].GetComponent<Image>();
goClrPresetEmptys[0][i] = rtrfClrPresets[0][i].Find("empty").gameObject;
goClrPresetEmptys[1][i] = rtrfClrPresets[1][i].Find("empty").gameObject;
goClrPresetEmptys[2][i] = rtrfClrPresets[2][i].Find("empty").gameObject;
goClrPresetLocks[0][i] = rtrfClrPresets[0][i].Find("lock").gameObject;
goClrPresetLocks[1][i] = rtrfClrPresets[1][i].Find("lock").gameObject;
goClrPresetLocks[2][i] = rtrfClrPresets[2][i].Find("lock").gameObject;
SetPreset(0, i);
SetPreset(1, i);
SetPreset(2, i);
}
#endregion Init Slots
// 색상 초기화.
Dictionary<int, dColor> clrdatas = DataHandler.GetColors();
Dictionary<int, int>[] clrcnts = DataHandler.GetColorCounts();
for (int i = 0; i < haveClrLists.Length; i++)
{
bUpdateClrs[i] = false;
haveClrRows[i] = new EnhancedUI.SmallList<int>();
haveClrLists[i] = new List<int>();
foreach (var item in clrdatas)
{
if (clrcnts[i][item.Key] <= 0)
continue;
if (haveClrLists[i].Count % 3 == 0)
haveClrRows[i].Add(haveClrRows[i].Count);
haveClrLists[i].Add(item.Key);
}
escrClrs[i].SetType(i);
escrClrs[i].LoadDatas(haveClrRows[i]);
}
}
else
{
CheckUpdateColor();
}
txtEfcInfoT.text = LocalizationText.GetText("all_tip");
txtInfo.text = LocalizationText.GetText("cos_infodesc");
SetSlotSelected(-1);
SetComposeColor();
goBtnInfo.SetActive(false);
btnCompose.gameObject.SetActive(true);
btnApply.interactable = false;
}
// 색상 목록 업데이트.
private void CheckUpdateColor(int iclrtype = -1)
{
if (bInitNeedClr)
return;
Dictionary<int, int>[] clrcnts = new Dictionary<int, int>[3];
clrcnts[0] = new Dictionary<int, int>(DataHandler.GetColorCounts()[0]);
clrcnts[1] = new Dictionary<int, int>(DataHandler.GetColorCounts()[1]);
clrcnts[2] = new Dictionary<int, int>(DataHandler.GetColorCounts()[2]);
if (iclrtype < 0)
{
for (int i = 0; i < bUpdateClrs.Length; i++)
{
if (bUpdateClrs[i])
{
bUpdateClrs[i] = false;
// 사라진 항목 제거.
for (int k = haveClrLists[i].Count - 1; k >= 0; k--)
{
int key = haveClrLists[i][k];
if (clrcnts[i][key] <= 0)
haveClrLists[i].RemoveAt(k);
clrcnts[i].Remove(key);
}
// 새로 생긴 항목 추가.
int index = 0;
foreach (var item in clrcnts[i])
{
if (item.Value <= 0)
continue;
bool baddneed = true;
for (int k = index; k < haveClrLists[i].Count; k++)
{
if (item.Key < haveClrLists[i][k])
{
haveClrLists[i].Insert(k, item.Key);
index = k + 1;
baddneed = false;
break;
}
}
if (baddneed)
haveClrLists[i].Add(item.Key);
}
// 행 추가.
int irowcnt = haveClrLists[i].Count / 3 + 1;
while (irowcnt > haveClrRows[i].Count)
{
haveClrRows[i].Add(haveClrRows[i].Count);
}
while (irowcnt < haveClrRows[i].Count)
{
haveClrRows[i].RemoveEnd();
}
escrClrs[i].LoadDatas(haveClrRows[i]);
}
else
{
escrClrs[i].scroller.RefreshActiveCellViews();
}
}
}
else
{
if (bUpdateClrs[iclrtype])
{
bUpdateClrs[iclrtype] = false;
// 사라진 항목 제거.
for (int k = haveClrLists[iclrtype].Count - 1; k >= 0; k--)
{
int key = haveClrLists[iclrtype][k];
if (clrcnts[iclrtype][key] <= 0)
haveClrLists[iclrtype].RemoveAt(k);
clrcnts[iclrtype].Remove(key);
}
// 새로 생긴 항목 추가.
int index = 0;
foreach (var item in clrcnts[iclrtype])
{
if (item.Value <= 0)
continue;
bool baddneed = true;
for (int k = index; k < haveClrLists[iclrtype].Count; k++)
{
if (item.Key < haveClrLists[iclrtype][k])
{
haveClrLists[iclrtype].Insert(k, item.Key);
index = k + 1;
baddneed = false;
break;
}
}
if (baddneed)
haveClrLists[iclrtype].Add(item.Key);
}
// 행 추가.
int irowcnt = haveClrLists[iclrtype].Count / 3 + 1;
while (irowcnt > haveClrRows[iclrtype].Count)
{
haveClrRows[iclrtype].Add(haveClrRows[iclrtype].Count);
}
while (irowcnt < haveClrRows[iclrtype].Count)
{
haveClrRows[iclrtype].RemoveEnd();
}
escrClrs[iclrtype].LoadDatas(haveClrRows[iclrtype]);
}
else
{
escrClrs[iclrtype].scroller.RefreshActiveCellViews();
}
}
}
#endregion Tab
#region Reset & Apply
// 적용하기 버튼 활성화 상태 변경.
private void SetBtnApply()
{
// 의상.
if (iSelectedTab == 0)
{
// 현재 장착중이 아니면서 소지했을 경우에만 적용 가능.
btnApply.interactable = DataHandler.IsCosClothHave(iSelectedCloth) && iSelectedCloth != DataHandler.PlayEquipCostume.outfitId;
}
// 무기.
else if (iSelectedTab == 1)
{
// 현재 장착중이 아니면서 소지했을 경우에만 적용 가능.
btnApply.interactable = DataHandler.IsCosWeaponHave(iSelectedWeapon) && iSelectedWeapon != DataHandler.PlayEquipCostume.weaponId;
}
// 염색.
else
{
btnApply.interactable = !bSelectedLists[0] && !bSelectedLists[1] && !bSelectedLists[2];
}
}
// 실제 적용되어있는 항목으로 선택 되돌리기.
public void ResetCustomize()
{
SelectCloth(DataHandler.PlayEquipCostume.outfitId);
SelectWeapon(DataHandler.PlayEquipCostume.weaponId);
iSelectedClrType = -1;
for (int i = 0; i < iSelectedListIds.Length; i++)
{
iSelectedListIds[i] = 0;
bSelectedLists[i] = false;
}
escrClrs[0].scroller.RefreshActiveCellViews();
escrClrs[1].scroller.RefreshActiveCellViews();
escrClrs[2].scroller.RefreshActiveCellViews();
iSelectedClr[0] = DataHandler.PlayEquipCostume.hairColor;
ivChar.SetColor(0, DataHandler.GetColor(iSelectedClr[0]));
iSelectedClr[1] = DataHandler.PlayEquipCostume.topColor;
ivChar.SetColor(1, DataHandler.GetColor(iSelectedClr[1]));
iSelectedClr[2] = DataHandler.PlayEquipCostume.eyeColor;
ivChar.SetColor(2, DataHandler.GetColor(iSelectedClr[2]));
if (iSelectedTab == 2)
{
SetSlotSelected(-1);
SetComposeColor();
}
btnApply.interactable = false;
}
// 선택한 항목을 적용.
public void ApplyCustomize()
{
if (!bChange)
return;
if (iLoading > 0)
return;
iLoading++;
CoverCamera.Hold();
SoundMgr.PlaySfx(SoundName.BtnPress);
// 의상.
if (iSelectedTab == 0)
{
bool bchangecloth = iSelectedCloth != DataHandler.PlayEquipCostume.outfitId;
if (bchangecloth)
{
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.CosClothEquip), typeof(nCostumeReturn), AClothEquipSucc, AClothEquipFail, new nIdCnt(iSelectedCloth), false);
}
else
{
btnApply.interactable = false;
bChange = false;
CoverCamera.Release();
iLoading--;
}
}
// 무기.
else if (iSelectedTab == 1)
{
bool bchangeweapon = iSelectedWeapon != DataHandler.PlayEquipCostume.weaponId;
if (bchangeweapon)
{
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.CosWeaponEquip), typeof(nCostumeReturn), AWeaponEquipSucc, AWeaponEquipFail, new nIdCnt(iSelectedWeapon), false);
}
else
{
btnApply.interactable = false;
bChange = false;
CoverCamera.Release();
iLoading--;
}
}
// 염색.
else
{
bool bchangeclrhair = iSelectedClr[0] != DataHandler.PlayEquipCostume.hairColor;
bool bchangeclrtop = iSelectedClr[1] != DataHandler.PlayEquipCostume.topColor;
bool bchangeclreye = iSelectedClr[2] != DataHandler.PlayEquipCostume.eyeColor;
if (bchangeclrhair || bchangeclrtop || bchangeclreye)
{
nColorSet data = new nColorSet();
data.hairColor = iSelectedClr[0];
data.topColor = iSelectedClr[1];
data.eyeColor = iSelectedClr[2];
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.ColorSet), typeof(nCostumeReturn), AColorSetSucc, AColorSetFail, data, false);
}
else
{
btnApply.interactable = false;
bChange = false;
CoverCamera.Release();
iLoading--;
}
}
}
// 의상 장착 통신 실패.
private void AClothEquipFail(SvError error, object request)
{
CoverCamera.Release();
iLoading--;
}
// 의상 장착 통신 성공.
private void AClothEquipSucc(object result, object request)
{
nCostumeReturn data = result as nCostumeReturn;
if (data == null)
{
AClothEquipFail(new SvError(eErrorCode.NULL_OR_EMPTY), request);
return;
}
DataHandler.ChangeCustomize(iSelectedCloth, iSelectedWeapon, iSelectedClr[0], iSelectedClr[1], iSelectedClr[2]);
BattleMgr.SSetCharCostume();
GameUIMgr.SOpenToast(LocalizationText.GetText(Global.STR_Saved));
escrCloth.scroller.RefreshActiveCellViews();
btnApply.interactable = false;
bChange = false;
CoverCamera.Release();
iLoading--;
}
// 무기 장착 통신 실패.
private void AWeaponEquipFail(SvError error, object request)
{
CoverCamera.Release();
iLoading--;
}
// 무기 장착 통신 성공.
private void AWeaponEquipSucc(object result, object request)
{
nCostumeReturn data = result as nCostumeReturn;
if (data == null)
{
AWeaponEquipFail(new SvError(eErrorCode.NULL_OR_EMPTY), request);
return;
}
DataHandler.ChangeCustomize(iSelectedCloth, iSelectedWeapon, iSelectedClr[0], iSelectedClr[1], iSelectedClr[2]);
BattleMgr.SSetCharCostume();
GameUIMgr.SOpenToast(LocalizationText.GetText(Global.STR_Saved));
escrWeapon.scroller.RefreshActiveCellViews();
btnApply.interactable = false;
bChange = false;
CoverCamera.Release();
iLoading--;
}
// 염색 적용 통신 실패.
private void AColorSetFail(SvError error, object request)
{
CoverCamera.Release();
iLoading--;
}
// 염색 적용 통신 성공.
private void AColorSetSucc(object result, object request)
{
nCostumeReturn data = result as nCostumeReturn;
if (data == null)
{
AColorSetFail(new SvError(eErrorCode.NULL_OR_EMPTY), request);
return;
}
DataHandler.ChangeCustomize(iSelectedCloth, iSelectedWeapon, iSelectedClr[0], iSelectedClr[1], iSelectedClr[2]);
BattleMgr.SSetCharCostume();
GameUIMgr.SOpenToast(LocalizationText.GetText(Global.STR_Saved));
btnApply.interactable = false;
bChange = false;
CoverCamera.Release();
iLoading--;
}
#endregion Reset & Apply
public void HiddenCostume()
{
RectTransform rtrfchar = curMgr.ivChar.GetComponent<RectTransform>();
Vector3 v3pos = rtrfchar.anchoredPosition3D;
v3pos.z = -10000f;
//v3pos.z = -0f;
rtrfchar.anchoredPosition3D = v3pos;
}
public void PopCostume()
{
RectTransform rtrfchar = curMgr.ivChar.GetComponent<RectTransform>();
Vector3 v3pos = rtrfchar.anchoredPosition3D;
v3pos.z = -0f;
rtrfchar.anchoredPosition3D = v3pos;
}
#region Select Costume
// 선택된 코스튬인지.
public static bool SIsSelectCostume(int itype, int idx)
{
if (itype == 0)
return idx == curMgr.iSelectedCloth;
else
return idx == curMgr.iSelectedWeapon;
}
public static void SSelectCostume(int itype, int isetid, int ichildindex)
{
if (itype == 0)
curMgr.SelectCloth(DataHandler.GetCosClothId(isetid, ichildindex));
else
curMgr.SelectWeapon(DataHandler.GetCosWeaponId(isetid, ichildindex));
}
// 의상 선택.
public void SelectCloth(int key)
{
if (iLoadCos > 0 || iSelectedCloth == key)
return;
iLoadCos++;
iLoading++;
CoverCamera.Hold();
int iclothprev = iSelectedCloth;
iSelectedCloth = key;
bChange = true;
escrCloth.scroller.RefreshActiveCellViews();
SetBtnApply();
SetCosNameEffect(DataHandler.GetCosCloth(key));
HiddenCostume();
AddressableMgr.LoadClothSpine(iSelectedCloth, ALoadClothChange);
AddressableMgr.ReleaseClothSpine(iclothprev);
}
// 무기 선택.
public void SelectWeapon(int key)
{
if (iLoadCos > 0 || iSelectedWeapon == key)
return;
iLoadCos++;
iLoading++;
CoverCamera.Hold();
int iwpprev = iSelectedWeapon;
iSelectedWeapon = key;
bChange = true;
escrWeapon.scroller.RefreshActiveCellViews();
SetBtnApply();
SetCosNameEffect(DataHandler.GetCosWeapon(key));
AddressableMgr.LoadWeaponSpine(iSelectedWeapon, ALoadWeaponChange);
AddressableMgr.ReleaseWeaponSpine(iwpprev);
}
#endregion Select Costume
#region Select Color
public static int SGetColorId(int iclrtype, int irow, int icolumn)
{
return curMgr.GetColorId(iclrtype, irow, icolumn);
}
// 색상 번호.
private int GetColorId(int iclrtype, int irow, int icolumn)
{
int index = irow * 3 + icolumn;
if (index >= haveClrLists[iclrtype].Count)
return -1;
return haveClrLists[iclrtype][index];
}
// 선택된 색상인지.
public static bool SIsSelectColor(int iclrtype, int idx)
{
return idx == curMgr.iSelectedListIds[iclrtype] && curMgr.bSelectedLists[iclrtype];
}
public static void SSelectColor(int iclrtype, int irow, int icolumn)
{
curMgr.SelectClr(iclrtype, irow, icolumn);
}
// 색상 선택.
public void SelectClr(int iclrtype, int irow, int icolumn)
{
if (iLoading > 0)
return;
iLoading++;
bChange = true;
int key = GetColorId(iclrtype, irow, icolumn);
if (iSelectedClrType >= 0)
iSelectedListIds[iSelectedClrType] = 0;
iSelectedListIds[iclrtype] = key;
bSelectedLists[iclrtype] = true;
iSelectedClr[iclrtype] = key;
SetSlotSelected(iclrtype);
ivChar.SetColor(iclrtype, DataHandler.GetColor(iSelectedClr[iclrtype]));
OnPresetSelect(iclrtype);
iSelectedClrType = iclrtype;
escrClrs[0].scroller.RefreshActiveCellViews();
escrClrs[1].scroller.RefreshActiveCellViews();
escrClrs[2].scroller.RefreshActiveCellViews();
txtName.text = FormatString.GetGoodsName(cGoods.TCosClrHair, key);
SetComposeColor();
// 슬롯에 등록하지 않은 색상은 적용 불가능.
btnApply.interactable = false;
iLoading--;
}
// 색상 선택 해제.
public void UnselectClr()
{
// 색상 선택중이 아닐 경우.
if (!bSelectedColor)
return;
iSelectedListIds[iSelectedClrType] = 0;
escrClrs[iSelectedClrType].scroller.RefreshActiveCellViews();
SetComposeColor();
OffPresetSelect();
}
// 색상 슬롯 적용 후 해제.
public void UnselectClrSlot()
{
iSelectedListIds[iSelectedClrType] = 0;
bSelectedLists[iSelectedClrType] = false;
escrClrs[iSelectedClrType].scroller.RefreshActiveCellViews();
SetComposeColor();
OffPresetSelect();
SetSlotSelected(iSelectedClrType);
}
#endregion Select Color
#region Preset Color
// 슬롯 세팅.
private void SetPreset(int iclrtype, int index)
{
if (iclrtype > 2 || index < 0)
return;
int icolorid = DataHandler.PlayEquipCostume.paletteSlots[iclrtype][index];
// 잠긴 셀.
if (index >= DataHandler.PlayEquipCostume.paletteOpens[iclrtype])
{
imgClrPresets[iclrtype][index].color = Global.CLR_PresetEmpty;
goClrPresetEmptys[iclrtype][index].SetActive(false);
goClrPresetLocks[iclrtype][index].SetActive(true);
}
// 빈 셀.
else if (icolorid <= 0)
{
imgClrPresets[iclrtype][index].color = Global.CLR_PresetEmpty;
goClrPresetEmptys[iclrtype][index].SetActive(true);
goClrPresetLocks[iclrtype][index].SetActive(false);
}
// 색상 있는 셀.
else
{
// 슬롯에서 선택한 색상일 경우.
if (icolorid == iSelectedClr[iclrtype])
iSelectedSlotIndexs[iclrtype] = index;
imgClrPresets[iclrtype][index].color = DataHandler.GetColor(icolorid);
goClrPresetEmptys[iclrtype][index].SetActive(false);
goClrPresetLocks[iclrtype][index].SetActive(false);
}
}
// 슬롯 선택 상태 표시.
private void SetSlotSelected(int iclrtype)
{
if (bInitNeedClr)
return;
if (iclrtype < 0)
{
rtrfSelectBorder.gameObject.SetActive(false);
txtName.text = FormatString.GetGoodsName(cGoods.TCosClrHair, DataHandler.PlayEquipCostume.hairColor);
return;
}
if (bSelectedLists[iclrtype])
{
rtrfSelectBorder.gameObject.SetActive(false);
return;
}
rtrfSelectBorder.gameObject.SetActive(true);
int index = iSelectedSlotIndexs[iclrtype];
rtrfSelectBorder.position = rtrfClrPresets[iclrtype][index].position;
txtName.text = FormatString.GetGoodsName(cGoods.TCosClrHair, DataHandler.PlayEquipCostume.paletteSlots[iclrtype][index]);
}
// 슬롯 선택 연출 켜기.
private void OnPresetSelect(int iclrtype)
{
if (bInitNeedClr)
return;
if (iclrtype != iSelectedClrType)
{
Vector2 v2pos = rtrfPresetSelect.anchoredPosition;
v2pos.x = I_ColorX * (iclrtype - 1);
rtrfPresetSelect.anchoredPosition = v2pos;
}
for (int i = 0; i < goClrPresetLocks[iclrtype].Length; i++)
goPresetSelects[i].SetActive(!goClrPresetLocks[iclrtype][i].activeSelf);
bSelectedColor = true;
goSelectEfc.SetActive(true);
DOTween.Play("colorpreset");
}
// 슬롯 선택 연출 끄기.
private void OffPresetSelect()
{
if (bInitNeedClr)
return;
bSelectedColor = false;
DOTween.Pause("colorpreset");
goSelectEfc.SetActive(false);
}
// 헤어 슬롯 선택.
public void SelectClrPresetHair(int index)
{
if (iLoading > 0)
return;
SelectClrPreset(0, index);
}
// 꼭지 슬롯 선택.
public void SelectClrPresetTop(int index)
{
if (iLoading > 0)
return;
SelectClrPreset(1, index);
}
// 눈 슬롯 선택.
public void SelectClrPresetEye(int index)
{
if (iLoading > 0)
return;
SelectClrPreset(2, index);
}
// 슬롯 선택시 처리.
private void SelectClrPreset(int iclrtype, int index)
{
// 색상 선택된 상태에서 다른 카테고리 슬롯 선택하면 선택 해제.
if (bSelectedColor && iSelectedClrType != iclrtype)
{
UnselectClr();
return;
}
// 잠긴 슬롯.
if (index >= DataHandler.PlayEquipCostume.paletteOpens[iclrtype])
{
UnselectClr();
iSelectedClrType = iclrtype;
GameUIMgr.SOpenPopup2Button(FormatString.StringFormat(LocalizationText.GetText("msg_confirmslotdia"), DataHandler.Const.colorSlotPrice.ToString()),
OpenPreset, stryes: LocalizationText.GetText(Global.STR_YES));
return;
}
// 색상 선택된 상태. 슬롯 색상을 변경.
if (bSelectedColor)
{
// 중복 색상.
if (DataHandler.IsColorInSlot(iclrtype, iSelectedListIds[iclrtype]))
{
GameUIMgr.SOpenToast(LocalizationText.GetText(Global.STR_Included));
UnselectClr();
return;
}
iChangeSlotIndex = index;
// 색상 있는 슬롯. 색상 덮어쓰기 확인.
if (DataHandler.PlayEquipCostume.paletteSlots[iclrtype][index] > 0)
{
GameUIMgr.SOpenPopup2Button(LocalizationText.GetText("msg_clroverwrite"), OverwritePreset, UnselectClr, stryes: LocalizationText.GetText(Global.STR_SET));
}
// 빈 슬롯. 색상 변경 확인.
else
{
GameUIMgr.SOpenPopup2Button(LocalizationText.GetText("msg_clrset"), OverwritePreset, UnselectClr, stryes: LocalizationText.GetText(Global.STR_SET));
}
return;
}
// 색상 선택하지 않은 상태에서 색상 있는 슬롯 선택. 슬롯의 색상을 적용.
if (DataHandler.PlayEquipCostume.paletteSlots[iclrtype][index] > 0)
{
bChange = true;
iSelectedClr[iclrtype] = DataHandler.PlayEquipCostume.paletteSlots[iclrtype][index];
ivChar.SetColor(iclrtype, DataHandler.GetColor(iSelectedClr[iclrtype]));
iSelectedListIds[iclrtype] = 0;
iSelectedSlotIndexs[iclrtype] = index;
bSelectedLists[iclrtype] = false;
escrClrs[iclrtype].scroller.RefreshActiveCellViews();
SetSlotSelected(iclrtype);
txtName.text = FormatString.GetGoodsName(cGoods.TCosClrHair, iSelectedClr[iclrtype]);
SetBtnApply();
}
}
// 슬롯 색상을 선택중인 색상으로 변경 확인.
private void OverwritePreset()
{
if (iSelectedClrType < 0 || iChangeSlotIndex < 0)
return;
iLoading++;
CoverCamera.Hold();
nIdSlot data = new nIdSlot();
data.sid = iSelectedListIds[iSelectedClrType];
data.slot = iChangeSlotIndex + 1;
data.type = iSelectedClrType;
if (iSelectedClrType == 0)
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.ColorPaletteHair), typeof(nCostumeReturn), AColorPaletteSucc, AColorPaletteFail, data, false);
else if (iSelectedClrType == 1)
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.ColorPaletteTop), typeof(nCostumeReturn), AColorPaletteSucc, AColorPaletteFail, data, false);
else
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.ColorPaletteEye), typeof(nCostumeReturn), AColorPaletteSucc, AColorPaletteFail, data, false);
}
// 색상 팔레트 통신 실패.
private void AColorPaletteFail(SvError error, object request)
{
CoverCamera.Release();
iLoading--;
}
// 색상 팔레트 통신 성공.
private void AColorPaletteSucc(object result, object request)
{
nCostumeReturn data = result as nCostumeReturn;
if (data == null)
{
AColorPaletteFail(new SvError(eErrorCode.NULL_OR_EMPTY), request);
return;
}
nIdSlot reqdata = request as nIdSlot;
if (DataHandler.ChangeSlotColor(reqdata.type, reqdata.slot - 1, reqdata.sid))
{
SetPreset(reqdata.type, reqdata.slot - 1);
UnselectClrSlot();
SetBtnApply();
CheckUpdateColor(reqdata.type);
}
iChangeSlotIndex = -1;
CoverCamera.Release();
iLoading--;
}
// 잠긴 슬롯 열기.
private void OpenPreset()
{
if (iSelectedClrType < 0)
return;
iLoading++;
CoverCamera.Hold();
nIdSlot data = new nIdSlot();
data.type = iSelectedClrType;
if (iSelectedClrType == 0)
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.ColorPaletteOpenHair), typeof(nCostumeReturn), AOpenPaletteSucc, AOpenPaletteFail, data, true);
else if (iSelectedClrType == 1)
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.ColorPaletteOpenTop), typeof(nCostumeReturn), AOpenPaletteSucc, AOpenPaletteFail, data, true);
else
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.ColorPaletteOpenEye), typeof(nCostumeReturn), AOpenPaletteSucc, AOpenPaletteFail, data, true);
}
// 색상 팔레트 통신 실패.
private void AOpenPaletteFail(SvError error, object request)
{
CoverCamera.Release();
iLoading--;
}
// 색상 팔레트 통신 성공.
private void AOpenPaletteSucc(object result, object request)
{
nCostumeReturn data = result as nCostumeReturn;
if (data == null)
{
AOpenPaletteFail(new SvError(eErrorCode.NULL_OR_EMPTY), request);
return;
}
DataHandler.SetGoods(data.playCurrency, true);
nIdSlot reqdata = request as nIdSlot;
int index = DataHandler.OpenSlotColor(reqdata.type);
SetPreset(reqdata.type, index);
iSelectedClrType = -1;
CoverCamera.Release();
iLoading--;
}
#endregion Preset Color
#region Compose Color
// 색상 정보 표시.
private void SetComposeColor()
{
// 빈 슬롯.
if (iSelectedClrType < 0 || !bSelectedLists[iSelectedClrType] || iSelectedListIds[iSelectedClrType] <= 0)
{
txtComposeCnt.text = FormatString.TextCntPerRedBlank(-1, DataHandler.Const.colorComposeCount);
btnCompose.interactable = false;
}
// 색상 있음.
else
{
int icount = DataHandler.GetColorCount(iSelectedClrType, iSelectedListIds[iSelectedClrType]);
txtComposeCnt.text = FormatString.TextCntPerRedBlank(icount, DataHandler.Const.colorComposeCount);
btnCompose.interactable = icount >= DataHandler.Const.colorComposeCount;
}
}
// 색상 합성.
public void BtnComposeColor()
{
if (iLoading > 0)
return;
iLoading++;
string strtype;
if (iSelectedClrType == 0)
strtype = LocalizationText.GetText("cos_hair");
else if (iSelectedClrType == 1)
strtype = LocalizationText.GetText("cos_hairtop");
else
strtype = LocalizationText.GetText("cos_eye");
GameUIMgr.SOpenPopup2Button(FormatString.StringFormat(LocalizationText.GetText("msg_clrcompose"), DataHandler.Const.colorComposeCount, strtype),
ComposeColor, stryes: LocalizationText.GetText("all_composedo"));
iLoading--;
}
// 색상 합성 시도.
private void ComposeColor()
{
if (iLoading > 0)
return;
iLoading++;
CoverCamera.Hold();
nIdCnt data = new nIdCnt(iSelectedListIds[iSelectedClrType]);
if (iSelectedClrType == 0)
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.ColorComposeHair), typeof(nColorComposeReturn), AColorComposeSucc, AColorComposeFail, data, false);
else if (iSelectedClrType == 1)
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.ColorComposeTop), typeof(nColorComposeReturn), AColorComposeSucc, AColorComposeFail, data, false);
else
SvConnectManager.Instance.RequestSvPost(true, 0, UrlApi.GetUrl(UrlApi.ColorComposeEye), typeof(nColorComposeReturn), AColorComposeSucc, AColorComposeFail, data, false);
}
// 색상 합성 통신 실패.
private void AColorComposeFail(SvError error, object request)
{
CoverCamera.Release();
iLoading--;
}
// 색상 합성 통신 성공.
private void AColorComposeSucc(object result, object request)
{
nColorComposeReturn data = result as nColorComposeReturn;
if (data == null)
{
AColorComposeFail(new SvError(eErrorCode.NULL_OR_EMPTY), request);
return;
}
DataHandler.SubColor(iSelectedClrType, iSelectedListIds[iSelectedClrType], DataHandler.Const.colorComposeCount);
DataHandler.AddColor(iSelectedClrType, data.result, 1);
nGoods[] results = new nGoods[1] { new nGoods() };
if (iSelectedClrType == 0)
results[0].propertyType = cGoods.TCosClrHair;
else if (iSelectedClrType == 1)
results[0].propertyType = cGoods.TCosClrTop;
else
results[0].propertyType = cGoods.TCosClrEye;
results[0].propertyId = data.result;
results[0].propertyCount = 1;
StartCoroutine(ShowColorCompose(results));
}
// 색상 합성 연출.
private IEnumerator ShowColorCompose(nGoods[] results)
{
GameUIMgr.SPlayEfcClrCompose();
yield return YieldInstructionCache.WaitForSeconds(0.35f);
SetComposeColor();
CheckUpdateColor();
GameUIMgr.SOpenPopupGoods(results);
yield return YieldInstructionCache.WaitForSeconds(0.35f);
GameUIMgr.SStopEfcClrCompose();
CoverCamera.Release();
iLoading--;
}
#endregion Compose Color
#region Addressable
private void ALoadCloth(Texture2D obj)
{
tx2dSelectedCloth = obj;
PopCostume();
CoverCamera.Release();
iLoadCos--;
}
private void ALoadWeapon(Skin obj)
{
ivChar.SetWeapon(obj);
if (tx2dSelectedCloth != null)
ivChar.SetCostume(tx2dSelectedCloth);
ivChar.InitColor();
ivChar.SetColor(0, DataHandler.GetColor(iSelectedClr[0]));
ivChar.SetColor(1, DataHandler.GetColor(iSelectedClr[1]));
ivChar.SetColor(2, DataHandler.GetColor(iSelectedClr[2]));
CoverCamera.Release();
iLoadCos--;
}
private void ALoadClothChange(Texture2D obj)
{
tx2dSelectedCloth = obj;
ivChar.SetCostume(tx2dSelectedCloth);
PopCostume();
CoverCamera.Release();
iLoading--;
iLoadCos--;
}
private void ALoadWeaponChange(Skin obj)
{
ivChar.SetWeapon(obj);
if (tx2dSelectedCloth != null)
ivChar.SetCostume(tx2dSelectedCloth);
ivChar.InitColor();
ivChar.SetColor(0, DataHandler.GetColor(iSelectedClr[0]));
ivChar.SetColor(1, DataHandler.GetColor(iSelectedClr[1]));
ivChar.SetColor(2, DataHandler.GetColor(iSelectedClr[2]));
CoverCamera.Release();
iLoading--;
iLoadCos--;
}
#endregion Addressable
#region Name & Effect Text
private void SetCosNameEffect(dCostume data)
{
if (data == null)
return;
txtName.text = FormatString.GetGoodsName(iSelectedTab == 0 ? cGoods.TCosCloth : cGoods.TCosWeapon, data.id);
txtInfo.text = FormatString.TextEffectTitleValuesBreakline(data.abilityType1, data.abilityValue1, data.abilityType2, data.abilityValue2);
}
#endregion Name & Effect Text
}