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@@ -35,7 +35,8 @@ public class ShopUI : MonoBehaviour
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moneyText.text = $"{gameManager.money}";
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moneyText.text = $"{gameManager.money}";
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refreshPriceText.text = $"-{refreshPrice}";
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refreshPriceText.text = $"-{refreshPrice}";
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List<int> randomTreasure = new List<int>();
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List<int> randomTreasure = new List<int>();
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- for(int i = 0; i < 5; i++)
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+ List<List<List<SingleTreasureConfig>>> treasureLists = new List<List<List<SingleTreasureConfig>>>(gameManager.treasuresList);
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+ for (int i = 0; i < 5; i++)
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{
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{
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if (treasuresSaleUI[i].islock)
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if (treasuresSaleUI[i].islock)
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{
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{
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@@ -48,7 +49,7 @@ public class ShopUI : MonoBehaviour
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{
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{
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continue;
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continue;
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}
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}
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- int targetQualityID = -1;
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+ int targetQualityID = 0;
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float randomQuality = Random.Range(0f, 100f);
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float randomQuality = Random.Range(0f, 100f);
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float refreshChance = 0;
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float refreshChance = 0;
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for(int j = 0; j < 4; j++)
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for(int j = 0; j < 4; j++)
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@@ -68,7 +69,7 @@ public class ShopUI : MonoBehaviour
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refreshChance = 0;
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refreshChance = 0;
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for (int j = 0; j < 3; j++)
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for (int j = 0; j < 3; j++)
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{
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{
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- refreshChance += gameManager.trueRefreshChance[j];
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+ refreshChance += gameManager.tagWeight[j];
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if (randomTagWeight <= refreshChance)
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if (randomTagWeight <= refreshChance)
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{
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{
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targetTagWeight = j;
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targetTagWeight = j;
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@@ -78,7 +79,7 @@ public class ShopUI : MonoBehaviour
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switch (targetTagWeight)
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switch (targetTagWeight)
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{
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{
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case 0:
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case 0:
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- targetTag = gameManager.maxTreasuresTag;
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+ targetTag = gameManager.maxTreasuresTag + 1;
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break;
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break;
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case 1:
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case 1:
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List<int> targetTags = new List<int>();
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List<int> targetTags = new List<int>();
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@@ -93,14 +94,20 @@ public class ShopUI : MonoBehaviour
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break;
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break;
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}
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}
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}
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}
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-
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int randId = Random.Range(0, gameManager.treasuresList[targetQualityID][targetTag].Count);
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int randId = Random.Range(0, gameManager.treasuresList[targetQualityID][targetTag].Count);
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SingleTreasureConfig singleTreasureConfig = gameManager.treasuresList[targetQualityID][targetTag][randId];
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SingleTreasureConfig singleTreasureConfig = gameManager.treasuresList[targetQualityID][targetTag][randId];
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- while (randomTreasure.Exists(x => x == gameManager.treasuresList[targetQualityID][targetTag][randId].ID))
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- {
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- randId = Random.Range(0, gameManager.treasuresList[targetQualityID][targetTag].Count);
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- singleTreasureConfig = gameManager.treasuresList[targetQualityID][targetTag][randId];
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- }
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+ //while (randomTreasure.Exists(x => x == singleTreasureConfig.ID))
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+ //{
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+ // randId = Random.Range(0, gameManager.treasuresList[targetQualityID][targetTag].Count);
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+ // singleTreasureConfig = gameManager.treasuresList[targetQualityID][targetTag][randId];
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+ // string aa = "";
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+ // for (int a = 0; a < randomTreasure.Count; a++)
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+ // {
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+ // aa += $"{randomTreasure[a]}";
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+ // }
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+ // Debug.Log(aa);
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+ // Debug.Log($"{singleTreasureConfig.ID}");
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+ //}
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Sprite sprite = Resources.Load<Sprite>($"Textures/UI/Treasure/{singleTreasureConfig.SpriteName}");
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Sprite sprite = Resources.Load<Sprite>($"Textures/UI/Treasure/{singleTreasureConfig.SpriteName}");
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List<Sprite> tags = new List<Sprite>();
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List<Sprite> tags = new List<Sprite>();
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for (int j = 0; j < singleTreasureConfig.Tag.Count; j++)
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for (int j = 0; j < singleTreasureConfig.Tag.Count; j++)
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