void HeroSet() { switch (rare_rate) { case Rare_rate.S: int select_num = 0; select_num = Random.Range(0, summon.s_rank_hero.Count - 1); //print($"{select_num} , s 랭크"); result_hero = summon.s_rank_hero[select_num]; break; case Rare_rate.A: select_num = Random.Range(0, summon.a_rank_hero.Count - 1); //print($"{select_num} , a 랭크"); result_hero = summon.a_rank_hero[select_num]; break; case Rare_rate.B: select_num = Random.Range(0, summon.b_rank_hero.Count - 1); //print($"{select_num} , b 랭크"); result_hero = summon.b_rank_hero[select_num]; break; case Rare_rate.C: select_num = Random.Range(0, summon.c_rank_hero.Count - 1); //print($"{select_num} , c 랭크"); result_hero = summon.c_rank_hero[select_num]; break; } inventory.SendMessage("AddHero", result_hero); popup.SetActive(true); popup.GetComponent <PopUp>().SetOn("획득", result_hero.GetComponent <CharacterInfo>().illust); rare_rate = Rare_rate.none; }
void DiceRolling() { gotcha_num = Random.Range(0, 100); if (gotcha_num < 9) { rare_rate = Rare_rate.S; } if (gotcha_num > 9 && gotcha_num < 33) { rare_rate = Rare_rate.A; } if (gotcha_num > 33 && gotcha_num < 66) { rare_rate = Rare_rate.B; } if (gotcha_num > 66 && gotcha_num < 100) { rare_rate = Rare_rate.C; } HeroSet(); }