Example #1
0
    //확률 파싱해서 뽑아오기
    public List <float> GetPercentage(E_EMPLOY _emplayCharacter)
    {
        string       sPercenstage   = GameManager.Instance.lDBEmployGacha[(int)_emplayCharacter].sPercentage;
        List <float> percentageList = new List <float>();

        for (int i = 0; i <= sPercenstage.Length; i++)
        {
            //마지막
            if (sPercenstage.Contains(",") == false)
            {
                percentageList.Add(float.Parse(sPercenstage.Substring(0, sPercenstage.Length)));
                break;
            }

            else
            {
                percentageList.Add(float.Parse(sPercenstage.Substring(0, sPercenstage.IndexOf(","))));
                sPercenstage = sPercenstage.Remove(0, sPercenstage.IndexOf(",") + 1);
            }
        }
        return(percentageList);
    }
Example #2
0
    //Tribe check
    public int GetCharacterTribe(E_EMPLOY _employCharacter)
    {
        string     tribe     = GameManager.Instance.lDBEmployGacha[(int)_employCharacter].sTribe;
        List <int> tribeList = new List <int>();

        for (int i = 0; i <= tribe.Length; i++)
        {
            //마지막
            if (tribe.Contains(",") == false)
            {
                tribeList.Add(int.Parse(tribe.Substring(0, tribe.Length)));
                break;
            }
            else
            {
                tribeList.Add(int.Parse(tribe.Substring(0, tribe.IndexOf(","))));
                tribe = tribe.Remove(0, tribe.IndexOf(",") + 1);
            }
        }

        int random = Random.RandomRange(tribeList[0], tribeList[tribeList.Count - 1] + 1);

        return(random);
    }
Example #3
0
    //캐릭터 고용(임시 1~2성 캐릭터 소환)
    public void EmployCharacter(E_EMPLOY _employCharacter)
    {
        //Job
        int    randomMin = 0;
        int    randomMax = 0;
        int    nJobIndex = 0;
        string job       = "";
        //Percentage
        float        resultPercentage = 0f;
        float        percentageCheck  = 0f;
        List <float> percentageList   = null;
        //Character
        DBBasicCharacter character = new DBBasicCharacter();

        switch (_employCharacter)
        {
        case E_EMPLOY.E_EMPLOY_1_2TIER:
            //Jobs
            job = GameManager.Instance.lDBEmployGacha[(int)E_EMPLOY.E_EMPLOY_1_2TIER].sJob;
            //맨처음 인덱스
            randomMin = int.Parse(job.Substring(0, job.IndexOf(",")));
            //마지막 인덱스
            job       = job.Remove(0, job.Length - 1);
            randomMax = int.Parse(job);
            //직업 인덱스
            nJobIndex = Random.RandomRange(randomMin, randomMax + 1);
            //Percentage
            percentageList = GetPercentage(_employCharacter);
            //확률 계산 해야함
            resultPercentage = Random.RandomRange(0, 100f);
            Debug.Log("확률 수치 : " + resultPercentage);
            percentageCheck = 0f;



            //현재 오름 차순 (낮은 것 부터 체크)
            for (int nTier = 0; nTier < percentageList.Count; nTier++)
            {
                percentageCheck += percentageList[nTier];
                if (resultPercentage <= percentageCheck)
                {
                    //해당 캐릭터 종류, 티어, 직업 인덱스
                    character = GetCharacterCategory(_employCharacter, nTier, nJobIndex);
                    employFinishPanel.SetUpResult(character);
                    break;
                }
            }
            break;

        case E_EMPLOY.E_EMPLOY_2_4TIER_MELEE:
            //Jobs
            job = GameManager.Instance.lDBEmployGacha[(int)E_EMPLOY.E_EMPLOY_2_4TIER_MELEE].sJob;
            //맨처음 인덱스
            randomMin = int.Parse(job.Substring(0, job.IndexOf(",")));
            //마지막 인덱스
            job       = job.Remove(0, job.Length - 1);
            randomMax = int.Parse(job);
            //직업 인덱스
            nJobIndex = Random.RandomRange(randomMin, randomMax + 1);
            Debug.Log("직업 : " + nJobIndex);
            //Percentage
            percentageList = GetPercentage(_employCharacter);
            //확률 계산 해야함
            resultPercentage = Random.RandomRange(0, 100f);
            Debug.Log("확률 수치 : " + resultPercentage);
            percentageCheck = 0f;
            //낮은 것 부터 체크
            for (int nTier = 0; nTier < percentageList.Count; nTier++)
            {
                percentageCheck += percentageList[nTier];
                if (resultPercentage <= percentageCheck)
                {
                    character = GetCharacterCategory(_employCharacter, nTier, nJobIndex);
                    employFinishPanel.SetUpResult(character);
                    break;
                }
            }


            break;

        case E_EMPLOY.E_EMPLOY_2_4TIER_RANGE:
            //Jobs
            job = GameManager.Instance.lDBEmployGacha[(int)E_EMPLOY.E_EMPLOY_2_4TIER_RANGE].sJob;
            //맨처음 인덱스
            randomMin = int.Parse(job.Substring(0, job.IndexOf(",")));
            //마지막 인덱스
            job       = job.Remove(0, job.Length - 1);
            randomMax = int.Parse(job);
            //직업 인덱스
            nJobIndex = Random.RandomRange(randomMin, randomMax + 1);
            Debug.Log("직업 : " + nJobIndex);
            //Percentage
            percentageList = GetPercentage(_employCharacter);
            //확률 계산 해야함
            resultPercentage = Random.RandomRange(0, 100f);
            Debug.Log("확률 수치 : " + resultPercentage);
            percentageCheck = 0f;
            //낮은 것 부터 체크
            for (int nTier = 0; nTier < percentageList.Count; nTier++)
            {
                percentageCheck += percentageList[nTier];
                if (resultPercentage <= percentageCheck)
                {
                    character = GetCharacterCategory(_employCharacter, nTier, nJobIndex);
                    employFinishPanel.SetUpResult(character);
                    break;
                }
            }


            break;

        case E_EMPLOY.E_EMPLOY_2_4TIER_ASSISTANT:
            //Jobs
            job = GameManager.Instance.lDBEmployGacha[(int)E_EMPLOY.E_EMPLOY_2_4TIER_ASSISTANT].sJob;
            //맨처음 인덱스
            randomMin = int.Parse(job.Substring(0, job.IndexOf(",")));
            //마지막 인덱스
            job       = job.Remove(0, job.Length - 1);
            randomMax = int.Parse(job);
            //직업 인덱스
            nJobIndex = Random.RandomRange(randomMin, randomMax + 1);
            Debug.Log("직업 : " + nJobIndex);
            //Percentage
            percentageList = GetPercentage(_employCharacter);
            //확률 계산 해야함
            resultPercentage = Random.RandomRange(0, 100f);
            Debug.Log("확률 수치 : " + resultPercentage);
            percentageCheck = 0f;
            //낮은 것 부터 체크
            for (int nTier = 0; nTier < percentageList.Count; nTier++)
            {
                percentageCheck += percentageList[nTier];
                if (resultPercentage <= percentageCheck)
                {
                    character = GetCharacterCategory(_employCharacter, nTier, nJobIndex);
                    employFinishPanel.SetUpResult(character);
                    break;
                }
            }


            break;


        case E_EMPLOY.E_EMPLOY_2_4TIER_COMMANDER:
            //Jobs
            job = GameManager.Instance.lDBEmployGacha[(int)E_EMPLOY.E_EMPLOY_2_4TIER_COMMANDER].sJob;
            //맨처음 인덱스
            randomMin = int.Parse(job.Substring(0, job.IndexOf(",")));
            //마지막 인덱스
            job       = job.Remove(0, job.Length - 1);
            randomMax = int.Parse(job);
            //직업 인덱스
            nJobIndex = Random.RandomRange(randomMin, randomMax + 1);
            Debug.Log("직업 : " + nJobIndex);
            //Percentage
            percentageList = GetPercentage(_employCharacter);
            //확률 계산 해야함
            resultPercentage = Random.RandomRange(0, 100f);
            Debug.Log("확률 수치 : " + resultPercentage);
            percentageCheck = 0f;
            //낮은 것 부터 체크
            for (int nTier = 0; nTier < percentageList.Count; nTier++)
            {
                percentageCheck += percentageList[nTier];
                if (resultPercentage <= percentageCheck)
                {
                    character = GetCharacterCategory(_employCharacter, nTier, nJobIndex);
                    employFinishPanel.SetUpResult(character);
                    break;
                }
            }


            break;

        default:
            break;
        }
    }
Example #4
0
    public DBBasicCharacter GetCharacterCategory(E_EMPLOY _employCharacter, int _tier, int _jobIndex)
    {
        DBBasicCharacter character = new DBBasicCharacter();
        int nTribe = 0;
        int random = 0;

        switch (_employCharacter)
        {
        case E_EMPLOY.E_EMPLOY_1_2TIER:
            //티어 체크는 높은 순 대로 체크
            if (_tier == 0)
            {
                //0 = 2성,
                //1 = 1성
                Debug.Log("2성 소환");
                //Tribe 구분
                //Tribe 0,1,2,3,4 로 구분을 한다.
                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_2);
            }
            else if (_tier == 1)
            {
                Debug.Log("1성 소환");
                random = (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_1;
            }
            switch (_jobIndex)
            {
            case (int)E_CHARACTER_TYPE.E_ASSASIN:
                //각 직업 리스트의 첫번째 껄 참조
                character = GetCharacter(GameManager.Instance.assasinList[random]);
                break;

            case (int)E_CHARACTER_TYPE.E_WARRIOR:
                character = GetCharacter(GameManager.Instance.warriorList[random]);
                break;

            case (int)E_CHARACTER_TYPE.E_ARCHER:
                character = GetCharacter(GameManager.Instance.archerList[random]);
                break;

            case (int)E_CHARACTER_TYPE.E_WIZZARD:
                character = GetCharacter(GameManager.Instance.wizzardList[random]);
                break;

            case (int)E_CHARACTER_TYPE.E_KNIGHT:
                character = GetCharacter(GameManager.Instance.knightList[random]);
                break;

            case (int)E_CHARACTER_TYPE.E_PRIEST:
                character = GetCharacter(GameManager.Instance.priestList[random]);
                break;

            case (int)E_CHARACTER_TYPE.E_COMMAND:
                character = GetCharacter(GameManager.Instance.commandList[random]);
                break;
            }
            break;

        case E_EMPLOY.E_EMPLOY_2_4TIER_MELEE:
            //티어 체크는 높은 순 대로 체크

            if (_tier == 0)
            {
                //0 = 4성,
                //1 = 3성,
                //2 = 2성
                Debug.Log("4성 소환");
                //Tribe 구분
                //Tribe 0,1,2,3,4 로 구분을 한다.
                nTribe = GetCharacterTribe(_employCharacter);
                //일반형 (4성)
                //if(nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //    random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_2);
                ////특수형 (오크)
                //else if(nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //{
                //    random = 2;
                //}

                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_2);
            }
            else if (_tier == 1)
            {
                //일반형 (3성)
                Debug.Log("3성 소환");
                //nTribe = GetCharacterTribe(_employCharacter);
                //if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //    random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_2);
                //특수형  (오크)
                // else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //    random = 1;

                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_2);
            }

            else if (_tier == 2)
            {
                Debug.Log("2성 소환");
                //nTribe = GetCharacterTribe(_employCharacter);
                //일반형 (인간)
                //if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //    random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_2);
                //특수형 (오크)
                //else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //   random = 0;

                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_2);
            }

            nTribe = (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN;

            switch (_jobIndex)
            {
            case (int)E_CHARACTER_TYPE.E_ASSASIN:
                //각 직업 리스트의 첫번째 껄 참조
                //nTribe추가 식으로 앞으로 추가
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.assasinList[random]);
                }
                else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_assasinList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_WARRIOR:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.warriorList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_warriorList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_ARCHER:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.archerList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_archerList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_WIZZARD:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.wizzardList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_wizzardList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_KNIGHT:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.knightList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_knightList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_PRIEST:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.priestList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_priestList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_COMMAND:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.commandList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_commandList[random]);
                }
                break;
            }
            break;

        case E_EMPLOY.E_EMPLOY_2_4TIER_RANGE:
            //티어 체크는 높은 순 대로 체크
            if (_tier == 0)
            {
                //0 = 4성,
                //1 = 3성,
                //2 = 2성
                Debug.Log("4성 소환");
                //Tribe 구분
                //Tribe 0,1,2,3,4 로 구분을 한다.
                // nTribe = GetCharacterTribe(_employCharacter);
                //일반형 (4성)
                //if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //    random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_2);
                //특수형 (오크)
                //else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //    random = 2;
                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_2);
            }
            else if (_tier == 1)
            {
                //일반형 (3성)
                Debug.Log("3성 소환");
                // nTribe = GetCharacterTribe(_employCharacter);
                //if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //    random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_2);
                //특수형  (오크)
                //else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //    random = 1;
                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_2);
            }

            else if (_tier == 2)
            {
                Debug.Log("2성 소환");
                //nTribe = GetCharacterTribe(_employCharacter);
                //일반형 (인간)
                //if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //    random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_2);
                //특수형 (오크)
                //else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //    random = 0;

                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_2);
            }

            nTribe = (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN;

            switch (_jobIndex)
            {
            case (int)E_CHARACTER_TYPE.E_ASSASIN:
                //각 직업 리스트의 첫번째 껄 참조
                //nTribe추가 식으로 앞으로 추가
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.assasinList[random]);
                }
                else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_assasinList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_WARRIOR:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.warriorList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_warriorList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_ARCHER:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.archerList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_archerList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_WIZZARD:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.wizzardList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_wizzardList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_KNIGHT:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.knightList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_knightList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_PRIEST:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.priestList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_priestList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_COMMAND:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.commandList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_commandList[random]);
                }
                break;
            }
            break;

        case E_EMPLOY.E_EMPLOY_2_4TIER_ASSISTANT:
            //티어 체크는 높은 순 대로 체크
            if (_tier == 0)
            {
                //0 = 4성,
                //1 = 3성,
                //2 = 2성
                Debug.Log("4성 소환");
                //Tribe 구분
                //Tribe 0,1,2,3,4 로 구분을 한다.
                //nTribe = GetCharacterTribe(_employCharacter);
                //일반형 (4성)
                //if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //   random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_2);
                //특수형 (오크)
                //else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //    random = 2;

                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_2);
            }
            else if (_tier == 1)
            {
                //일반형 (3성)
                Debug.Log("3성 소환");
                //nTribe = GetCharacterTribe(_employCharacter);
                // if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //    random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_2);
                //특수형  (오크)
                //else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //    random = 1;

                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_2);
            }

            else if (_tier == 2)
            {
                Debug.Log("2성 소환");
                //nTribe = GetCharacterTribe(_employCharacter);
                //일반형 (인간)
                //if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //    random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_2);
                //특수형 (오크)
                //else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //    random = 0;

                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_2);
            }

            nTribe = (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN;

            switch (_jobIndex)
            {
            case (int)E_CHARACTER_TYPE.E_ASSASIN:
                //각 직업 리스트의 첫번째 껄 참조
                //nTribe추가 식으로 앞으로 추가
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.assasinList[random]);
                }
                else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_assasinList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_WARRIOR:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.warriorList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_warriorList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_ARCHER:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.archerList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_archerList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_WIZZARD:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.wizzardList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_wizzardList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_KNIGHT:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.knightList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_knightList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_PRIEST:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.priestList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_priestList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_COMMAND:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.commandList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_commandList[random]);
                }
                break;
            }
            break;

        case E_EMPLOY.E_EMPLOY_2_4TIER_COMMANDER:
            //티어 체크는 높은 순 대로 체크
            if (_tier == 0)
            {
                //0 = 4성,
                //1 = 3성,
                //2 = 2성
                Debug.Log("4성 소환");
                //Tribe 구분
                //Tribe 0,1,2,3,4 로 구분을 한다.
                //nTribe = GetCharacterTribe(_employCharacter);
                //일반형 (4성)
                //if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //    random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_2);
                //특수형 (오크)
                //else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //    random = 2;

                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_4_2);
            }
            else if (_tier == 1)
            {
                //일반형 (3성)
                Debug.Log("3성 소환");
                //nTribe = GetCharacterTribe(_employCharacter);
                //if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //    random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_2);
                //특수형  (오크)
                //else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //    random = 1;

                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_3_2);
            }

            else if (_tier == 2)
            {
                Debug.Log("2성 소환");
                //nTribe = GetCharacterTribe(_employCharacter);
                //일반형 (인간)
                // if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                //    random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_2);
                //특수형 (오크)
                // else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                //    random = 0;

                random = Random.RandomRange((int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_1, (int)E_EMPLOY_HUMMAN_TIER.E_EMPLOY_HUMMAN_TIER_2_2);
            }

            nTribe = (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN;


            switch (_jobIndex)
            {
            case (int)E_CHARACTER_TYPE.E_ASSASIN:
                //각 직업 리스트의 첫번째 껄 참조
                //nTribe추가 식으로 앞으로 추가
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.assasinList[random]);
                }
                else if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_assasinList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_WARRIOR:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.warriorList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_warriorList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_ARCHER:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.archerList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_archerList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_WIZZARD:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.wizzardList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_wizzardList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_KNIGHT:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.knightList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_knightList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_PRIEST:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.priestList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_priestList[random]);
                }
                break;

            case (int)E_CHARACTER_TYPE.E_COMMAND:
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_HUMAN)
                {
                    character = GetCharacter(GameManager.Instance.commandList[random]);
                }
                if (nTribe == (int)E_EMPLOY_TRIBE.E_EMPLOY_TRIBE_ORC)
                {
                    character = GetCharacter(GameManager.Instance.enemy_orc_commandList[random]);
                }
                break;
            }
            break;

        default:
            break;
        }
        return(character);
    }