void refresh(bool isInit = false) { int resultReinforceLevel = 0; float resultPer = 0; _currentReinforcePrice = 0; originalData.reinforceCalc(out resultReinforceLevel, out resultPer, out _currentReinforcePrice, originalData, sourceList); targetDisplayData.price = _currentReinforcePrice; targetDisplayData.level = resultReinforceLevel; // nowDisplayData.price = _currentReinforcePrice; if (targetDisplayData.level >= GameIDData.MAX_LEVEL) { _enoughSelection = true; targetDisplayData.progressBarValue = 1.0f; targetDisplayData.progressLabelValue = 100; } else { _enoughSelection = false; targetDisplayData.progressLabelValue = Mathf.FloorToInt(resultPer * 100.0f); targetDisplayData.progressBarValue = resultPer; } ++_workIndex; // 강화 창 열었을때 기본 세팅. if (isInit) { originalDisplayData.progressBarValue = originalData.getReinforceProgressPercent(); originalDisplayData.progressLabelValue = Mathf.FloorToInt(originalDisplayData.progressBarValue * 100.0f); originalDisplayData.level = originalData.level; nowDisplayData = targetDisplayData; startDisplayData = targetDisplayData; startDisplayData.tweenExpValue = startDisplayData.progressBarValue + startDisplayData.level; setAllData(true); } else { startDisplayData = nowDisplayData; startDisplayData.tweenExpValue = startDisplayData.progressBarValue + startDisplayData.level; StartCoroutine(valueUpdater(_workIndex)); // setAllData(false); } btnReinforce.isEnabled = (sourceList.Count > 0); }