로비 애니메이션 추가
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@ -39,8 +39,5 @@ classconfig 에 의해 정해짐
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인게임 - 터레인 제외, 메시 베이커로 통째로 묶기 or 퍼펙트 컬링
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//로비 - 퍼펙트 컬링
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로비 애니메이션 대충 구현
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전직 후 애니메이션 변경
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어드레서블 다운로드 % 정상적으로 나오게 수정
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다른 직업 스킬 구현
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@ -43,7 +43,8 @@ AnimatorState:
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m_MirrorParameterActive: 0
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m_CycleOffsetParameterActive: 0
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m_TimeParameterActive: 0
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m_Motion: {fileID: -1115183702260151492, guid: 121f4a50c0d4d9a459c763efe51f4f11, type: 3}
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m_Motion: {fileID: -1115183702260151492, guid: 121f4a50c0d4d9a459c763efe51f4f11,
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type: 3}
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m_Tag:
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m_SpeedParameter:
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m_MirrorParameter:
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@ -157,7 +158,7 @@ AnimatorController:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: pcanim_bluntshield
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m_Name: pcanim_archer
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serializedVersion: 5
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m_AnimatorParameters:
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- m_Name: emo1
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@ -2099,7 +2100,8 @@ AnimatorState:
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m_MirrorParameterActive: 0
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m_CycleOffsetParameterActive: 0
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m_TimeParameterActive: 0
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m_Motion: {fileID: -1115183702260151492, guid: 121f4a50c0d4d9a459c763efe51f4f11, type: 3}
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m_Motion: {fileID: -1115183702260151492, guid: 121f4a50c0d4d9a459c763efe51f4f11,
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type: 3}
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m_Tag:
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m_SpeedParameter:
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m_MirrorParameter:
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@ -2125,7 +2127,8 @@ AnimatorState:
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m_MirrorParameterActive: 0
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m_CycleOffsetParameterActive: 0
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m_TimeParameterActive: 0
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m_Motion: {fileID: 1827226128182048838, guid: 5123181b6d8234f40a5538aeec3597dd, type: 3}
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m_Motion: {fileID: 1827226128182048838, guid: 5123181b6d8234f40a5538aeec3597dd,
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type: 3}
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m_Tag:
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m_SpeedParameter:
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m_MirrorParameter:
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 06fa895f777df864abd092f4e8c3faeb
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 9100000
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -58408,8 +58408,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 410, y: 0}
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m_SizeDelta: {x: -820, y: 0}
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m_AnchoredPosition: {x: 615.00006, y: 0}
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m_SizeDelta: {x: -1230, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &4935388766595018381
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MonoBehaviour:
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@ -126081,7 +126081,7 @@ PrefabInstance:
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- target: {fileID: 8170153791668043268, guid: 0d230cc8be529a542a08cb878ab14b18,
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type: 3}
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propertyPath: m_SizeDelta.x
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value: -460
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value: -690
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objectReference: {fileID: 0}
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- target: {fileID: 8170153791668043268, guid: 0d230cc8be529a542a08cb878ab14b18,
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type: 3}
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@ -1,4 +1,5 @@
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using System.Collections;
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using System.Security.Cryptography;
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using CodeStage.AntiCheat.ObscuredTypes;
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using UnityEngine;
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using UnityEngine.AI;
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@ -108,20 +109,11 @@ public class PCActor : MyActor
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dic_MagicData.Add(i, new UseMagicInfo { m_uiIndex = i, m_SkillTableData = skillData, });
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}
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}
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m_ClassData = table_classconfig.Ins.Get_Data_orNull(_id);
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AddrResourceMgr.Ins.LoadObject<RuntimeAnimatorController>(m_ClassData.s_AnimationController, handle =>
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{
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m_animation.runtimeAnimatorController = handle.Result;
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});
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if (InGameInfo.Ins.IsGameMode(eGameMode.Lobby))
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transform.localScale = Vector3.one;
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else
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transform.localScale = m_ClassData.f_Scale * Vector3.one;
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m_NavStopDistance = m_ClassData.f_AttackRange;
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base.Set(isEnemy, owner, sdata, _id, _isstop, _ui);
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Change_Weapon(_ui);
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Set_Obj();
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isSurviveTime = false;
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if (!_ui)
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@ -258,7 +250,29 @@ public class PCActor : MyActor
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{
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}
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public void Change_Weapon(bool _ui)
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public void Set_Obj()
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{
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string animControllerPath;
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if (InGameInfo.Ins.IsGameMode(eGameMode.Lobby))
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{
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transform.localScale = Vector3.one;
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animControllerPath = "Assets/Res_Addr/Animations/pcanim_lobby.controller";
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}
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else
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{
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transform.localScale = m_ClassData.f_Scale * Vector3.one;
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animControllerPath = m_ClassData.s_AnimationController;
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}
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AddrResourceMgr.Ins.LoadObject<RuntimeAnimatorController>(animControllerPath, handle =>
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{
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m_animation.runtimeAnimatorController = handle.Result;
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});
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if (!InGameInfo.Ins.IsGameMode(eGameMode.Lobby))
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Change_Weapon();
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}
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public void Change_Weapon()
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{
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for (int i = 0; i < tfs_weapon.Length; i++)
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{
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@ -269,29 +283,21 @@ public class PCActor : MyActor
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}
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}
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if (!_ui)
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{
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var wData = table_equipitemlist.Ins.Get_Data_orNull(m_ServerData.Get_EqiupmentEquip(eItem.WeaponCostume) > 0 ?
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m_ServerData.Get_EqiupmentEquip(eItem.WeaponCostume) : m_ServerData.Get_EqiupmentEquip(eItem.Weapon));
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m_AttackType = DSUtil.CheckNull(wData) ? eAttackType.Physics : wData.e_EquipAttribute;
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var wData = table_equipitemlist.Ins.Get_Data_orNull(m_ServerData.Get_EqiupmentEquip(eItem.WeaponCostume) > 0 ?
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m_ServerData.Get_EqiupmentEquip(eItem.WeaponCostume) : m_ServerData.Get_EqiupmentEquip(eItem.Weapon));
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m_AttackType = DSUtil.CheckNull(wData) ? eAttackType.Physics : wData.e_EquipAttribute;
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for (int i = 0; i < 2; i++)
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{
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var prefab = i == 0 ? m_ClassData.s_WeaponLHPrefab : m_ClassData.s_WeaponRHPrefab;
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if (!string.IsNullOrEmpty(prefab))
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{
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var fullpath = $"Assets/Res_Addr/Weapon/{prefab}.prefab";
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if (!prefab.Equals("Mace"))
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Make_Weapon(fullpath, tfs_weapon[0], 1, Vector3.zero, Vector3.one);
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else
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Make_Weapon(fullpath, tfs_weapon[1], 0, new Vector3(0.168f, -0.031f, -0.126f), Vector3.one);
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}
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}
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}
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else
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for (int i = 0; i < 2; i++)
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{
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var id = m_ServerData.Get_EqiupmentEquip(eItem.WeaponCostume) > 0 ? m_ServerData.Get_EqiupmentEquip(eItem.WeaponCostume) : m_ServerData.Get_EqiupmentEquip(eItem.Weapon);
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Make_Weapon(table_equipitemlist.Ins.Get_Data_orNull(id).s_ItemPrefab_RH, tfs_weapon[1], 0, Vector3.zero, Vector3.one, true);
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var prefab = i == 0 ? m_ClassData.s_WeaponLHPrefab : m_ClassData.s_WeaponRHPrefab;
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if (!string.IsNullOrEmpty(prefab))
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{
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var fullpath = $"Assets/Res_Addr/Weapon/{prefab}.prefab";
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if (!prefab.Equals("Mace"))
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Make_Weapon(fullpath, tfs_weapon[0], 1, Vector3.zero, Vector3.one);
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else
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Make_Weapon(fullpath, tfs_weapon[1], 0, new Vector3(0.168f, -0.031f, -0.126f), Vector3.one);
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}
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}
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}
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@ -80,7 +80,7 @@ public class EquipmentPopup_Obtain : EquipmentPopupBase
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NewGameUI.Ins.m_EquipmentUI.m_equipItems.Set();
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NewGameUI.Ins.m_EquipmentUI.m_EquipmentUI_Items.Set_UI();
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if (m_Data.e_EquipParts == eItem.Weapon)
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MyValue.MyPC.Change_Weapon(false);
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MyValue.MyPC.Change_Weapon();
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MyValue.Get_ActorStatInfoorNull(eRole.PC);
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}
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}
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@ -43,7 +43,10 @@ public class PCInfoUI_Center : UI3DModel
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RawImage_costume.texture = handle.Result;
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});
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Set_3DModel($"Assets/Res_Addr/PC/{costumeData.s_Prefab}.prefab");
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Set_3DModel($"Assets/Res_Addr/PC/{costumeData.s_Prefab}.prefab", tr =>
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{
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tr.GetComponent<PCActor>().Set_Obj();
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});
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}
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gos[0].SetActive(CanEquip());
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