로딩 꺼지는 타이밍 좀 더 정교하게
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@ -136391,12 +136391,12 @@ PrefabInstance:
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type: 3}
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@ -420,11 +420,11 @@ public class MobActor : Actor
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if (IsSubRole(eSubRol.Boss))
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{
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Time.timeScale = 0.3f;
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Set_Coroutine(() =>
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{
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Time.timeScale = MyValue.Get_GameSpeed();
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}, 0.4f);
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//Time.timeScale = 0.3f;
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//Set_Coroutine(() =>
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//{
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// Time.timeScale = MyValue.Get_GameSpeed();
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//}, 0.4f);
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sdata.Add_MissionCount(MyValue.arr_Mission[0], 3);
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sdata.Add_MissionCount(MyValue.arr_Mission[1], 2);
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}
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@ -25,6 +25,6 @@ public class MobControlMgrList : MonoBehaviourSingletonTemplate<MobControlMgrLis
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yield return null; // 다음 프레임까지 대기
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}
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LoadingUI.Ins.End_Loading();
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LoadingUI.Ins.End_Loading(0);
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}
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}
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@ -1,4 +1,5 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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@ -15,6 +16,7 @@ public class LoadingUI : MyCoroutine
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public RawImage loadingimg;
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AsyncOperationHandle<Texture> currentHandle;
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List<bool> list_loadingComplete = new List<bool> { false, false };
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public int MaxImage = 1;
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int m_index = 1;
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@ -40,6 +42,9 @@ public class LoadingUI : MyCoroutine
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loadingimg.enabled = true;
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loadingimg.texture = handle.Result;
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});
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for (int i = 0; i < list_loadingComplete.Count; i++)
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list_loadingComplete[i] = false;
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}
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public void Set_LoadingSlider(float proc)
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{
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@ -47,8 +52,16 @@ public class LoadingUI : MyCoroutine
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texts[1].text = $"{proc * 100f:N0}%";
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}
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public void End_Loading()
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public void End_Loading(int index)
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{
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go.SetActive(false);
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list_loadingComplete[index] = true;
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bool endloading = true;
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for (int i = 0; i < list_loadingComplete.Count; i++)
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{
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endloading = list_loadingComplete[i];
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if (!endloading) break;
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}
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if (endloading) go.SetActive(false);
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}
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}
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@ -68,6 +68,7 @@ public class NewGameUI : MonoBehaviourSingletonTemplate<NewGameUI>
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}
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m_BattleUI.Set(eUICardType.Use, ServerInfo.Ins.m_ServerData.Equip.Preset);
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LoadingUI.Ins.End_Loading(1);
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}
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public void Refresh_DungeonUI(int addmob = 0)
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{
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