블리자드 데미지가 계속 증가하는 버그 수정 및 시간과 이펙트가 맞지 않는 것 수정, 화염 구슬 맞지 않는 버그 수정, 불필요 리소스 제거

This commit is contained in:
Ino 2024-12-25 15:30:52 +09:00
parent f450a08ab4
commit 38121b627a
43 changed files with 9 additions and 1376 deletions

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<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.google.unity.ads" android:versionName="1.0" android:versionCode="1">
<application>
<uses-library android:required="false" android:name="org.apache.http.legacy" />
<meta-data android:name="com.google.android.gms.ads.APPLICATION_ID" android:value="ca-app-pub-1124323716421754~7369482928" />
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// Copyright 2016 Google Inc. All Rights Reserved.
#import <GoogleMobileAds/GoogleMobileAds.h>
@protocol GADUAdNetworkExtras <NSObject>
- (id<GADAdNetworkExtras>)adNetworkExtrasWithDictionary:
(NSDictionary<NSString *, NSString *> *)extras;
@end

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// Copyright 2018 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#import <UnityAds/UnityAds.h>
void GADUMSetGDPRConsentMetaData(BOOL consent) {
UADSMetaData *unityAdsMetaData = [[UADSMetaData alloc] init];
[unityAdsMetaData set:@"gdpr.consent" value:@(consent)];
[unityAdsMetaData commit];
}

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/**
* Copyright 2017 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#import <GoogleSignIn/GIDSignIn.h>
@interface GoogleSignInHandler
: NSObject <GIDSignInDelegate>
@end

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/**
* Copyright 2017 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#import "GoogleSignIn.h"
#import <GoogleSignIn/GIDAuthentication.h>
#import <GoogleSignIn/GIDGoogleUser.h>
#import <GoogleSignIn/GIDProfileData.h>
#import <GoogleSignIn/GIDSignIn.h>
#import <memory>
// These values are in the Unity plugin code. The iOS specific
// codes are mapped to these.
static const int kStatusCodeSuccessCached = -1;
static const int kStatusCodeSuccess = 0;
static const int kStatusCodeApiNotConnected = 1;
static const int kStatusCodeCanceled = 2;
static const int kStatusCodeInterrupted = 3;
static const int kStatusCodeInvalidAccount = 4;
static const int kStatusCodeTimeout = 5;
static const int kStatusCodeDeveloperError = 6;
static const int kStatusCodeInternalError = 7;
static const int kStatusCodeNetworkError = 8;
static const int kStatusCodeError = 9;
/**
* Helper method to pause the Unity player. This is done when showing any UI.
*/
void UnpauseUnityPlayer() {
dispatch_async(dispatch_get_main_queue(), ^{
if (UnityIsPaused() > 0) {
UnityPause(0);
}
});
}
// result for pending operation. Access to this should be protected using the
// resultLock.
struct SignInResult {
int result_code;
bool finished;
};
std::unique_ptr<SignInResult> currentResult_;
NSRecursiveLock *resultLock = [NSRecursiveLock alloc];
@implementation GoogleSignInHandler
/**
* Overload the presenting of the UI so we can pause the Unity player.
*/
- (void)signIn:(GIDSignIn *)signIn
presentViewController:(UIViewController *)viewController {
UnityPause(true);
[UnityGetGLViewController() presentViewController:viewController
animated:YES
completion:nil];
}
/**
* Overload the dismissing so we can resume the Unity player.
*/
- (void)signIn:(GIDSignIn *)signIn
dismissViewController:(UIViewController *)viewController {
UnityPause(false);
[UnityGetGLViewController() dismissViewControllerAnimated:YES completion:nil];
}
/**
* The sign-in flow has finished and was successful if |error| is |nil|.
* Map the errors from the iOS SDK back to the Android values for consistency's
* sake in the Unity layer.
*/
- (void)signIn:(GIDSignIn *)signIn
didSignInForUser:(GIDGoogleUser *)user
withError:(NSError *)_error {
if (_error == nil) {
if (currentResult_) {
currentResult_->result_code = kStatusCodeSuccess;
currentResult_->finished = true;
} else {
NSLog(@"No currentResult to set status on!");
}
NSLog(@"didSignInForUser: SUCCESS");
} else {
NSLog(@"didSignInForUser: %@", _error.localizedDescription);
if (currentResult_) {
switch (_error.code) {
case kGIDSignInErrorCodeUnknown:
currentResult_->result_code = kStatusCodeError;
break;
case kGIDSignInErrorCodeKeychain:
currentResult_->result_code = kStatusCodeInternalError;
break;
case kGIDSignInErrorCodeHasNoAuthInKeychain:
currentResult_->result_code = kStatusCodeError;
break;
case kGIDSignInErrorCodeCanceled:
currentResult_->result_code = kStatusCodeCanceled;
break;
default:
NSLog(@"Unmapped error code: %ld, returning Error",
static_cast<long>(_error.code));
currentResult_->result_code = kStatusCodeError;
}
currentResult_->finished = true;
UnpauseUnityPlayer();
} else {
NSLog(@"No currentResult to set status on!");
}
}
}
// Finished disconnecting |user| from the app successfully if |error| is |nil|.
- (void)signIn:(GIDSignIn *)signIn
didDisconnectWithUser:(GIDGoogleUser *)user
withError:(NSError *)_error {
if (_error == nil) {
NSLog(@"didDisconnectWithUser: SUCCESS");
} else {
NSLog(@"didDisconnectWithUser: %@", _error);
}
}
@end
/**
* These are the external "C" methods that are imported by the Unity C# code.
* The parameters are intended to be primative, easy to marshall.
*/
extern "C" {
/**
* This method does nothing in the iOS implementation. It is here
* to make the API uniform between Android and iOS.
*/
void *GoogleSignIn_Create(void *data) { return NULL; }
void GoogleSignIn_EnableDebugLogging(void *unused, bool flag) {
if (flag) {
NSLog(@"GoogleSignIn: No optional logging available on iOS");
}
}
/**
* Configures the GIDSignIn instance. The first parameter is unused in iOS.
* It is here to make the API between Android and iOS uniform.
*/
bool GoogleSignIn_Configure(void *unused, bool useGameSignIn,
const char *webClientId, bool requestAuthCode,
bool forceTokenRefresh, bool requestEmail,
bool requestIdToken, bool hidePopups,
const char **additionalScopes, int scopeCount,
const char *accountName) {
if (webClientId) {
[GIDSignIn sharedInstance].serverClientID =
[NSString stringWithUTF8String:webClientId];
}
[GIDSignIn sharedInstance].shouldFetchBasicProfile = true;
int scopeSize = scopeCount;
if (scopeSize) {
NSMutableArray *tmpary =
[[NSMutableArray alloc] initWithCapacity:scopeSize];
for (int i = 0; i < scopeCount; i++) {
[tmpary addObject:[NSString stringWithUTF8String:additionalScopes[i]]];
}
[GIDSignIn sharedInstance].scopes = tmpary;
}
if (accountName) {
[GIDSignIn sharedInstance].loginHint =
[NSString stringWithUTF8String:accountName];
}
[GIDSignIn sharedInstance].presentingViewController = UnityGetGLViewController();
return !useGameSignIn;
}
/**
Starts the sign-in process. Returns and error result if error, null otherwise.
*/
static SignInResult *startSignIn() {
bool busy = false;
[resultLock lock];
if (!currentResult_ || currentResult_->finished) {
currentResult_.reset(new SignInResult());
currentResult_->result_code = 0;
currentResult_->finished = false;
} else {
busy = true;
}
[resultLock unlock];
if (busy) {
NSLog(@"ERROR: There is already a pending sign-in operation.");
// Returned to the caller, should be deleted by calling
// GoogleSignIn_DisposeFuture().
return new SignInResult{.result_code = kStatusCodeDeveloperError,
.finished = true};
}
return nullptr;
}
/**
* Sign-In. The return value is a pointer to the currentResult object.
*/
void *GoogleSignIn_SignIn() {
SignInResult *result = startSignIn();
if (!result) {
[[GIDSignIn sharedInstance] signIn];
result = currentResult_.get();
}
return result;
}
/**
* Attempt a silent sign-in. Return value is the pointer to the currentResult
* object.
*/
void *GoogleSignIn_SignInSilently() {
SignInResult *result = startSignIn();
if (!result) {
[[GIDSignIn sharedInstance] restorePreviousSignIn];
result = currentResult_.get();
}
return result;
}
void GoogleSignIn_Signout() {
GIDSignIn *signIn = [GIDSignIn sharedInstance];
[signIn signOut];
}
void GoogleSignIn_Disconnect() {
GIDSignIn *signIn = [GIDSignIn sharedInstance];
[signIn disconnect];
}
bool GoogleSignIn_Pending(SignInResult *result) {
volatile bool ret;
[resultLock lock];
ret = !result->finished;
[resultLock unlock];
return ret;
}
GIDGoogleUser *GoogleSignIn_Result(SignInResult *result) {
if (result && result->finished) {
GIDGoogleUser *guser = [GIDSignIn sharedInstance].currentUser;
return guser;
}
return nullptr;
}
int GoogleSignIn_Status(SignInResult *result) {
if (result) {
return result->result_code;
}
return kStatusCodeDeveloperError;
}
void GoogleSignIn_DisposeFuture(SignInResult *result) {
if (result == currentResult_.get()) {
currentResult_.reset(nullptr);
} else {
delete result;
}
}
/**
* Private helper function to copy NSString to char*. If the destination is
* non-null, the contents of src are copied up to len bytes (using strncpy). The
* then len is returned. Otherwise returns length of the string to copy + 1.
*/
static size_t CopyNSString(NSString *src, char *dest, size_t len) {
if (dest && src && len) {
const char *string = [src UTF8String];
strncpy(dest, string, len);
return len;
}
return src ? src.length + 1 : 0;
}
size_t GoogleSignIn_GetServerAuthCode(GIDGoogleUser *guser, char *buf,
size_t len) {
NSString *val = [guser serverAuthCode];
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetDisplayName(GIDGoogleUser *guser, char *buf,
size_t len) {
NSString *val = [guser.profile name];
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetEmail(GIDGoogleUser *guser, char *buf, size_t len) {
NSString *val = [guser.profile email];
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetFamilyName(GIDGoogleUser *guser, char *buf, size_t len) {
NSString *val = [guser.profile familyName];
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetGivenName(GIDGoogleUser *guser, char *buf, size_t len) {
NSString *val = [guser.profile givenName];
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetIdToken(GIDGoogleUser *guser, char *buf, size_t len) {
NSString *val = [guser.authentication idToken];
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetImageUrl(GIDGoogleUser *guser, char *buf, size_t len) {
NSURL *url = [guser.profile imageURLWithDimension:128];
NSString *val = url ? [url absoluteString] : nullptr;
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetUserId(GIDGoogleUser *guser, char *buf, size_t len) {
NSString *val = [guser userID];
return CopyNSString(val, buf, len);
}
} // extern "C"

View File

@ -1,35 +0,0 @@
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@ -1,37 +0,0 @@
/**
* Copyright 2017 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#import "GoogleSignIn.h"
#import <UnityAppController.h>
// Controller to handle Google SignIn. The AppController methods are swizzled
// into the UnityAppController in order to avoid breaking other code that needs
// to handle these messages also.
@interface UnityAppController (GoogleSignInAppController)
// These are the implementations for GSI. The signatures match the
// AppController methods.
- (BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary *)launchOptions;
- (BOOL)application:(UIApplication *)application
openURL:(NSURL *)url
options:(NSDictionary<NSString *, id> *)options;
- (BOOL)application:(UIApplication *)application
openURL:(NSURL *)url
sourceApplication:(NSString *)sourceApplication
annotation:(id)annotation;
@end

View File

@ -1,26 +0,0 @@
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@ -1,116 +0,0 @@
/**
* Copyright 2017 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#import "GoogleSignInAppController.h"
#import <objc/runtime.h>
// Handles Google SignIn UI and events.
GoogleSignInHandler *gsiHandler;
/*
* Create a category to customize the application. When this is loaded the
* method for the existing application and GoogleSignIn are swizzled into the
* other's class selector. Then we call our "own" msthod which is actually the
* original application's implementation. See more info at:
* https://developer.apple.com/library/content/documentation/Cocoa/Conceptual/ProgrammingWithObjectiveC/CustomizingExistingClasses/CustomizingExistingClasses.html
*/
@implementation UnityAppController (GoogleSignInController)
/*
Called when the category is loaded. This is where the methods are swizzled
out.
*/
+ (void)load {
Method original;
Method swizzled;
original = class_getInstanceMethod(
self, @selector(application:didFinishLaunchingWithOptions:));
swizzled = class_getInstanceMethod(
self,
@selector(GoogleSignInAppController:didFinishLaunchingWithOptions:));
method_exchangeImplementations(original, swizzled);
original = class_getInstanceMethod(
self, @selector(application:openURL:sourceApplication:annotation:));
swizzled = class_getInstanceMethod(
self, @selector
(GoogleSignInAppController:openURL:sourceApplication:annotation:));
method_exchangeImplementations(original, swizzled);
original =
class_getInstanceMethod(self, @selector(application:openURL:options:));
swizzled = class_getInstanceMethod(
self, @selector(GoogleSignInAppController:openURL:options:));
method_exchangeImplementations(original, swizzled);
}
- (BOOL)GoogleSignInAppController:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// IMPORTANT: IF you are not supplying a GoogleService-Info.plist in your
// project that contains the client id, you need to set the client id here.
NSString *path = [[NSBundle mainBundle] pathForResource:@"GoogleService-Info"
ofType:@"plist"];
NSDictionary *dict = [NSDictionary dictionaryWithContentsOfFile:path];
NSString *clientId = [dict objectForKey:@"CLIENT_ID"];
gsiHandler = [GoogleSignInHandler alloc];
// Setup the Sign-In instance.
GIDSignIn *signIn = [GIDSignIn sharedInstance];
signIn.clientID = clientId;
signIn.delegate = gsiHandler;
// looks like it's just calling itself, but the implementations were swapped
// so we're actually calling the original once we're done
return [self GoogleSignInAppController:application
didFinishLaunchingWithOptions:launchOptions];
}
/**
* Handle the auth URL
*/
- (BOOL)GoogleSignInAppController:(UIApplication *)application
openURL:(NSURL *)url
sourceApplication:(NSString *)sourceApplication
annotation:(id)annotation {
BOOL handled = [self GoogleSignInAppController:application
openURL:url
sourceApplication:sourceApplication
annotation:annotation];
return [[GIDSignIn sharedInstance] handleURL:url] ||
handled;
}
/**
* Handle the auth URL.
*/
- (BOOL)GoogleSignInAppController:(UIApplication *)app
openURL:(NSURL *)url
options:(NSDictionary *)options {
BOOL handled =
[self GoogleSignInAppController:app openURL:url options:options];
return [[GIDSignIn sharedInstance] handleURL:url] ||
handled;
}
@end

View File

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View File

@ -70,7 +70,7 @@ BoxCollider:
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Size: {x: 0.5904268, y: 0.6150998, z: 0.5558845}
m_Size: {x: 0.7, y: 1, z: 0.7}
m_Center: {x: 0.017271176, y: 0.029607713, z: -0.009869218}
--- !u!1001 &1055510018664997146
PrefabInstance:

View File

@ -47,9 +47,9 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Pierce: 0
str_HitEffect:
lifeTime: 5
lifeTime: 2.5
effectArea: 3
dmgDelay: 0.5
dmgDelay: 0.25
--- !u!1001 &5775025589486851871
PrefabInstance:
m_ObjectHideFlags: 0

View File

@ -116,7 +116,7 @@ public class ProjectileBase : MonoBehaviour
_data.AddDmgPercent = _data.CC_AddTime = _data.CC_AddDmg = _data.CC_AddVal1 = _data.CC_AddVal2 = 0f;
m_ProjectTileData = _data;
m_ProjectTileData.m_ProjectileBase = this;
m_DamageInfo = m_ProjectTileData.IsSkill() ? Get_SkillDamage() : m_ProjectTileData.shooter.Get_DamageInfo(m_ProjectTileData);
m_DamageInfo = Get_NewDamageInfo();
if (m_ProjectTileData.IsSkill())
{
@ -230,6 +230,10 @@ public class ProjectileBase : MonoBehaviour
dinfo.act_AfterFreezing = act_afterFreezing;
return dinfo;
}
protected DamageInfo Get_NewDamageInfo()
{
return m_ProjectTileData.IsSkill() ? Get_SkillDamage() : m_ProjectTileData.shooter.Get_DamageInfo(m_ProjectTileData);
}
protected DamageInfo Get_DamageInfo(bool extradmg = false, bool calcri = true)
{
m_DamageInfo.bExtraDmg = extradmg;

View File

@ -41,7 +41,7 @@ public class Skill_Blizzard : ProjectileBase
if (DSUtil.CheckNull(enemies[i])) continue;
if (i >= enemies.Count) break;
enemies[i].Get_Damage(Get_DamageInfo());
enemies[i].Get_Damage(Get_NewDamageInfo());
if (step3)
{
var ccData = enemies[i].Get_CCData(eCC.MOVSPD_Down);