수상한 미궁 맵 추가, 맵 애셋 크기가 커서 지금은 업로드하지 않음
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@ -49,3 +49,8 @@ messageinfo 엄청 느린 버그
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미믹 던전
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미믹 던전
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- 결과 화면 (승리 보상 지급)
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- 결과 화면 (승리 보상 지급)
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수상한 미궁
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- 결과 화면 (보상 지급)
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- 랭킹 (플레이팹 v2 연결)
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- 맵 벽과 플레이 사이 더 멀게 만들자
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@ -45,7 +45,6 @@ public class MapChoiceUI_Dungeon : uScrollViewMgr
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break;
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break;
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}
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}
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}
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}
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SelectLv.RandomizeCryptoKey();
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DSUtil.InActivateGameObjects(gos, dungeonData.Get_DungeonIndex());
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DSUtil.InActivateGameObjects(gos, dungeonData.Get_DungeonIndex());
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texts[0].text = mapData.Get_Name();
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texts[0].text = mapData.Get_Name();
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@ -57,6 +56,7 @@ public class MapChoiceUI_Dungeon : uScrollViewMgr
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m_ArrowUI.Set(totalcount => { Select_Lv(totalcount); }, SelectLv, true, 1);
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m_ArrowUI.Set(totalcount => { Select_Lv(totalcount); }, SelectLv, true, 1);
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break;
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break;
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case eDungeon.d2_Maze:
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case eDungeon.d2_Maze:
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SelectLv = 1;
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texts_maze[0].text = texts_maze[1].text = "";
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texts_maze[0].text = texts_maze[1].text = "";
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ServerInfo.Ins.Get_MyRank("Rank_Maze", my =>
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ServerInfo.Ins.Get_MyRank("Rank_Maze", my =>
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{
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{
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@ -77,6 +77,8 @@ public class MapChoiceUI_Dungeon : uScrollViewMgr
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case eDungeon.d4_Wave:
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case eDungeon.d4_Wave:
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break;
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break;
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}
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}
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SelectLv.RandomizeCryptoKey();
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}
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}
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public void Select_Lv(int lv)
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public void Select_Lv(int lv)
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{
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{
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@ -242,14 +242,14 @@ public class RealCamera : MyCoroutine
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(wallHit.collider.GetComponent<BoxCollider>() != null || wallHit.collider.GetComponent<MeshCollider>() != null || wallHit.collider.GetComponent<TerrainCollider>() != null))
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(wallHit.collider.GetComponent<BoxCollider>() != null || wallHit.collider.GetComponent<MeshCollider>() != null || wallHit.collider.GetComponent<TerrainCollider>() != null))
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{
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{
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//the smooth is increased so you detect geometry collisions faster.
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//the smooth is increased so you detect geometry collisions faster.
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//smooth = 10f;
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smooth = 10f;
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//the x and z coordinates are pushed away from the wall by hit.normal.
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//the x and z coordinates are pushed away from the wall by hit.normal.
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//the y coordinate stays the same.
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//the y coordinate stays the same.
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camPosition = new Vector3(wallHit.point.x + wallHit.normal.x * 0.5f, camPosition.y, wallHit.point.z + wallHit.normal.z * 0.5f);
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camPosition = new Vector3(wallHit.point.x + wallHit.normal.x * 0.5f, camPosition.y, wallHit.point.z + wallHit.normal.z * 0.5f);
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}
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}
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}
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}
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//else
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else
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// smooth = 4f;
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smooth = 4f;
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#endregion
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#endregion
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}
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}
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}
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}
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