로딩 추가했습니다.
카메라가 캐릭터 따라가는 부분 제거했습니다. 농장에서 ui가 나오지 않는 버그 수정했습니다.
This commit is contained in:
parent
dbc0fcfa6c
commit
518363365c
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|
||||||
go_Camera: {fileID: 0}
|
|
||||||
images:
|
images:
|
||||||
- {fileID: 7547153118397443468}
|
- {fileID: 7547153118397443468}
|
||||||
texts:
|
texts:
|
||||||
|
|
|
||||||
|
|
@ -10,6 +10,7 @@ public class SaveNPCToolTip : MonoBehaviour
|
||||||
{
|
{
|
||||||
var follow = GetComponent<UIFollowTarget_Ino>();
|
var follow = GetComponent<UIFollowTarget_Ino>();
|
||||||
follow.target = _target;
|
follow.target = _target;
|
||||||
|
follow.isTarget = follow.target;
|
||||||
follow.offSet = Vector3.up * 70f;
|
follow.offSet = Vector3.up * 70f;
|
||||||
follow.runUpdate = true;
|
follow.runUpdate = true;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -11,11 +11,9 @@ public class SceneInfo : MonoBehaviour
|
||||||
{
|
{
|
||||||
if (CurStageData == null)
|
if (CurStageData == null)
|
||||||
{ // 최초 로드
|
{ // 최초 로드
|
||||||
LoadingUI.Ins.Set(true, () =>
|
LoadingUI.Ins.Start_Loading();
|
||||||
{
|
CurStageData = _stagedata;
|
||||||
CurStageData = _stagedata;
|
StartCoroutine(Co_Control_AddScene(_stagedata, true, addloadend));
|
||||||
StartCoroutine(Co_Control_AddScene(_stagedata, true, addloadend));
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
else if (CurStageData.s_Scene.Equals(_stagedata.s_Scene))
|
else if (CurStageData.s_Scene.Equals(_stagedata.s_Scene))
|
||||||
{ // 같은 맵
|
{ // 같은 맵
|
||||||
|
|
@ -23,12 +21,10 @@ public class SceneInfo : MonoBehaviour
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{ // 다른 씬
|
{ // 다른 씬
|
||||||
LoadingUI.Ins.Set(true, () =>
|
LoadingUI.Ins.Start_Loading();
|
||||||
{
|
StartCoroutine(Co_Control_AddScene(_stagedata, false, addloadend));
|
||||||
StartCoroutine(Co_Control_AddScene(_stagedata, false, addloadend));
|
CurStageData = _stagedata;
|
||||||
CurStageData = _stagedata;
|
StartCoroutine(Co_Control_AddScene(_stagedata, true, addloadend));
|
||||||
StartCoroutine(Co_Control_AddScene(_stagedata, true, addloadend));
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -60,7 +56,10 @@ public class SceneInfo : MonoBehaviour
|
||||||
// }
|
// }
|
||||||
//}
|
//}
|
||||||
}
|
}
|
||||||
LoadingUI.Ins.Set(false);
|
|
||||||
|
yield return new WaitForSeconds(1f);
|
||||||
|
|
||||||
|
LoadingUI.Ins.End_Loading();
|
||||||
SoundInfo.Ins.Play_BGM(DSUtil.StringToEnum<eBGM>(CurStageData.s_BGM));
|
SoundInfo.Ins.Play_BGM(DSUtil.StringToEnum<eBGM>(CurStageData.s_BGM));
|
||||||
addloadend?.Invoke();
|
addloadend?.Invoke();
|
||||||
Debug.Log(DSUtil.StopStopWatch(false));
|
Debug.Log(DSUtil.StopStopWatch(false));
|
||||||
|
|
|
||||||
|
|
@ -1,40 +1,35 @@
|
||||||
using System;
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
public class LoadingUI : MyCoroutine
|
public class LoadingUI : MyCoroutine
|
||||||
{
|
{
|
||||||
public static LoadingUI Ins;
|
public static LoadingUI Ins;
|
||||||
public GameObject go;
|
public GameObject go;
|
||||||
public Image sprite_bg;
|
public TextMeshProUGUI m_text;
|
||||||
|
private string baseText = "Loading";
|
||||||
|
private int dotCount = 0;
|
||||||
|
|
||||||
void Awake()
|
void Awake() { Ins = this; }
|
||||||
|
|
||||||
|
public void Start_Loading()
|
||||||
{
|
{
|
||||||
Ins = this;
|
go.SetActive(true);
|
||||||
|
StartCoroutine(AnimateLoadingText());
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Set(bool _active, Action _act = null)
|
public void End_Loading()
|
||||||
{
|
{
|
||||||
if (_active)
|
|
||||||
{
|
|
||||||
sprite_bg.canvasRenderer.SetAlpha(1f);
|
|
||||||
go.SetActive(_active);
|
|
||||||
Set_Coroutine(_act, 0.5f);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
StartCoroutine(Co_Alpha());
|
|
||||||
}
|
|
||||||
|
|
||||||
IEnumerator Co_Alpha()
|
|
||||||
{
|
|
||||||
while (sprite_bg.canvasRenderer.GetAlpha() > 0f)
|
|
||||||
{
|
|
||||||
var alpha = sprite_bg.canvasRenderer.GetAlpha();
|
|
||||||
sprite_bg.canvasRenderer.SetAlpha(alpha - Time.deltaTime * 0.5f);
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
go.SetActive(false);
|
go.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
IEnumerator AnimateLoadingText()
|
||||||
|
{
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
m_text.text = baseText + new string('.', dotCount);
|
||||||
|
dotCount = (dotCount + 1) % 4; // 0 → 1 → 2 → 3 → 0 순환
|
||||||
|
yield return new WaitForSeconds(0.5f); // 0.5초 간격으로 변경
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -297,7 +297,7 @@ public class GameUI : MonoBehaviourSingletonTemplate<GameUI>
|
||||||
DSUtil.InActivateGameObjects(gos_myfarm);
|
DSUtil.InActivateGameObjects(gos_myfarm);
|
||||||
DSUtil.ActivateGameObjects(gos_lobby);
|
DSUtil.ActivateGameObjects(gos_lobby);
|
||||||
//if (MessageInfo.Ins) MessageInfo.Ins.go_Small.transform.localPosition = new Vector3(436f, 139f);
|
//if (MessageInfo.Ins) MessageInfo.Ins.go_Small.transform.localPosition = new Vector3(436f, 139f);
|
||||||
go_Camera.GetComponent<UICamera>().allowMultiTouch = UICamera.first.allowMultiTouch = false;
|
//go_Camera.GetComponent<UICamera>().allowMultiTouch = UICamera.first.allowMultiTouch = false;
|
||||||
if (SleepMode.IsActive) OptionInfo.Ins.m_SleepMode.Set();
|
if (SleepMode.IsActive) OptionInfo.Ins.m_SleepMode.Set();
|
||||||
if (GlobalVolumeMgr.isIns) GlobalVolumeMgr.Ins.Set(0);
|
if (GlobalVolumeMgr.isIns) GlobalVolumeMgr.Ins.Set(0);
|
||||||
break;
|
break;
|
||||||
|
|
@ -306,14 +306,14 @@ public class GameUI : MonoBehaviourSingletonTemplate<GameUI>
|
||||||
DSUtil.InActivateGameObjects(gos_myfarm);
|
DSUtil.InActivateGameObjects(gos_myfarm);
|
||||||
DSUtil.ActivateGameObjects(gos_ingame);
|
DSUtil.ActivateGameObjects(gos_ingame);
|
||||||
//if (MessageInfo.Ins) MessageInfo.Ins.go_Small.transform.localPosition = new Vector3(436f, 44f);
|
//if (MessageInfo.Ins) MessageInfo.Ins.go_Small.transform.localPosition = new Vector3(436f, 44f);
|
||||||
go_Camera.GetComponent<UICamera>().allowMultiTouch = UICamera.first.allowMultiTouch = true;
|
//go_Camera.GetComponent<UICamera>().allowMultiTouch = UICamera.first.allowMultiTouch = true;
|
||||||
break;
|
break;
|
||||||
case eGameMode.MyFarm:
|
case eGameMode.MyFarm:
|
||||||
DSUtil.InActivateGameObjects(gos_lobby);
|
DSUtil.InActivateGameObjects(gos_lobby);
|
||||||
DSUtil.InActivateGameObjects(gos_ingame);
|
DSUtil.InActivateGameObjects(gos_ingame);
|
||||||
DSUtil.ActivateGameObjects(gos_myfarm);
|
DSUtil.ActivateGameObjects(gos_myfarm);
|
||||||
//if (MessageInfo.Ins) MessageInfo.Ins.go_Small.transform.localPosition = new Vector3(436f, 44f);
|
//if (MessageInfo.Ins) MessageInfo.Ins.go_Small.transform.localPosition = new Vector3(436f, 44f);
|
||||||
go_Camera.GetComponent<UICamera>().allowMultiTouch = UICamera.first.allowMultiTouch = false;
|
//go_Camera.GetComponent<UICamera>().allowMultiTouch = UICamera.first.allowMultiTouch = false;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -4,6 +4,7 @@ using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
public class NewGameUI : MonoBehaviourSingletonTemplate<NewGameUI>
|
public class NewGameUI : MonoBehaviourSingletonTemplate<NewGameUI>
|
||||||
{
|
{
|
||||||
|
public Camera UICamera;
|
||||||
public GameObject[] gos; // 0 공용 ui, 1 로비 ui들, 2 인게임 ui들, 3 농장 ui들
|
public GameObject[] gos; // 0 공용 ui, 1 로비 ui들, 2 인게임 ui들, 3 농장 ui들
|
||||||
public GameObject[] gos_ingame; // 0 스테이지, 1 던전
|
public GameObject[] gos_ingame; // 0 스테이지, 1 던전
|
||||||
public Ingame_Dungeon ingame_dungeon;
|
public Ingame_Dungeon ingame_dungeon;
|
||||||
|
|
@ -29,7 +30,7 @@ public class NewGameUI : MonoBehaviourSingletonTemplate<NewGameUI>
|
||||||
m_GuideQuestUI.Set();
|
m_GuideQuestUI.Set();
|
||||||
InGameInfo.Ins.Load_Map(-1);
|
InGameInfo.Ins.Load_Map(-1);
|
||||||
var cameraData = Camera.main.GetUniversalAdditionalCameraData();
|
var cameraData = Camera.main.GetUniversalAdditionalCameraData();
|
||||||
cameraData.cameraStack.Add(go_Camera.GetComponent<Camera>());
|
cameraData.cameraStack.Add(UICamera);
|
||||||
}
|
}
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
|
|
@ -68,7 +69,6 @@ public class NewGameUI : MonoBehaviourSingletonTemplate<NewGameUI>
|
||||||
}
|
}
|
||||||
|
|
||||||
m_BattleUI.Set(eUICardType.Use, ServerInfo.Ins.m_ServerData.Equip.Preset);
|
m_BattleUI.Set(eUICardType.Use, ServerInfo.Ins.m_ServerData.Equip.Preset);
|
||||||
go_Camera.SetActive(false);
|
|
||||||
}
|
}
|
||||||
public void Refresh_DungeonUI(int addmob = 0)
|
public void Refresh_DungeonUI(int addmob = 0)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -6,12 +6,9 @@ public class MonoBehaviourSingletonTemplate<T> : MonoBehaviour where T : MonoBeh
|
||||||
{
|
{
|
||||||
public static T Ins;
|
public static T Ins;
|
||||||
public static bool isIns;
|
public static bool isIns;
|
||||||
public GameObject go_Camera;
|
|
||||||
|
|
||||||
protected virtual void Awake() { Ins = this as T; isIns = true; }
|
protected virtual void Awake() { Ins = this as T; isIns = true; }
|
||||||
protected void DontDestroy() { DontDestroyOnLoad(gameObject); }
|
protected void DontDestroy() { DontDestroyOnLoad(gameObject); }
|
||||||
public void Camera_On() { if (go_Camera) go_Camera.SetActive(true); }
|
|
||||||
public void Camera_Off() { if (go_Camera) go_Camera.SetActive(false); }
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public class MonoBehaviourSingletonScrollViewMgr<T> : ScrollViewMgr where T : MonoBehaviour
|
public class MonoBehaviourSingletonScrollViewMgr<T> : ScrollViewMgr where T : MonoBehaviour
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,5 @@
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using static UnityEngine.GraphicsBuffer;
|
|
||||||
|
|
||||||
public class RealCamera : MyCoroutine
|
public class RealCamera : MyCoroutine
|
||||||
{
|
{
|
||||||
|
|
@ -63,8 +62,6 @@ public class RealCamera : MyCoroutine
|
||||||
Add_CamActionTarget(_target);
|
Add_CamActionTarget(_target);
|
||||||
}
|
}
|
||||||
rotateAround = _camrot;
|
rotateAround = _camrot;
|
||||||
|
|
||||||
//cameraHeight = 55f;
|
|
||||||
Set_DistanceUp(false);
|
Set_DistanceUp(false);
|
||||||
VerticalAxis = maxDistance = OrimaxDistance;
|
VerticalAxis = maxDistance = OrimaxDistance;
|
||||||
}
|
}
|
||||||
|
|
@ -161,7 +158,8 @@ public class RealCamera : MyCoroutine
|
||||||
Vector3 rotateVector = rotation * vectorMask;
|
Vector3 rotateVector = rotation * vectorMask;
|
||||||
DistanceAway = Mathf.Clamp(DistanceAway += VerticalAxis, minDistance, maxDistance);
|
DistanceAway = Mathf.Clamp(DistanceAway += VerticalAxis, minDistance, maxDistance);
|
||||||
camPosition = targetOffset + Vector3.up * DistanceUp - rotateVector * DistanceAway;
|
camPosition = targetOffset + Vector3.up * DistanceUp - rotateVector * DistanceAway;
|
||||||
transform.position = Vector3.Lerp(transform.position, camPosition, Time.deltaTime * 2.5f);
|
//transform.position = Vector3.Lerp(transform.position, camPosition, Time.deltaTime * 2.5f);
|
||||||
|
transform.position = Vector3.Lerp(transform.position, camPosition, 1f); // 즉시 이동
|
||||||
|
|
||||||
if (Vector3.Distance(transform.position, camPosition) < 0.05f)
|
if (Vector3.Distance(transform.position, camPosition) < 0.05f)
|
||||||
{
|
{
|
||||||
|
|
@ -175,17 +173,11 @@ public class RealCamera : MyCoroutine
|
||||||
}
|
}
|
||||||
else if (CamStatus == 1)
|
else if (CamStatus == 1)
|
||||||
Update_Cam();
|
Update_Cam();
|
||||||
|
|
||||||
// 이전 위치 업데이트
|
|
||||||
previousPosition = target.position;
|
|
||||||
}
|
}
|
||||||
private Vector3 previousPosition; // 이전 프레임에서 캐릭터의 위치를 저장할 변수
|
|
||||||
public float rotationSpeed = 1.25f; // 카메라 회전 속도 조절 변수
|
|
||||||
|
|
||||||
void Start_Game()
|
void Start_Game()
|
||||||
{
|
{
|
||||||
ActorInfo.Ins.All_Stop(false);
|
ActorInfo.Ins.All_Stop(false);
|
||||||
NewGameUI.Ins.go_Camera.SetActive(true);
|
|
||||||
Time.timeScale = MyValue.Get_GameSpeed();
|
Time.timeScale = MyValue.Get_GameSpeed();
|
||||||
DungeonInfo.Ins.Start_Dungeon(true);
|
DungeonInfo.Ins.Start_Dungeon(true);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -6,6 +6,7 @@ public class UIFollowTarget_Ino : MonoBehaviour
|
||||||
/// 3D target that this object will be positioned above.
|
/// 3D target that this object will be positioned above.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public Transform target;
|
public Transform target;
|
||||||
|
public bool isTarget;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// UI 위치 오프셋, z는 0
|
/// UI 위치 오프셋, z는 0
|
||||||
|
|
@ -16,6 +17,7 @@ public class UIFollowTarget_Ino : MonoBehaviour
|
||||||
/// UI camera to use.
|
/// UI camera to use.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public Camera uiCamera;
|
public Camera uiCamera;
|
||||||
|
bool isUICam;
|
||||||
|
|
||||||
Transform mTrans;
|
Transform mTrans;
|
||||||
int mIsVisible = -1;
|
int mIsVisible = -1;
|
||||||
|
|
@ -41,8 +43,12 @@ public class UIFollowTarget_Ino : MonoBehaviour
|
||||||
{
|
{
|
||||||
if (runUpdate)
|
if (runUpdate)
|
||||||
{
|
{
|
||||||
if (uiCamera == null) uiCamera = GameUI.Ins.go_Camera.GetComponent<Camera>();
|
if (!isUICam)
|
||||||
if (target && uiCamera != null)
|
{
|
||||||
|
uiCamera = NewGameUI.Ins.UICamera;
|
||||||
|
isUICam = uiCamera;
|
||||||
|
}
|
||||||
|
if (isTarget && isUICam)
|
||||||
{
|
{
|
||||||
Vector3 pos = Camera.main.WorldToViewportPoint(target.position);
|
Vector3 pos = Camera.main.WorldToViewportPoint(target.position);
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue