로딩 end 타이밍 변경, 챕터 클리어 및 웨이포인트 서버 데이터, 챕터 보스 처치 후 연출 및 클리어 데이터 등
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@ -65,8 +65,12 @@ messageinfo 엄청 느린 버그
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- 몬스터 패트롤 거리 조절
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- 점수와 골드 (기본 1점, 10골드만 주는 중(밸런스 필요))
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챕터 보스 처치 후 다음 챕터 포탈 활성화 : 다음 챕터로
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- 이동 불가능 -> 포탈로 카메라 회전 -> 포탈 활성화 -> 이동 가능
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1챕터 맵 배치
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2챕터 맵 배치
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- 포탈, 필드보스, 부활의 성소, 챕터보스
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포탈 몸으로 터치 시 웨이포인트 이동 UI 노출
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- 던전 이동은 못하게
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챕터 포탈 비활성화 시 터치하면 토스트로 알림
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챕터 보스 처치 후 다음 챕터 포탈 활성화 : 다음 챕터로
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- 이동 불가능 -> 포탈로 카메라 회전 -> 포탈 활성화 -> 이동 가능
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@ -1 +1 @@
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m_Father: {fileID: 2085077081205253630}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1236953753523369144
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--- !u!1 &3940362859317550395
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|
@ -181,6 +225,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 0}
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@ -199,9 +244,12 @@ MonoBehaviour:
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material_skybox: {fileID: 2100000, guid: aa87107d0c3535c4983a4edb2d0e9f7b, type: 2}
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|
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go_nextchapter: {fileID: 0}
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m_MapZoneData:
|
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- go_portal: {fileID: 4937019759187535113}
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CamRot_Portal: 0
|
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go_reincarnation: {fileID: 4937019759187535113}
|
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CamRot_Reincarnation: 0
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go_mazeNextPortal: {fileID: 0}
|
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tf_Farmer: {fileID: 0}
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tf_Obj: []
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|
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|
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|
|
@ -1,5 +1,49 @@
|
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 6249302636439080431}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &8878728903092499985
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m_GameObject: {fileID: 314029353408828964}
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--- !u!1 &1121419285893260204
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GameObject:
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@ -179,6 +223,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 393386680976237403}
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@ -199,9 +244,12 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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material_skybox: {fileID: 2100000, guid: 3f698c5d47507d54db2dcb930054532e, type: 2}
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gos_map: []
|
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go_nextchapter: {fileID: 0}
|
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m_MapZoneData:
|
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- go_portal: {fileID: 1121419285893260204}
|
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CamRot_Portal: 0
|
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go_reincarnation: {fileID: 1121419285893260204}
|
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CamRot_Reincarnation: 0
|
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go_mazeNextPortal: {fileID: 6820615792186630848}
|
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tf_Farmer: {fileID: 0}
|
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tf_Obj: []
|
||||
|
|
|
|||
|
|
@ -64,7 +64,7 @@ public class SceneInfo : MonoBehaviour
|
|||
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
LoadingUI.Ins.End_Loading();
|
||||
//LoadingUI.Ins.End_Loading();
|
||||
SoundInfo.Ins.Play_BGM(DSUtil.StringToEnum<eBGM>(CurStageData.s_BGM));
|
||||
addloadend?.Invoke();
|
||||
Debug.Log(DSUtil.StopStopWatch(false));
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class FieldBossData : MyCoroutine
|
||||
|
|
@ -29,7 +30,24 @@ public class FieldBossData : MyCoroutine
|
|||
Set_Coroutine(() => { m_FieldBoss.On_Regen(); }, RegenTime);
|
||||
if (isChapterBoss)
|
||||
{
|
||||
// TODO 정인호 : 챕터 보스 처치 후 다음 챕터로 가는 포탈 열기
|
||||
// 챕터 보스 처치 후 다음 챕터로 가는 포탈 열기
|
||||
var sdata = ServerInfo.Ins.m_ServerData;
|
||||
var mapData = MyValue.MyChoiceMapData;
|
||||
sdata.MapData_SetClearChapter(mapData.n_MapID, mapData.n_Difficult);
|
||||
|
||||
StartCoroutine(Co_Cam());
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Co_Cam()
|
||||
{
|
||||
// 이동 불가능 -> 포탈로 카메라 회전 -> 포탈 활성화 -> 이동 가능
|
||||
OptionInfo.Ins.Set_PCMove(MyValue.MyPC, false);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
MyValue.m_RealCamera.Set_TargetShow(MapData.Ins.go_nextchapter.transform);
|
||||
yield return new WaitForSeconds(1f);
|
||||
MapData.Ins.go_nextchapter.SetActive(true);
|
||||
yield return new WaitForSeconds(1f);
|
||||
OptionInfo.Ins.Set_PCMove(MyValue.MyPC, true);
|
||||
}
|
||||
}
|
||||
|
|
@ -4,10 +4,10 @@ using System.Collections.Generic;
|
|||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class MapData : MonoBehaviour
|
||||
public class MapData : MonoBehaviourSingletonTemplate<MapData>
|
||||
{
|
||||
public Material material_skybox;
|
||||
public GameObject[] gos_map;
|
||||
public GameObject[] gos_map; // 미궁에서 사용 (여러 맵 중 하나 오픈)
|
||||
public GameObject go_nextchapter; // 다음 챕터 포탈 활성화
|
||||
[SerializeField] public List<MapZoneData> m_MapZoneData;
|
||||
|
||||
|
|
@ -21,7 +21,9 @@ public class MapData : MonoBehaviour
|
|||
RenderSettings.fog = false;
|
||||
RenderSettings.reflectionIntensity = 0f;
|
||||
|
||||
if (go_nextchapter) go_nextchapter.SetActive(false);
|
||||
var mapData = MyValue.MyChoiceMapData;
|
||||
var isclear = ServerInfo.Ins.m_ServerData.MapData_isClearChaper(mapData.n_MapID, mapData.n_Difficult);
|
||||
if (go_nextchapter) go_nextchapter.SetActive(isclear);
|
||||
}
|
||||
|
||||
public MapZoneData Get_MapZoneData(int index) { return m_MapZoneData[index]; }
|
||||
|
|
|
|||
|
|
@ -12,10 +12,11 @@ public class MobControlMgr : MyCoroutine
|
|||
MonsterAppearData m_MonsterAppearData;
|
||||
Dictionary<int, List<Actor>> dic_actors = new Dictionary<int, List<Actor>>();
|
||||
int orderIndex, killmobcount;
|
||||
bool m_LoadComplete;
|
||||
|
||||
IEnumerator Start()
|
||||
{
|
||||
MobControlMgrList.Ins.Add(transform.position);
|
||||
m_LoadComplete = false;
|
||||
|
||||
text_lv.text = "Lv.???";
|
||||
m_MonsterAppearData = table_monsterappear.Ins.Get_Data_orNull(SpawnerID);
|
||||
|
|
@ -34,9 +35,13 @@ public class MobControlMgr : MyCoroutine
|
|||
// 생성한 몬스터를 m_MonsterAppearData.n_MaxMonsterCount 만큼 활성화
|
||||
for (int i = 0; i < m_MonsterAppearData.n_MaxMonsterCount; i++)
|
||||
dic_actors[0][i].On_Regen();
|
||||
|
||||
m_LoadComplete = true;
|
||||
}
|
||||
}
|
||||
|
||||
public bool Get_LoadComplete() { return m_LoadComplete; }
|
||||
|
||||
List<MonsterTableData> Get_Mobs()
|
||||
{
|
||||
var list_make_mobs = new List<MonsterTableData>();
|
||||
|
|
|
|||
|
|
@ -1,31 +1,30 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MobControlMgrList : MonoBehaviourSingletonTemplate<MobControlMgrList>
|
||||
{
|
||||
List<Vector3> list = new List<Vector3>();
|
||||
|
||||
public void Add(Vector3 pos) { list.Add(pos); }
|
||||
public Vector3 Get_NearstMobGen(Vector3 pos)
|
||||
IEnumerator Start()
|
||||
{
|
||||
//if (list.Count == 0)
|
||||
//return Vector3.zero; // 리스트가 비어있으면 기본값 반환
|
||||
var mobloads = GetComponentsInChildren<MobControlMgr>();
|
||||
|
||||
Vector3 nearestPos = list[0]; // 첫 번째 위치를 기본값으로 설정
|
||||
float nearestDistance = Vector3.Distance(pos, nearestPos);
|
||||
|
||||
foreach (var mobGenPos in list)
|
||||
// 모든 mobloads가 로드 완료될 때까지 대기
|
||||
while (true)
|
||||
{
|
||||
float distance = Vector3.Distance(pos, mobGenPos);
|
||||
bool allLoaded = true;
|
||||
|
||||
if (distance < nearestDistance)
|
||||
for (int i = 0; i < mobloads.Length; i++)
|
||||
{
|
||||
nearestDistance = distance;
|
||||
nearestPos = mobGenPos;
|
||||
if (!mobloads[i].Get_LoadComplete())
|
||||
{
|
||||
allLoaded = false;
|
||||
break; // 하나라도 로드 안 됐으면 루프 종료
|
||||
}
|
||||
}
|
||||
|
||||
if (allLoaded) break; // 모든 로드 완료 시 while 루프 탈출
|
||||
|
||||
yield return null; // 다음 프레임까지 대기
|
||||
}
|
||||
|
||||
return nearestPos; // 가장 가까운 위치 반환
|
||||
LoadingUI.Ins.End_Loading();
|
||||
}
|
||||
}
|
||||
|
|
@ -38,6 +38,7 @@ public class SC_MyResult { public int result; }
|
|||
public partial class ServerData
|
||||
{
|
||||
public DateTime LastTime;
|
||||
public List<ObscuredInt> Common;
|
||||
public Dictionary<string, Dictionary<string, SD_MapData>> MapData; // <맵ID, <난이도, 데이터>>
|
||||
public SD_Buff Buff;
|
||||
public SD_Equip Equip;
|
||||
|
|
@ -82,7 +83,6 @@ public partial class ServerData
|
|||
public List<ServerData_Book> Book;
|
||||
public List<ServerData_ChapterQuest> ChapterQuest;
|
||||
public Dictionary<string, List<List<ObscuredInt>>> Mission;
|
||||
public List<ObscuredInt> Common;
|
||||
public List<List<ObscuredInt>> Title, Pass;
|
||||
public Dictionary<string, ObscuredInt> Inven = new Dictionary<string, ObscuredInt>(); // ID, 개수
|
||||
public Dictionary<string, List<ObscuredInt>> Shop, Potion;
|
||||
|
|
@ -443,6 +443,24 @@ public partial class ServerData
|
|||
}
|
||||
|
||||
#region MapData
|
||||
public bool MapData_isClearChaper(int mapid, int diff)
|
||||
{
|
||||
var key1 = Get_Key(mapid);
|
||||
var key2 = Get_Key(diff);
|
||||
if (MapData.ContainsKey(key1) && MapData[key1].ContainsKey(key2))
|
||||
return MapData[key1][key2].isClear();
|
||||
return false;
|
||||
}
|
||||
public void MapData_SetClearChapter(int mapid, int diff)
|
||||
{
|
||||
var key1 = Get_Key(mapid);
|
||||
var key2 = Get_Key(diff);
|
||||
if (MapData.ContainsKey(key1) && MapData[key1].ContainsKey(key2))
|
||||
{
|
||||
MapData[key1][key2].Clear = 1;
|
||||
MapData[key1][key2].Clear.RandomizeCryptoKey();
|
||||
}
|
||||
}
|
||||
public ObscuredInt MapData_Get_StatLv(int mapid, int diff, eMainStatType stat)
|
||||
{
|
||||
var key1 = Get_Key(mapid);
|
||||
|
|
@ -1040,7 +1058,7 @@ public partial class ServerData
|
|||
}
|
||||
public void Init_Month()
|
||||
{
|
||||
Set_Common(eCommon.Month, ServerInfo.ServerTime.DayOfYear);
|
||||
Set_Common(eCommon.DOY_Month, ServerInfo.ServerTime.DayOfYear);
|
||||
Init_ShopMonth();
|
||||
}
|
||||
public int Get_Common(eCommon common, bool _realvalue = false)
|
||||
|
|
@ -2516,19 +2534,22 @@ public class SD_Equipment_Read
|
|||
}
|
||||
public class SD_MapData
|
||||
{
|
||||
public ObscuredInt Clear; // 클리어 여부
|
||||
public ObscuredInt Clear;
|
||||
public Dictionary<string, ObscuredInt> Way = new Dictionary<string, ObscuredInt>();
|
||||
public List<ObscuredInt> Stat; // 0 힘, 1 민, 2 지
|
||||
|
||||
public SD_MapData_Read Get()
|
||||
{
|
||||
var rtn = new SD_MapData_Read();
|
||||
rtn.Stat = new List<int>();
|
||||
for (int i = 0; i < Stat.Count; i++)
|
||||
rtn.Stat.Add(Stat[i]);
|
||||
rtn.Clear = Clear;
|
||||
rtn.Way = DSUtil.Get_T_Dic(Way);
|
||||
rtn.Stat = DSUtil.Get_T_List(Stat);
|
||||
|
||||
return rtn;
|
||||
}
|
||||
|
||||
public bool isClear() { return Clear > 0; }
|
||||
|
||||
int Get_Index_byStat(eMainStatType stat)
|
||||
{
|
||||
int index = -1;
|
||||
|
|
@ -2560,14 +2581,16 @@ public class SD_MapData
|
|||
}
|
||||
public class SD_MapData_Read
|
||||
{
|
||||
public int Clear;
|
||||
public Dictionary<string, int> Way = new Dictionary<string, int>();
|
||||
public List<int> Stat; // 0 힘, 1 민, 2 지
|
||||
|
||||
public SD_MapData Get()
|
||||
{
|
||||
var rtn = new SD_MapData();
|
||||
rtn.Stat = new List<ObscuredInt>();
|
||||
for (int i = 0; i < Stat.Count; i++)
|
||||
rtn.Stat.Add(Stat[i]);
|
||||
rtn.Clear = Clear;
|
||||
rtn.Way = DSUtil.Get_T_Dic(Way);
|
||||
rtn.Stat = DSUtil.Get_T_List(Stat);
|
||||
|
||||
return rtn;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -62,7 +62,7 @@ public class DataCheckMgr : MyCoroutine
|
|||
if (sdata.Get_Common(eCommon.DOY_Week) != weekNum)
|
||||
sdata.Init_Week(weekNum);
|
||||
// 다음달이 됐을 때, 주간 데이터 초기화
|
||||
if (sdata.Get_Common(eCommon.Month) != ServerInfo.ServerTime.Month)
|
||||
if (sdata.Get_Common(eCommon.DOY_Month) != ServerInfo.ServerTime.Month)
|
||||
sdata.Init_Month();
|
||||
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
|
|
|||
|
|
@ -196,7 +196,8 @@ public enum eStat
|
|||
public enum eFarmerStat { MoveSpeed, DanceCoolTime }
|
||||
public enum eCommon
|
||||
{
|
||||
Agree, Noti, NightNoti, DOY_Day, DOY_Week, Month, PlayTime, Auto, Title, ADRemove, DungeonOpen1, DungeonOpen2, GuideStep, GuideClear,
|
||||
Agree, Noti, NightNoti, DOY_Day, DOY_Week, DOY_Month, PlayTime, Auto, Title, ADRemove, DungeonOpen1, DungeonOpen2,
|
||||
GuideStep, GuideClear,
|
||||
NickChange, X2, CloverShopResetTime, CloverShopID_Weapon, CloverShopID_Ring, CloverShopID_Neck, CloverShopID_Boots, CloverShopID_Fairy, CloverShopID_Magic, CloverShopID_Pet, InAppBuyCount, FieldFirstFree,
|
||||
Roullette_Ticket, Roullette_Count, Roullette_ADCount, Roullette_LuckyCount, AttendanceStep, AttendanceDOY,
|
||||
Max
|
||||
|
|
|
|||
Loading…
Reference in New Issue