몹 및 포탈 배치 (챕터 클리어 관련 작업 필요)
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@ -65,7 +65,8 @@ messageinfo 엄청 느린 버그
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- 몬스터 패트롤 거리 조절
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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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- 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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1챕터 맵 배치
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- 포탈, 필드보스, 부활의 성소 등
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- 포탈, 필드보스, 부활의 성소, 챕터보스
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File diff suppressed because it is too large
Load Diff
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@ -551,6 +551,7 @@ MonoBehaviour:
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m_animation: {fileID: 0}
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m_animation: {fileID: 0}
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_target: {fileID: 0}
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_target: {fileID: 0}
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isTarget: 0
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isTarget: 0
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m_HUDUI: {fileID: 0}
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tf_MeeleAttackPos: {fileID: 0}
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tf_MeeleAttackPos: {fileID: 0}
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MagicID: 0
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MagicID: 0
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HealCount: 0
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HealCount: 0
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@ -607,7 +608,7 @@ BoxCollider:
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m_ProvidesContacts: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 3
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serializedVersion: 3
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m_Size: {x: 0.27334672, y: 0.79515254, z: 0.2006943}
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m_Size: {x: 0.27334672, y: 2, z: 0.2006943}
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m_Center: {x: -0.00000030795735, y: 0.6431725, z: -0.003517603}
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m_Center: {x: -0.00000030795735, y: 0.6431725, z: -0.003517603}
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--- !u!195 &-6641780185587953727
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--- !u!195 &-6641780185587953727
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NavMeshAgent:
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NavMeshAgent:
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@ -443,6 +443,7 @@ MonoBehaviour:
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m_animation: {fileID: 0}
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m_animation: {fileID: 0}
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_target: {fileID: 0}
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_target: {fileID: 0}
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isTarget: 0
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isTarget: 0
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m_HUDUI: {fileID: 0}
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tf_MeeleAttackPos: {fileID: 0}
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tf_MeeleAttackPos: {fileID: 0}
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MagicID: 0
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MagicID: 0
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HealCount: 0
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HealCount: 0
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@ -497,7 +498,7 @@ BoxCollider:
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m_ProvidesContacts: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 3
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serializedVersion: 3
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m_Size: {x: 0.27334672, y: 0.79515254, z: 0.2006943}
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m_Size: {x: 0.27334672, y: 2, z: 0.2006943}
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m_Center: {x: -0.00000030795735, y: 0.6431725, z: -0.003517603}
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m_Center: {x: -0.00000030795735, y: 0.6431725, z: -0.003517603}
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--- !u!195 &-7105394180378673800
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--- !u!195 &-7105394180378673800
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NavMeshAgent:
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NavMeshAgent:
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@ -11,12 +11,21 @@ public class IndicatorInfo : MonoBehaviourSingletonTemplate<IndicatorInfo>
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DontDestroyOnLoad(go.gameObject);
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DontDestroyOnLoad(go.gameObject);
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}
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}
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Dictionary<string, GameObject> dic_indicator = new Dictionary<string, GameObject>();
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Dictionary<string, List<GameObject>> dic_indicator = new Dictionary<string, List<GameObject>>();
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public void Make_Indicator(string indicatorName, Action<GameObject> action)
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public void Make_Indicator(string indicatorName, Action<GameObject> action)
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{
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{
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if (dic_indicator.ContainsKey(indicatorName))
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if (dic_indicator.ContainsKey(indicatorName))
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action(dic_indicator[indicatorName]);
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{
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for (int i = 0; i < dic_indicator[indicatorName].Count; i++)
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{
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if (!dic_indicator[indicatorName][i].activeInHierarchy)
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{
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action(dic_indicator[indicatorName][i]);
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break;
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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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AddrResourceMgr.Ins.LoadObject<GameObject>($"Assets/Res_Addr/Obj/{indicatorName}.prefab", handle =>
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AddrResourceMgr.Ins.LoadObject<GameObject>($"Assets/Res_Addr/Obj/{indicatorName}.prefab", handle =>
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{
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{
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@ -24,7 +33,9 @@ public class IndicatorInfo : MonoBehaviourSingletonTemplate<IndicatorInfo>
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go.transform.parent = transform;
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go.transform.parent = transform;
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AddrResourceMgr.Ins.Set_AddressableReleaseSelf(go);
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AddrResourceMgr.Ins.Set_AddressableReleaseSelf(go);
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action(go);
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action(go);
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dic_indicator.Add(indicatorName, go);
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if (!dic_indicator.ContainsKey(indicatorName))
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dic_indicator.Add(indicatorName, new List<GameObject>());
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dic_indicator[indicatorName].Add(go);
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});
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});
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}
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}
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}
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}
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@ -2,7 +2,9 @@ using UnityEngine;
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public class FieldBossData : MyCoroutine
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public class FieldBossData : MyCoroutine
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{
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{
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public bool isChapterBoss;
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public int n_MonsterID, n_SpawnerId;
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public int n_MonsterID, n_SpawnerId;
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public float RegenTime = 10f;
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MobActor m_FieldBoss;
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MobActor m_FieldBoss;
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@ -24,6 +26,10 @@ public class FieldBossData : MyCoroutine
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private void AfterDie(int obj)
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private void AfterDie(int obj)
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{
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{
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Set_Coroutine(() => { m_FieldBoss.On_Regen(); }, 10f);
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Set_Coroutine(() => { m_FieldBoss.On_Regen(); }, RegenTime);
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if (isChapterBoss)
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{
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// TODO 정인호 : 챕터 보스 처치 후 다음 챕터로 가는 포탈 열기
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}
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}
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}
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}
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}
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@ -8,6 +8,7 @@ public class MapData : MonoBehaviour
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{
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{
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public Material material_skybox;
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public Material material_skybox;
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public GameObject[] gos_map;
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public GameObject[] gos_map;
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public GameObject go_nextchapter; // 다음 챕터 포탈 활성화
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[SerializeField] public List<MapZoneData> m_MapZoneData;
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[SerializeField] public List<MapZoneData> m_MapZoneData;
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void Start()
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void Start()
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@ -19,6 +20,8 @@ public class MapData : MonoBehaviour
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RenderSettings.ambientGroundColor = new Color32(79, 79, 115, 255);
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RenderSettings.ambientGroundColor = new Color32(79, 79, 115, 255);
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RenderSettings.fog = false;
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RenderSettings.fog = false;
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RenderSettings.reflectionIntensity = 0f;
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RenderSettings.reflectionIntensity = 0f;
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if (go_nextchapter) go_nextchapter.SetActive(false);
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}
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}
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public MapZoneData Get_MapZoneData(int index) { return m_MapZoneData[index]; }
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public MapZoneData Get_MapZoneData(int index) { return m_MapZoneData[index]; }
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