1챕터
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@ -71,6 +71,4 @@ messageinfo 엄청 느린 버그
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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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챕터 포탈 활성화 시 터치하면 다음 챕터로
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@ -69382,7 +69382,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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material_skybox: {fileID: 2100000, guid: 6bfab16f387f95e4bb60f866299be241, type: 2}
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gos_map: []
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go_nextchapter: {fileID: 5988066866665687138}
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m_ChapterPortal: {fileID: 1373455475469252021}
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m_MapZoneData:
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- go_portal: {fileID: 8476541562843838668}
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CamRot_Portal: 180
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@ -72441,7 +72441,15 @@ PrefabInstance:
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedComponents: []
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m_AddedComponents:
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- targetCorrespondingSourceObject: {fileID: 4345297936900204655, guid: 03f1d49d6796e9b469172b6bf504e379,
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type: 3}
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insertIndex: 1
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addedObject: {fileID: 1373455475469252021}
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- targetCorrespondingSourceObject: {fileID: 4345297936900204655, guid: 03f1d49d6796e9b469172b6bf504e379,
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type: 3}
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insertIndex: -1
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addedObject: {fileID: 6151618224849088395}
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m_SourcePrefab: {fileID: 100100000, guid: 03f1d49d6796e9b469172b6bf504e379, type: 3}
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--- !u!4 &5985968764209825404 stripped
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Transform:
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@ -72455,6 +72463,47 @@ GameObject:
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type: 3}
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m_PrefabInstance: {fileID: 8022649529430909407}
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m_PrefabAsset: {fileID: 0}
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--- !u!1 &5988578377609742768 stripped
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GameObject:
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m_CorrespondingSourceObject: {fileID: 4345297936900204655, guid: 03f1d49d6796e9b469172b6bf504e379,
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type: 3}
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m_PrefabInstance: {fileID: 8022649529430909407}
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m_PrefabAsset: {fileID: 0}
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--- !u!114 &1373455475469252021
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5988578377609742768}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 439d925ca22303f4e9004d34330e8ebe, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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go_nextchapter: {fileID: 5988066866665687138}
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tf_chapterboss: {fileID: 9081765194725363706}
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--- !u!65 &6151618224849088395
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BoxCollider:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5988578377609742768}
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m_Material: {fileID: 0}
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m_IncludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 1
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Size: {x: 2, y: 2, z: 2}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!1001 &8489544506541150777
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -77,6 +77,12 @@ public class BossMobActor : MobActor
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{
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base.Set_Die();
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Init(true, true);
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if (n_Reincarnation <= 0)
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{
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StopAllCoroutines(); // 모든 스킬 멈춤
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foreach (var item in dic_indicator) // 모든 인디케이터 끄기
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item.Value.SetActive(false);
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}
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}
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protected override void On_NavMeshAgent()
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@ -0,0 +1,28 @@
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using UnityEngine;
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public class ChapterPortal : MonoBehaviour
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{
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public GameObject go_nextchapter; // 다음 챕터 포탈 활성화
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public Transform tf_chapterboss;
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public void Set_NextChapter(bool active)
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{
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go_nextchapter.SetActive(active);
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}
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private void OnTriggerEnter(Collider other)
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{
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var pcactor = other.GetComponent<PCActor>();
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if(pcactor && !pcactor.IsEnemy())
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{
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if (go_nextchapter.activeSelf)
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{ // 다음 챕터로
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}
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else
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{ // 보스를 처치하세요.
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ToastUI.Ins.Set(349);
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MyValue.m_RealCamera.Set_TargetShow(tf_chapterboss);
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}
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 439d925ca22303f4e9004d34330e8ebe
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -44,9 +44,9 @@ public class FieldBossData : MyCoroutine
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// 이동 불가능 -> 포탈로 카메라 회전 -> 포탈 활성화 -> 이동 가능
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OptionInfo.Ins.Set_PCMove(MyValue.MyPC, false);
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yield return new WaitForSeconds(0.5f);
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MyValue.m_RealCamera.Set_TargetShow(MapData.Ins.go_nextchapter.transform);
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MyValue.m_RealCamera.Set_TargetShow(MapData.Ins.m_ChapterPortal.go_nextchapter.transform);
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yield return new WaitForSeconds(1f);
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MapData.Ins.go_nextchapter.SetActive(true);
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MapData.Ins.m_ChapterPortal.Set_NextChapter(true);
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yield return new WaitForSeconds(1f);
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OptionInfo.Ins.Set_PCMove(MyValue.MyPC, true);
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}
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@ -8,7 +8,7 @@ public class MapData : MonoBehaviourSingletonTemplate<MapData>
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{
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public Material material_skybox;
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public GameObject[] gos_map; // 미궁에서 사용 (여러 맵 중 하나 오픈)
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public GameObject go_nextchapter; // 다음 챕터 포탈 활성화
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public ChapterPortal m_ChapterPortal;
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[SerializeField] public List<MapZoneData> m_MapZoneData;
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void Start()
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@ -21,9 +21,12 @@ public class MapData : MonoBehaviourSingletonTemplate<MapData>
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RenderSettings.fog = false;
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RenderSettings.reflectionIntensity = 0f;
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var mapData = MyValue.MyChoiceMapData;
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var isclear = ServerInfo.Ins.m_ServerData.MapData_isClearChaper(mapData.n_MapID, mapData.n_Difficult);
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if (go_nextchapter) go_nextchapter.SetActive(isclear);
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if (m_ChapterPortal)
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{
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var mapData = MyValue.MyChoiceMapData;
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var isclear = ServerInfo.Ins.m_ServerData.MapData_isClearChaper(mapData.n_MapID, mapData.n_Difficult);
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m_ChapterPortal.Set_NextChapter(isclear);
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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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