테스트맵 넓게 수정, 보스전 카메라 만드는 중...
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@ -75,7 +75,7 @@ Camera:
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m_Depth: 5
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m_CullingMask:
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serializedVersion: 2
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m_Bits: 287
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m_Bits: 95
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m_RenderingPath: -1
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m_TargetTexture: {fileID: 0}
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m_TargetDisplay: 0
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@ -165,6 +165,17 @@ MonoBehaviour:
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m_Bits: 1
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cameraHeight: 78
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cameraPan: 0
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arr_cCamData:
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- minDistance: 1.5
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maxDistance: 1.6
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DistanceUp: 1
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cameraHeight: 78
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- minDistance: 0
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maxDistance: 0
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DistanceUp: 0
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cameraHeight: 0
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CamStatus2_x: 4
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CamStatus2_up: 1.4
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shakeCurve:
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serializedVersion: 2
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m_Curve:
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File diff suppressed because it is too large
Load Diff
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@ -649,11 +649,6 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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propertyPath: m_CullingMask.m_Bits
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objectReference: {fileID: 0}
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propertyPath: m_Name
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 3dd0f8b3bae55e74e965a208f590c0a5
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -123,7 +123,7 @@ NavMeshSettings:
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preserveTilesOutsideBounds: 0
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debug:
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m_Flags: 0
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m_NavMeshData: {fileID: 23800000, guid: d9e409927a7771f41add0f60cd412708, type: 2}
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m_NavMeshData: {fileID: 23800000, guid: 2691a3fa20557814898f3bbb6a3b26bd, type: 2}
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--- !u!1 &723760618
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GameObject:
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m_ObjectHideFlags: 0
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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userData:
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@ -8,6 +8,6 @@ public class RealCameraRot : MonoBehaviour, IDragHandler
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public void OnDrag(PointerEventData eventData)
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{
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if (!InGameInfo.Ins.IsGameMode(eGameMode.Lobby) && !DSUtil.CheckNull(MyValue.m_RealCamera))
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MyValue.m_RealCamera.rotateAround += eventData.delta.x * RotSpeed;
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MyValue.m_RealCamera.Add_Rot(eventData.delta.x * RotSpeed);
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}
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}
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@ -69,6 +69,6 @@ public class MainToFarm : MonoBehaviourSingletonTemplate<MainToFarm>
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MyValue.MyPC.Set_AutoBraking(false);
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MyValue.MyPC.Play_Idle();
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MyValue.MyPC.Set_Warp(new Vector3(110f, 0f, 40.5f));
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MyValue.m_RealCamera.rotateAround = 225f;
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MyValue.m_RealCamera.Set_Rot(225f);
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}
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}
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@ -10,7 +10,7 @@ public class TestMapUIMgr : MonoBehaviourSingletonTemplate<TestMapUIMgr>
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public GameObject[] gos_other; // 0 펫 체크
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List<MobActor> list_MobActor = new List<MobActor>();
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Vector3 MobPos = new Vector3(15, 0, 20);
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Vector3 MobPos = new Vector3(45, 0, 45);
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bool ShowPet = true;
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private void Start() { Set_TestBtns(false); }
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@ -1,5 +1,16 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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[Serializable]
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public class cCamData
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{
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public float minDistance = 1.5f;
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public float maxDistance = 1.6f;
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public float DistanceUp = 1f;
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public float cameraHeight = 78f;
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}
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public class RealCamera : MyCoroutine
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{
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@ -34,9 +45,8 @@ public class RealCamera : MyCoroutine
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Vector3 camPosition;
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Vector3 camMask;
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float OriminDistance, OrimaxDistance, OriDistanceUp, OricameraHeight;
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private float HorizontalAxis, VerticalAxis;
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int CamStatus = 1; // 0 초기, 1 평소, 2 followtarget 오른쪽뷰, 3 followtarget 탑뷰(고정)
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int CamStatus = 1; // 0 초기, 1 평소, 2 followtarget 오른쪽뷰, 3 followtarget 탑뷰(고정), 4 보스전
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float DragEndTime;
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GameObject godummy, gowitch;
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List<Transform> list_tfCamactionTarget = new List<Transform>();
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@ -46,14 +56,10 @@ public class RealCamera : MyCoroutine
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Actor m_followTarget;
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private void Awake()
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{
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OriminDistance = minDistance;
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OrimaxDistance = maxDistance;
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OriDistanceUp = DistanceUp;
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OricameraHeight = cameraHeight;
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}
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public cCamData[] arr_cCamData; // 0 일반, 1 보스
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public void Add_Rot(float rot) { rotateAround += rot; }
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public void Set_Rot(float rot) { rotateAround = rot; }
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public bool IsEnter() { return CamStatus == 0; }
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public void Set_Target(Transform _target)
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{
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@ -71,31 +77,26 @@ public class RealCamera : MyCoroutine
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CamStatus = 0;
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rotateAround = _camrot;
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Set_DistanceUp(false);
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VerticalAxis = maxDistance = OrimaxDistance;
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VerticalAxis = maxDistance = arr_cCamData[0].maxDistance;
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}
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public void Set_DistanceUp(bool vertical)
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{
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DistanceUp = vertical ? 0f : OriDistanceUp;
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DistanceUp = vertical ? 0f : arr_cCamData[0].DistanceUp;
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}
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public void Set_InsideBuilding(bool _active)
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{
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if (_active)
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{
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OriminDistance = minDistance;
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OrimaxDistance = maxDistance;
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OriDistanceUp = DistanceUp;
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OricameraHeight = cameraHeight;
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maxDistance = minDistance = 2f;
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DistanceUp = 1.5f;
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cameraHeight = 25f;
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}
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else
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{
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minDistance = OriminDistance;
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VerticalAxis = maxDistance = OrimaxDistance;
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minDistance = arr_cCamData[0].minDistance;
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VerticalAxis = maxDistance = arr_cCamData[0].maxDistance;
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Set_DistanceUp(false);
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cameraHeight = OricameraHeight;
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cameraHeight = arr_cCamData[0].cameraHeight;
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}
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}
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public void Set_FollowTarget(Actor target)
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