- 몬스터 다 잡으면 시간 멈추고 포탈 나오고, 카메라가 포탈쪽으로 보게 하기
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@ -55,5 +55,4 @@ messageinfo 엄청 느린 버그
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- 결과 화면 (보상 지급)
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- 랭킹 (플레이팹 v2 연결)
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- 포탈 타면 레벨 하나 증가시키고 다음 맵 시작
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- 몬스터 다 잡으면 시간 멈추고 포탈 나오게
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- 몬스터 스탯 설정 : (lv - 1) * 0.5
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@ -1776,6 +1776,10 @@ PrefabInstance:
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m_RemovedGameObjects: []
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type: 3}
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@ -1787,6 +1791,18 @@ GameObject:
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m_PrefabInstance: {fileID: 843735582378244202}
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--- !u!65 &1157343157093801123
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@ -5106,6 +5122,10 @@ PrefabInstance:
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m_RemovedGameObjects: []
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@ -5117,6 +5137,18 @@ GameObject:
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type: 3}
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m_PrefabInstance: {fileID: 5302210320255987716}
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m_PrefabAsset: {fileID: 0}
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--- !u!114 &5077114236984108514
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--- !u!65 &5625780588183658180
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BoxCollider:
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m_ObjectHideFlags: 0
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@ -82,6 +82,8 @@ public class MyActor : Actor
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}
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}
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}
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else
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Play_Idle();
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}
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protected virtual void Update_Move()
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{
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@ -460,6 +460,7 @@ public partial class InGameInfo : MyCoroutine
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m_GameMode = eGameMode.Lobby;
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Init_IngameData();
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NewGameUI.Ins.SetUI_byGameMode(m_GameMode);
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MyValue.MyChoiceMapData.n_PortalIndex = 0;
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Load_Map(-1);
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}
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public void Return_To_ChapterLobby()
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@ -3,14 +3,27 @@ using UnityEngine;
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public class Ingame_DungeonBase : MonoBehaviour
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{
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protected ObscuredInt MaxMobCount, MobCount;
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protected ObscuredInt _MaxMobCount;
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protected int MaxMobCount
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{
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get { return _MaxMobCount; }
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set { _MaxMobCount = value; _MaxMobCount.RandomizeCryptoKey(); }
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}
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protected ObscuredInt _MobCount;
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protected int MobCount
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{
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get { return _MobCount; }
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set { _MobCount = value; _MobCount.RandomizeCryptoKey(); }
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}
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public virtual void Set_DungeonInfo(int maxMobCount)
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{
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gameObject.SetActive(true);
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MobCount = 0;
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MaxMobCount = maxMobCount;
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MaxMobCount.RandomizeCryptoKey();
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DungeonInfo.Ins.m_MaxDieMobCount = MaxMobCount;
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DungeonInfo.Ins.act_MobDieCount = Add_MobCount;
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@ -13,7 +13,6 @@ public class Ingame_Maze : Ingame_DungeonBase
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public override void Add_MobCount(int mobid)
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{
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++MobCount;
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MobCount.RandomizeCryptoKey();
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texts[0].text = (MaxMobCount - MobCount).ToString();
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}
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}
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@ -0,0 +1,15 @@
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using UnityEngine;
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public class Ingame_Maze_Portal : MonoBehaviour
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{
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private void OnEnable()
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{
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MyValue.m_RealCamera.Set_TargetShow(transform);
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}
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private void OnTriggerEnter(Collider other) { ProcessCollider(other); }
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private void OnCollisionEnter(Collision collision) { ProcessCollider(collision.collider); }
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private void ProcessCollider(Collider other)
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{
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Debug.Log(other);
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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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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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@ -88,7 +88,7 @@ public class RealCamera : MyCoroutine
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public void Add_CamActionTarget(Transform _target) { list_tfCamactionTarget.Add(_target); }
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public void Set_TargetShow(Transform _target)
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{
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if (CamStatus != 0 && target != null)
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if (CamStatus != 0 && !DSUtil.CheckNull(target))
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{
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// 매개변수 타겟을 보게 카메라 회전
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if (godummy == null) godummy = new GameObject("CamDummy");
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@ -108,7 +108,7 @@ public class RealCamera : MyCoroutine
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{
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if (DragEndTime <= 0f)
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{
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if (gowitch == null) gowitch = new GameObject("witchDummy");
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if (DSUtil.CheckNull(gowitch)) gowitch = new GameObject("witchDummy");
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gowitch.transform.position = MyValue.MyPC.Get_position() + MyValue.MyPC.transform.forward;
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Set_TargetShow(gowitch.transform);
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}
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@ -127,7 +127,7 @@ public class RealCamera : MyCoroutine
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if (DSUtil.CheckNull(target)) return;
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// 캐릭터의 이동 방향 계산
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Vector3 direction = target.position - previousPosition;
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//Vector3 direction = target.position - previousPosition;
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//// 이동 방향이 존재할 때 캐릭터가 보는 방향으로 카메라 회전
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//if (direction.sqrMagnitude > 0.01f)
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