언덕의 여왕 완료
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@ -70,6 +70,6 @@ messageinfo 엄청 느린 버그
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- 맵 최적화
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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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- 특정 오브젝트와 상호 작용 시 즉시 몬스터 생성
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- 점수 일정 이상 보상 지급
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PC 기본 공격
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-
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File diff suppressed because it is too large
Load Diff
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@ -202,7 +202,7 @@ MonoBehaviour:
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m_MapZoneData:
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- go_portal: {fileID: 1121419285893260204}
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go_reincarnation: {fileID: 1121419285893260204}
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go_mazeNextPortal: {fileID: 0}
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go_mazeNextPortal: {fileID: 6820615792186630848}
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tf_Farmer: {fileID: 0}
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tf_Obj: []
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--- !u!1 &5278036658280951977
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@ -331,11 +331,6 @@ PrefabInstance:
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serializedVersion: 3
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m_TransformParent: {fileID: 6249302636439080431}
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m_Modifications:
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- target: {fileID: 375984183340188518, guid: 8b4429e019ad2cb4b81c3f413ae9aa98,
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type: 3}
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propertyPath: m_IsActive
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 3933715443776890076, guid: 8b4429e019ad2cb4b81c3f413ae9aa98,
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type: 3}
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propertyPath: m_LocalPosition.x
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@ -386,11 +381,6 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 4361977242221661733, guid: 8b4429e019ad2cb4b81c3f413ae9aa98,
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type: 3}
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propertyPath: m_Layer
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value: 4
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objectReference: {fileID: 0}
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- target: {fileID: 6519324125568224569, guid: 8b4429e019ad2cb4b81c3f413ae9aa98,
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type: 3}
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propertyPath: m_Name
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@ -401,6 +391,12 @@ PrefabInstance:
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m_AddedGameObjects: []
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 8b4429e019ad2cb4b81c3f413ae9aa98, type: 3}
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--- !u!1 &6820615792186630848 stripped
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GameObject:
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m_CorrespondingSourceObject: {fileID: 408718094103777688, guid: 8b4429e019ad2cb4b81c3f413ae9aa98,
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type: 3}
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m_PrefabInstance: {fileID: 6560547417477919576}
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m_PrefabAsset: {fileID: 0}
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--- !u!4 &7898436642533971844 stripped
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Transform:
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m_CorrespondingSourceObject: {fileID: 3933715443776890076, guid: 8b4429e019ad2cb4b81c3f413ae9aa98,
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@ -168,10 +168,12 @@ public class PCActor : MyActor
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#endif
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LoadMapMgr.Ins.Get_PortalPos(MyValue.MyChoiceMapData, Set_Warp);
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var dgData = MyValue.MyChoiceMapData.Get_DungeonMapData_orNull();
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if (!DSUtil.CheckNull(dgData) && dgData.e_DungeonType == eDungeon.d2_Maze)
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if (!DSUtil.CheckNull(dgData))
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{
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LoadMapMgr.Ins.Set_MazeMap(MyValue.MyChoiceMapData.n_PortalIndex);
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LoadMapMgr.Ins.Set_MazeNextPortal(MyValue.MyChoiceMapData.n_PortalIndex, false);
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if (dgData.e_DungeonType == eDungeon.d2_Maze)
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LoadMapMgr.Ins.Set_MazeMap(MyValue.MyChoiceMapData.n_PortalIndex);
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if (dgData.e_DungeonType == eDungeon.d2_Maze || dgData.e_DungeonType == eDungeon.d4_Wave)
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LoadMapMgr.Ins.Set_MazeNextPortal(MyValue.MyChoiceMapData.n_PortalIndex, false);
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}
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}
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else
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@ -3,7 +3,6 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SocialPlatforms.Impl;
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public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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{
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@ -12,7 +11,7 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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public Action<double> act_DamageUI;
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public Action<int> act_WaveScoreUI, act_WaveLifeUI, act_WaveGold;
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public float m_TotalTime;
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public float m_TotalTime, WaveMakeGapTime;
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Dictionary<int, ObscuredFloat> dic_time = new Dictionary<int, ObscuredFloat>();
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public void Set_Time(int floor, float time)
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{
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@ -235,12 +234,13 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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yield return new WaitForSeconds(1f);
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StartCoroutine(Co_Update_Time());
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float min = 0f, max = 15f;
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var mapdata = MyValue.MyChoiceMapData.Get_MapData();
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var dungeonData = MyValue.MyChoiceMapData.Get_DungeonMapData_orNull();
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float min = 0f, max = 15f;
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int iteration = 0;
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while (true)
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{
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WaveMakeGapTime = dungeonData.f_MakeGap;
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var mobCount = dungeonData.n_MobCount;
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while (mobCount > 0)
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{
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@ -251,7 +251,15 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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yield return new WaitForSeconds(0.5f);
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}
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yield return new WaitForSeconds(dungeonData.f_MakeGap);
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while (WaveMakeGapTime > 0f)
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{
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yield return null;
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WaveMakeGapTime -= Time.deltaTime;
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LoadMapMgr.Ins.Set_MazeNextPortal(MyValue.MyChoiceMapData.n_PortalIndex,
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DSUtil.CheckNull(ActorInfo.Ins.Get_Nearest_EnemyActor_orNull(false, Vector3.zero, 1000f)));
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}
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LoadMapMgr.Ins.Set_MazeNextPortal(MyValue.MyChoiceMapData.n_PortalIndex, false);
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++iteration;
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}
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}
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@ -0,0 +1,18 @@
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using UnityEngine;
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public class Ingame_Wave_Obj : MonoBehaviour
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{
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private void OnEnable() { MyValue.m_RealCamera.Set_TargetShow(transform); }
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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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var actor = other.GetComponent<Actor>();
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if (!DSUtil.CheckNull(actor) && actor.IsRole(eRole.PC))
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{
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// 다음 웨이브 즉시 소환 시작
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DungeonInfo.Ins.WaveMakeGapTime = 0f;
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gameObject.SetActive(false);
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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: 62b453079cb6c8c489cc71a8326f7232
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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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