던전 1,2,3
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@ -77,4 +77,3 @@ UI
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- 장비 도감
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- 장비 도감
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- 유물 도감
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- 유물 도감
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- 정수 연구
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- 정수 연구
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- 던전1, 2, 3
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Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 1.9 KiB |
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@ -49,7 +49,7 @@ TextureImporter:
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alignment: 0
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteBorder: {x: 45, y: 0, z: 45, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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alphaIsTransparency: 1
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@ -139,7 +139,7 @@ TextureImporter:
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physicsShape: []
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physicsShape: []
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bones: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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internalID: 1537655665
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vertices: []
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vertices: []
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indices:
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indices:
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edges: []
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edges: []
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@ -27,7 +27,8 @@ public class PCActor : MyActor
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if (!m_Enemy && !isUI)
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if (!m_Enemy && !isUI)
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{
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{
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MyValue.MyPC = null;
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MyValue.MyPC = null;
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MyValue.m_RealCamera.Set_Target(null, 0f);
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if (!DSUtil.CheckNull(MyValue.m_RealCamera))
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MyValue.m_RealCamera.Set_Target(null, 0f);
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}
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}
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}
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}
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@ -4,7 +4,8 @@ using UnityEngine;
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public class Ingame_Dungeon : MonoBehaviour
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public class Ingame_Dungeon : MonoBehaviour
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{
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{
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public Ingame_DungeonBase[] ingame_Dungeons; // 0 미믹, 1 미궁, 2 악몽, 3 웨이브
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public Ingame_DungeonBase[] ingame_Dungeons; // 0 미믹, 1 미궁, 2 악몽, 3 웨이브
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public TextMeshProUGUI[] texts_base; // 0 던전 정보, 1 남은 시간
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public TextMeshProUGUI[] texts_base; // 0 던전 정보, 1 2 남은 시간
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public GameObject[] gos_time; // 0 전체 시간, 1 미믹 시간
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public void Set(float time, int maxMobCount)
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public void Set(float time, int maxMobCount)
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{
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{
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@ -24,22 +25,26 @@ public class Ingame_Dungeon : MonoBehaviour
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switch (MyValue.MyChoiceMapData.Get_DungeonMapData_orNull().e_DungeonType)
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switch (MyValue.MyChoiceMapData.Get_DungeonMapData_orNull().e_DungeonType)
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{
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{
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case eDungeon.d1_Mimic:
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case eDungeon.d1_Mimic:
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texts_base[0].text = $"{mapData.Get_Name()} Lv.{MyValue.MyChoiceMapData.n_DungeonLv}";
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texts_base[0].text = $"{mapData.Get_Name()} <color=#86E2E7>Lv.{MyValue.MyChoiceMapData.n_DungeonLv}";
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DSUtil.InActivateGameObjects(gos_time, 1);
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break;
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break;
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case eDungeon.d2_Maze:
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case eDungeon.d2_Maze:
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texts_base[0].text = $"{mapData.Get_Name()} F{MyValue.MyChoiceMapData.n_DungeonLv}";
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texts_base[0].text = $"{mapData.Get_Name()} <color=#86E2E7>F{MyValue.MyChoiceMapData.n_DungeonLv}";
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DSUtil.InActivateGameObjects(gos_time, 0);
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break;
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break;
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case eDungeon.d3_Nightmare:
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case eDungeon.d3_Nightmare:
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texts_base[0].text = $"{mapData.Get_Name()} {MyValue.MyChoiceMapData.n_Difficult}";
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texts_base[0].text = $"{mapData.Get_Name()} <color=#86E2E7>{MyValue.MyChoiceMapData.n_Difficult}";
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DungeonInfo.Ins.Set_Nightmare(ingame_Dungeons[MyValue.MyChoiceMapData.Get_DungeonIndex()].Set_TotalDmg);
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DungeonInfo.Ins.Set_Nightmare(ingame_Dungeons[MyValue.MyChoiceMapData.Get_DungeonIndex()].Set_TotalDmg);
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DSUtil.InActivateGameObjects(gos_time, 0);
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break;
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break;
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case eDungeon.d4_Wave:
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case eDungeon.d4_Wave:
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texts_base[0].text = $"{mapData.Get_Name()} {MyValue.MyChoiceMapData.n_Difficult}";
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texts_base[0].text = $"{mapData.Get_Name()} <color=#86E2E7>{MyValue.MyChoiceMapData.n_Difficult}";
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var dgindex = MyValue.MyChoiceMapData.Get_DungeonIndex();
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var dgindex = MyValue.MyChoiceMapData.Get_DungeonIndex();
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DungeonInfo.Ins.Set_Wave(ingame_Dungeons[dgindex].Set_TotalScore, ingame_Dungeons[dgindex].Set_TotalLife,
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DungeonInfo.Ins.Set_Wave(ingame_Dungeons[dgindex].Set_TotalScore, ingame_Dungeons[dgindex].Set_TotalLife,
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ingame_Dungeons[dgindex].Set_WaveGold);
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ingame_Dungeons[dgindex].Set_WaveGold);
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DSUtil.InActivateGameObjects(gos_time, 0);
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break;
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break;
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}
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}
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}
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}
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void Set_TextTime(float time) { texts_base[1].text = Mathf.Max(0f, time).ToString("F2"); }
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void Set_TextTime(float time) { texts_base[1].text = texts_base[2].text = Mathf.Max(0f, time).ToString("F2"); }
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}
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}
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@ -1,7 +1,9 @@
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using TMPro;
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using TMPro;
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using UnityEngine.UI;
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public class Ingame_Mimic : Ingame_DungeonBase
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public class Ingame_Mimic : Ingame_DungeonBase
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{
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{
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public Slider m_slider;
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public TextMeshProUGUI[] texts_mimic; // 0 몹 수
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public TextMeshProUGUI[] texts_mimic; // 0 몹 수
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public MoneyForm[] rewards;
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public MoneyForm[] rewards;
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@ -19,6 +21,7 @@ public class Ingame_Mimic : Ingame_DungeonBase
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public override void Add_MobCount(int mobid)
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public override void Add_MobCount(int mobid)
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{
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{
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++MobCount;
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++MobCount;
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m_slider.value = MobCount / (float)MaxMobCount;
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texts_mimic[0].text = DSUtil.Format("{0}/{1}", MobCount, MaxMobCount);
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texts_mimic[0].text = DSUtil.Format("{0}/{1}", MobCount, MaxMobCount);
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}
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}
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}
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}
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