코스튬 변경까지
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@ -39,9 +39,10 @@ classconfig 에 의해 정해짐
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인게임 - 터레인 제외, 메시 베이커로 통째로 묶기
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//로비 - 퍼펙트 컬링
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전직 후 애니메이션 변경
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어드레서블 다운로드 % 정상적으로 나오게 수정
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코스튬
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- 코스튬 세트
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- 캐릭터 세팅 함수 만들기 (wizardactor 추가, 실드, 오른손 무기 부모 오브젝트) - 이 세팅은 직업 추가마다 필요
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// - 코스튬마다 PC프리팹 생성(메시 동적 로딩 시 렌더링이 안됨)
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- 코스튬 변경 (테스트용으로 코스튬 3종 지급)
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@ -1,12 +1,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.ResourceManagement.AsyncOperations;
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public class PCInfo : MonoBehaviourSingletonTemplate<PCInfo>
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{
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public void Make_Actors(bool _IsEnemy, ServerData sdata)
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public void Make_Actors(bool _IsEnemy, ServerData sdata, bool startcam = false)
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{
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var curMapData = MyValue.MyChoiceMapData;
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@ -23,6 +21,7 @@ public class PCInfo : MonoBehaviourSingletonTemplate<PCInfo>
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AddrResourceMgr.Ins.Set_AddressableReleaseSelf(pc.gameObject);
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pc.Set(_IsEnemy, null, sdata, pcid, true);
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pc.Set_MyPet(null);
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if (startcam) (pc as PCActor).StartCam();
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ActorInfo.Ins.Add_Actor(pc, _IsEnemy ? eRole.EnemyPC : eRole.PC, 0, costumetable.s_Prefab);
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var chapter = curMapData.n_MapID;
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@ -139,6 +139,9 @@ public partial class ServerData
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Equip.Set_Equip(eItem.Skill, 702008, 4);
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Equip.Set_Equip(eItem.Skill, 703502, 5);
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Add_Item(110001, 1);
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Add_Item(110002, 1);
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Add_Item(110003, 1);
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Add_Item(1, 10000);
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Add_Item(101, 10000);
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Add_Item(10001, 1000);
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@ -1,7 +1,3 @@
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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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public class Menu_Pet : MenuBase
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{
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public override void OnClick_Back()
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@ -9,6 +5,8 @@ public class Menu_Pet : MenuBase
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base.OnClick_Back();
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GameUI.Ins.Clear_newItem(eItem.Pet);
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GameUI.Ins.LobbyUI.Set_Noti();
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ActorInfo.Ins.Destroy_Mobs();
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PCInfo.Ins.Make_Actors(false, ServerInfo.Ins.m_ServerData);
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}
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}
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@ -12,6 +12,11 @@ public class PCInfoUI : PCUIMenu
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base.Set();
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NewGameUI.Ins.m_PCUI.Set_Money(1, 2);
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m_PCInfoUI_Left.Set();
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m_PCInfoUI_List.Set(0); // m_PCInfoUI_Center 는 여기서 세팅
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Set_UI(true);
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}
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public void Set_UI(bool enter)
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{
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m_PCInfoUI_List.Set(enter, 0); // m_PCInfoUI_Center 는 여기서 세팅
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}
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}
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@ -10,10 +10,12 @@ public class PCInfoUI_Center : UI3DModel
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public RawImage RawImage_costume;
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public GameObject[] gos; // 0 코스튬 착용 버튼
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public int CostumeIdWhenEnter;
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PCInfoUI_PCListCard SelectCard;
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AsyncOperationHandle<Texture> currentHandle;
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public void Set(PCInfoUI_PCListCard choiceCard)
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public void Set(bool enter, PCInfoUI_PCListCard choiceCard)
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{
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if (!DSUtil.CheckNull(SelectCard))
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SelectCard.gos[0].SetActive(false);
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@ -21,7 +23,8 @@ public class PCInfoUI_Center : UI3DModel
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SelectCard = choiceCard;
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SelectCard.gos[0].SetActive(true);
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SelectCard = choiceCard;
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if (enter) CostumeIdWhenEnter = choiceCard.Get_IntData();
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var costumeid = SelectCard.Get_IntData();
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var costumeData = table_costumelist.Ins.Get_Data_orNull(costumeid);
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RawImage_costume.enabled = false;
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@ -60,6 +63,6 @@ public class PCInfoUI_Center : UI3DModel
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if (!CanEquip()) return;
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var sdata = ServerInfo.Ins.m_ServerData;
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sdata.Equip.Set_Equip(eItem.PCCostume, SelectCard.Get_IntData());
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PCInfoUI.Ins.Set();
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PCInfoUI.Ins.Set_UI(false);
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}
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}
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@ -1,10 +1,20 @@
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public class PCInfoUI_List : uScrollViewMgr
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{
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public override void Set(int index)
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public void Set(bool enter, int index)
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{
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var lst = table_itemlist.Ins.Get_DataList(eItem.PCCostume);
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Set_ScrollView(lst);
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PCInfoUI.Ins.m_PCInfoUI_Center.Set(list_CardBase[0] as PCInfoUI_PCListCard);
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var equipid = ServerInfo.Ins.m_ServerData.Get_EqiupmentEquip(eItem.PCCostume);
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PCInfoUI_PCListCard equipcard = list_CardBase[0] as PCInfoUI_PCListCard;
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for (int i = 0; i < list_CardBase.Count; i++)
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{
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if (list_CardBase[i].Get_IntData() == equipid)
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{
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equipcard = list_CardBase[i] as PCInfoUI_PCListCard;
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break;
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}
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}
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PCInfoUI.Ins.m_PCInfoUI_Center.Set(enter, equipcard);
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}
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}
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@ -33,6 +33,6 @@ public class PCInfoUI_PCListCard : CardBase
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public void OnClick_Costume()
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{
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PCInfoUI.Ins.m_PCInfoUI_Center.Set(this);
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PCInfoUI.Ins.m_PCInfoUI_Center.Set(false, this);
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}
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}
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@ -1,7 +1,3 @@
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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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public class PCUI : BotMenuBase
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{
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public PCUIMenu[] m_PCMenu; // 0 정보
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@ -18,4 +14,15 @@ public class PCUI : BotMenuBase
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m_PCMenu[i].Off();
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m_PCMenu[index].Set();
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}
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public override void OnClick_Back()
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{
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base.OnClick_Back();
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var sdata = ServerInfo.Ins.m_ServerData;
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if (PCInfoUI.Ins.m_PCInfoUI_Center.CostumeIdWhenEnter != sdata.Get_EqiupmentEquip(eItem.PCCostume))
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{
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ActorInfo.Ins.Destroy_Mobs();
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PCInfo.Ins.Make_Actors(false, ServerInfo.Ins.m_ServerData, true);
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}
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}
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}
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