2026-01-12 12:33:09 +00:00
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using System.Collections;
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2026-01-13 20:40:28 +00:00
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using System.Collections.Generic;
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2026-01-12 12:33:09 +00:00
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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2026-01-13 00:46:52 +00:00
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public class IngameMgr : MonoBehaviourSingletonTemplate<IngameMgr>
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2026-01-12 12:33:09 +00:00
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{
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[Header("UI")]
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public TextMeshProUGUI[] texts_money; // 0 코인, 1 아이템, 2 웨이브
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public Text t_timer, t_hp, t_exp;
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public Slider slider_wave, slider_exp;
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[Header("Monster")]
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public Transform[] tfs_mobparent;
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public Transform tf_hudparent;
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2026-01-12 22:47:31 +00:00
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[Header("Fence")]
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public Transform tf_fence;
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2026-01-12 12:33:09 +00:00
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int m_Wave, m_HP, m_Coin, m_Item, m_Lv, m_Exp;
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StageConfigTableData CurStageData;
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UnitTableData CurUnitData;
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Dictionary<string, List<MobActor>> mob_pools = new Dictionary<string, List<MobActor>>();
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private void OnEnable()
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{
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foreach (var kv in mob_pools) foreach (var mob in kv.Value) mob.Off();
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2026-01-12 12:33:09 +00:00
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CurStageData = table_stageconfig.Ins.Get_Data(10001);
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CurUnitData = table_unit.Ins.Get_Data(1001);
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m_HP = CurUnitData.n_DefaultHp;
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m_Lv = m_Wave = 1;
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m_Exp = m_Coin = m_Item = 0;
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Set_Texts();
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StartCoroutine(Co_MakeMob());
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}
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2026-01-13 20:40:28 +00:00
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public void ReturnMob(MobActor mob)
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{
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mob.gameObject.SetActive(false);
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}
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void Set_Texts()
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{
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texts_money[0].text = m_Coin.ToString();
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texts_money[1].text = m_Item.ToString();
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2026-01-13 06:20:15 +00:00
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texts_money[2].text = $"Wave {(m_Wave > CurStageData.n_MaxWave ? CurStageData.n_MaxWave : m_Wave)}/{CurStageData.n_MaxWave}";
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slider_wave.value = (m_Wave - 1) / (float)CurStageData.n_MaxWave;
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t_hp.text = m_HP.ToString();
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slider_exp.value = 0f;
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}
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IEnumerator Co_MakeMob()
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{
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var wavedata = table_wavepattern.Ins.Get_Data(CurStageData.n_WavePatternGroupID, m_Wave);
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if (wavedata == null)
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{ // 클리어
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yield break;
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}
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// 일반 몬스터 생성
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int meleemobcount = 0, rangemobcount = 0;
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var totalmobcount = wavedata.n_AppearMeleeMonster + wavedata.n_AppearRangeMonster;
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for (int i = 0; i < totalmobcount; i++)
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{
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yield return new WaitForSeconds(wavedata.f_AppearDelay);
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for (int j = 0; j < wavedata.n_OverlapUnitCount; j++)
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{ // 근거리 or 원거리 몹 생성 후 카운팅
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if (totalmobcount < meleemobcount + rangemobcount) break;
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bool canMelee = meleemobcount < wavedata.n_AppearMeleeMonster;
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bool canRange = rangemobcount < wavedata.n_AppearRangeMonster;
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if (!canMelee && !canRange)
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continue;
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bool meleemob;
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if (canMelee && canRange)
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meleemob = Random.Range(0, 2) == 0;
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else
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meleemob = canMelee;
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int mobid = 0;
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if (meleemob && meleemobcount < wavedata.n_AppearMeleeMonster)
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{
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++meleemobcount;
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mobid = CurStageData.list_monster_melee[Random.Range(0, CurStageData.list_monster_melee.Count)];
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}
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else if(!meleemob && rangemobcount < wavedata.n_AppearRangeMonster)
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{
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++rangemobcount;
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mobid = CurStageData.list_monster_range[Random.Range(0, CurStageData.list_monster_range.Count)];
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}
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2026-01-13 23:57:21 +00:00
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MakeMob(false, table_monster.Ins.Get_Data(mobid));
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}
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}
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2026-01-13 22:25:49 +00:00
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if (CurStageData.dic_boss.ContainsKey(m_Wave))
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MakeMob(true, table_monster.Ins.Get_Data(CurStageData.dic_boss[m_Wave]));
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yield return new WaitForSeconds(wavedata.f_NextWaveDelay);
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++m_Wave;
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Set_Texts();
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StartCoroutine(Co_MakeMob());
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}
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2026-01-13 00:46:52 +00:00
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2026-01-13 23:57:21 +00:00
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void MakeMob(bool isboss, MonsterTableData data)
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{
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string key = data.s_MonsterPrefabPath;
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if (!mob_pools.ContainsKey(key))
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mob_pools.Add(key, new List<MobActor>());
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MobActor mob = null;
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for (int i = 0; i < mob_pools[key].Count; i++)
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{
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if (!mob_pools[key][i].gameObject.activeInHierarchy)
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{
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mob = mob_pools[key][i];
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break;
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}
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}
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if (mob == null)
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{
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mob = DSUtil.Get_Clone<MobActor>(key);
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mob_pools[key].Add(mob);
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mob.SetOwner(this, key);
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}
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mob.transform.SetParent(tfs_mobparent[Random.Range(0, tfs_mobparent.Length)], false);
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mob.transform.localPosition = Vector3.zero;
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mob.transform.localScale = Vector3.one * data.f_Scale;
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mob.Set(isboss,data, tf_fence.position.y);
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}
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2026-01-13 07:33:06 +00:00
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public void Get_Dmg(int dmg)
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{
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m_HP -= dmg;
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Set_Texts();
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if (m_HP < 0) GameUI.Ins.Set_UI(7);
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2026-01-13 07:33:06 +00:00
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}
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public StageConfigTableData Get_CurStageTData() { return CurStageData; }
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public UnitTableData Get_CurUnitTData() { return CurUnitData; }
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}
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