앨범 작업 중... 2
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m_Script: {fileID: 11500000, guid: f4688fdb7df04437aeb418b961361dc5, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 0
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
|
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m_Maskable: 1
|
||||
m_OnCullStateChanged:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
m_text: "\uD310\uD0C0\uC9C0"
|
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m_isRightToLeft: 0
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m_fontAsset: {fileID: 11400000, guid: cf1ae75e65a967946b23286a5ffbb812, type: 2}
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m_sharedMaterial: {fileID: 2100000, guid: 1cd9f54883d04fa4a8273aaf06ef64e9, type: 2}
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m_fontSharedMaterials: []
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m_fontMaterial: {fileID: 0}
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m_fontMaterials: []
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m_fontColor32:
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serializedVersion: 2
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rgba: 4294967295
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m_fontColor: {r: 1, g: 1, b: 1, a: 1}
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m_enableVertexGradient: 0
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m_colorMode: 3
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m_fontColorGradient:
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topLeft: {r: 1, g: 1, b: 1, a: 1}
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topRight: {r: 1, g: 1, b: 1, a: 1}
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||||
bottomLeft: {r: 1, g: 1, b: 1, a: 1}
|
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bottomRight: {r: 1, g: 1, b: 1, a: 1}
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||||
m_fontColorGradientPreset: {fileID: 0}
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m_spriteAsset: {fileID: 0}
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m_tintAllSprites: 0
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m_StyleSheet: {fileID: 0}
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m_TextStyleHashCode: -1183493901
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m_overrideHtmlColors: 0
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m_faceColor:
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serializedVersion: 2
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rgba: 4294967295
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m_fontSize: 90
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m_fontSizeBase: 90
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m_fontWeight: 400
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m_enableAutoSizing: 0
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m_fontSizeMin: 18
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m_fontSizeMax: 72
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m_fontStyle: 0
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m_HorizontalAlignment: 2
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m_VerticalAlignment: 4096
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m_textAlignment: 65535
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m_characterSpacing: 0
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m_wordSpacing: 0
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m_lineSpacing: 0
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m_lineSpacingMax: 0
|
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m_paragraphSpacing: 0
|
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m_charWidthMaxAdj: 0
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m_TextWrappingMode: 0
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m_wordWrappingRatios: 0.4
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m_overflowMode: 0
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m_linkedTextComponent: {fileID: 0}
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parentLinkedComponent: {fileID: 0}
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m_enableKerning: 0
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m_ActiveFontFeatures: 6e72656b
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m_enableExtraPadding: 0
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checkPaddingRequired: 0
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m_isRichText: 1
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m_EmojiFallbackSupport: 1
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m_parseCtrlCharacters: 1
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m_isOrthographic: 1
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m_isCullingEnabled: 0
|
||||
m_horizontalMapping: 0
|
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m_verticalMapping: 0
|
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m_uvLineOffset: 0
|
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m_geometrySortingOrder: 0
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m_IsTextObjectScaleStatic: 0
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m_VertexBufferAutoSizeReduction: 0
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m_useMaxVisibleDescender: 1
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m_pageToDisplay: 1
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m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_isUsingLegacyAnimationComponent: 0
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m_isVolumetricText: 0
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m_hasFontAssetChanged: 0
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m_baseMaterial: {fileID: 0}
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m_maskOffset: {x: 0, y: 0, z: 0, w: 0}
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--- !u!222 &2115985147
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2115985144}
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||||
m_CullTransparentMesh: 1
|
||||
--- !u!1 &2119992376
|
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GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
|||
|
|
@ -28,6 +28,8 @@ public partial class DB_HuntingData : BGEntity
|
|||
public const string ClearConditionMoney = "ClearConditionMoney";
|
||||
public const string Name = "Name";
|
||||
public const string Description = "Description";
|
||||
public const string BuyPrice = "BuyPrice";
|
||||
public const string n_AlbumType = "n_AlbumType";
|
||||
}
|
||||
private static BansheeGz.BGDatabase.BGMetaRow _metaDefault;
|
||||
public static BansheeGz.BGDatabase.BGMetaRow MetaDefault => _metaDefault ?? (_metaDefault = BGCodeGenUtils.GetMeta<BansheeGz.BGDatabase.BGMetaRow>(new BGId(5596441023656399567UL,15076767032258538916UL), () => _metaDefault = null));
|
||||
|
|
@ -61,6 +63,16 @@ public partial class DB_HuntingData : BGEntity
|
|||
get => _DBF_Description[Index];
|
||||
set => _DBF_Description[Index] = value;
|
||||
}
|
||||
public System.Int32 DBF_BuyPrice
|
||||
{
|
||||
get => _DBF_BuyPrice[Index];
|
||||
set => _DBF_BuyPrice[Index] = value;
|
||||
}
|
||||
public System.Int32 DBF_n_AlbumType
|
||||
{
|
||||
get => _DBF_n_AlbumType[Index];
|
||||
set => _DBF_n_AlbumType[Index] = value;
|
||||
}
|
||||
private static BansheeGz.BGDatabase.BGFieldEntityName _ufle12jhs77_DBF_name;
|
||||
public static BansheeGz.BGDatabase.BGFieldEntityName _DBF_name => _ufle12jhs77_DBF_name ?? (_ufle12jhs77_DBF_name = BGCodeGenUtils.GetField<BansheeGz.BGDatabase.BGFieldEntityName>(MetaDefault, new BGId(4847030112262966783UL, 17507168723429622181UL), () => _ufle12jhs77_DBF_name = null));
|
||||
private static BansheeGz.BGDatabase.BGFieldUnitySprite _ufle12jhs77_DBF_HuntingImage;
|
||||
|
|
@ -77,6 +89,10 @@ public partial class DB_HuntingData : BGEntity
|
|||
public static BansheeGz.BGDatabase.BGFieldString _DBF_Name => _ufle12jhs77_DBF_Name ?? (_ufle12jhs77_DBF_Name = BGCodeGenUtils.GetField<BansheeGz.BGDatabase.BGFieldString>(MetaDefault, new BGId(5618959453113093320UL, 13927985292163229361UL), () => _ufle12jhs77_DBF_Name = null));
|
||||
private static BansheeGz.BGDatabase.BGFieldString _ufle12jhs77_DBF_Description;
|
||||
public static BansheeGz.BGDatabase.BGFieldString _DBF_Description => _ufle12jhs77_DBF_Description ?? (_ufle12jhs77_DBF_Description = BGCodeGenUtils.GetField<BansheeGz.BGDatabase.BGFieldString>(MetaDefault, new BGId(4722429003445808783UL, 13878556420686707390UL), () => _ufle12jhs77_DBF_Description = null));
|
||||
private static BansheeGz.BGDatabase.BGFieldInt _ufle12jhs77_DBF_BuyPrice;
|
||||
public static BansheeGz.BGDatabase.BGFieldInt _DBF_BuyPrice => _ufle12jhs77_DBF_BuyPrice ?? (_ufle12jhs77_DBF_BuyPrice = BGCodeGenUtils.GetField<BansheeGz.BGDatabase.BGFieldInt>(MetaDefault, new BGId(4847726788656022279UL, 11553665224223930517UL), () => _ufle12jhs77_DBF_BuyPrice = null));
|
||||
private static BansheeGz.BGDatabase.BGFieldInt _ufle12jhs77_DBF_n_AlbumType;
|
||||
public static BansheeGz.BGDatabase.BGFieldInt _DBF_n_AlbumType => _ufle12jhs77_DBF_n_AlbumType ?? (_ufle12jhs77_DBF_n_AlbumType = BGCodeGenUtils.GetField<BansheeGz.BGDatabase.BGFieldInt>(MetaDefault, new BGId(5125684997853971800UL, 2820862331281249426UL), () => _ufle12jhs77_DBF_n_AlbumType = null));
|
||||
private static readonly DB_HuntingData.Factory _factory0_PFS = new DB_HuntingData.Factory();
|
||||
private static readonly DB_Script.Factory _factory1_PFS = new DB_Script.Factory();
|
||||
private static readonly DB_HuntingListData.Factory _factory2_PFS = new DB_HuntingListData.Factory();
|
||||
|
|
|
|||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: da3459deaeab8a842a6c08bbd406cd75
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,25 @@
|
|||
using UnityEngine;
|
||||
|
||||
public enum eUICardType { None, UI, NoTouch, }
|
||||
|
||||
public class CardBase : MonoBehaviour
|
||||
{
|
||||
public virtual void Set() { Set_Active(); }
|
||||
public virtual void Set(int _val) { Set_Active(); }
|
||||
public virtual void Set<T>(T _base, int iLoop = -1, int idata = -1) { Set_Active(); }
|
||||
void Set_Active()
|
||||
{
|
||||
if (!gameObject.activeInHierarchy)
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
public virtual void Set_UI() { }
|
||||
|
||||
public virtual void Set_Selected(bool active) { }
|
||||
|
||||
public virtual int Get_IntData() { return 0; }
|
||||
|
||||
protected eUICardType CardType = eUICardType.None;
|
||||
public virtual void Set_CardType(eUICardType _type) { CardType = _type; }
|
||||
public virtual void Set_CardEffectOrder(int _order) { }
|
||||
public virtual void Do_SomeThing() { }
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e91267fe89fec60419860c3f85338c01
|
||||
|
|
@ -0,0 +1,991 @@
|
|||
using UnityEngine;
|
||||
using System;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Diagnostics;
|
||||
using System.Security.Cryptography;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
using System.IO;
|
||||
using System.Text.RegularExpressions;
|
||||
using System.Reflection;
|
||||
using Random = UnityEngine.Random;
|
||||
using UnityEngine.AI;
|
||||
|
||||
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
public delegate void VoidDelegate();
|
||||
|
||||
public static partial class DSUtil
|
||||
{
|
||||
// --------------------------------------------------------------------
|
||||
// 로그 관련 함수
|
||||
// String객체
|
||||
private static StringBuilder m_strBuilder = new StringBuilder(1024);
|
||||
public static StringBuilder DSString
|
||||
{
|
||||
get
|
||||
{
|
||||
m_strBuilder.Remove(0, m_strBuilder.Length);
|
||||
return m_strBuilder;
|
||||
}
|
||||
}
|
||||
|
||||
// String조립
|
||||
public static string Format(string strMessage, params object[] args)
|
||||
{
|
||||
StringBuilder strBuilder = DSString;
|
||||
strBuilder.AppendFormat(strMessage, args);
|
||||
return strBuilder.ToString();
|
||||
}
|
||||
// 로그 : 에러
|
||||
public static void LogError(string strMessage, params object[] args)
|
||||
{
|
||||
Verify(false, Format(strMessage, args));
|
||||
}
|
||||
|
||||
// 로그 : 워닝
|
||||
public static void LogWarning(string strMessage, params object[] args)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
UnityEngine.Debug.LogWarning(Format(strMessage, args));
|
||||
#endif
|
||||
}
|
||||
|
||||
// 로그 : 일반
|
||||
public static void Log(string strMessage, params object[] args)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
UnityEngine.Debug.Log(Format(strMessage, args));
|
||||
#endif
|
||||
}
|
||||
|
||||
// 서버로그 : 에러값
|
||||
public static void LogErrorToServer(int iErrorCode, string strMessage = "")
|
||||
{
|
||||
string strErrorMessage = string.Empty;
|
||||
switch (iErrorCode)
|
||||
{
|
||||
// MAP_CONST[5] = "Http 프로토콜 에러";
|
||||
// TimeOut 도 포함.
|
||||
case 5:
|
||||
//strErrorMessage = "Timed Out.. Please Retry..";
|
||||
strErrorMessage = "시간이 초과되었습니다. 다시 시도해주세요.";
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// 메시지가 있으면 덮어 씀.
|
||||
if (false == string.IsNullOrEmpty(strMessage))
|
||||
{
|
||||
strErrorMessage = strMessage;
|
||||
}
|
||||
|
||||
DSUtil.LogError(strErrorMessage);
|
||||
}
|
||||
|
||||
// 예외 : try-Catch문에서 예외전달메시지
|
||||
public static System.ArgumentException GetExceptionMsg(string strMessage, params object[] args)
|
||||
{
|
||||
return new System.ArgumentException(Format(strMessage, args));
|
||||
}
|
||||
|
||||
// 예외 : 에러로그와 리턴값을 하나로 묶음( EX : return ErrorReturn<bool>(false, "{0} 예외야!!", "나쁜"); )
|
||||
public static T ErrorReturn<T>(T tReturnValue, string strMessage, params object[] args)
|
||||
{
|
||||
LogError(strMessage, args);
|
||||
return tReturnValue;
|
||||
}
|
||||
|
||||
// 정보 : 콜스택을 얻습니다.
|
||||
public static StackFrame[] GetCallStack()
|
||||
{
|
||||
StackTrace stackTrace = new StackTrace();
|
||||
return stackTrace.GetFrames();
|
||||
}
|
||||
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
// 형 변환 관련
|
||||
// 형변환 : String을 Enum으로
|
||||
// Enum.Parse 엄청느립니다. 가급적 사용금지!!!
|
||||
public static T FormatStringToEnum<T>(string _strTypeName, params object[] args)
|
||||
{
|
||||
return StringToEnum<T>(Format(_strTypeName, args));
|
||||
}
|
||||
public static T StringToEnum<T>(string _strTypeName)
|
||||
{
|
||||
_strTypeName = _strTypeName.Replace(" ", "");
|
||||
if (true == string.IsNullOrEmpty(_strTypeName) || false == Enum.IsDefined(typeof(T), _strTypeName))
|
||||
{
|
||||
LogWarning("[Not Defined " + typeof(T) + " ] " + _strTypeName);
|
||||
return default(T);
|
||||
}
|
||||
|
||||
return (T)Enum.Parse(typeof(T), _strTypeName);
|
||||
}
|
||||
|
||||
public static T CheerSoundStringToEnum<T>(string _strTypeName)
|
||||
{
|
||||
_strTypeName = _strTypeName.Replace(" ", "");
|
||||
if (true == string.IsNullOrEmpty(_strTypeName) || false == Enum.IsDefined(typeof(T), _strTypeName))
|
||||
return default(T);
|
||||
|
||||
return (T)Enum.Parse(typeof(T), _strTypeName);
|
||||
}
|
||||
|
||||
// 형변환 : String을 Enum으로
|
||||
// Enum.Parse 엄청느립니다. 가급적 사용금지!!!
|
||||
public static T StringToEnum<T>(string strEnum, string strErrorLog)
|
||||
{
|
||||
strEnum = strEnum.Replace(" ", "");
|
||||
if (true == string.IsNullOrEmpty(strEnum) || false == Enum.IsDefined(typeof(T), strEnum))
|
||||
{
|
||||
LogError("{0}(Enum:{1})", strErrorLog, strEnum);
|
||||
}
|
||||
|
||||
// 없는 Enum이면 크래시되도록 놔두자!!
|
||||
return (T)Enum.Parse(typeof(T), strEnum);
|
||||
}
|
||||
|
||||
// 형변환 : Object을 String으로
|
||||
public static string ObjectToString(System.Object _cObject)
|
||||
{
|
||||
if (_cObject == null)
|
||||
return null;
|
||||
|
||||
var binaryFormatter = new BinaryFormatter();
|
||||
var memoryStream = new MemoryStream();
|
||||
binaryFormatter.Serialize(memoryStream, _cObject);
|
||||
|
||||
return Convert.ToBase64String(memoryStream.GetBuffer());
|
||||
}
|
||||
|
||||
// 형변환 : String을 Object로
|
||||
public static System.Object StringToObject(string _strValue)
|
||||
{
|
||||
if (true == string.IsNullOrEmpty(_strValue))
|
||||
return null;
|
||||
|
||||
var binaryFormatter = new BinaryFormatter();
|
||||
var memoryStream = new MemoryStream(Convert.FromBase64String(_strValue));
|
||||
System.Object obj = binaryFormatter.Deserialize(memoryStream);
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
// 컨테이너 관련
|
||||
// Foreach : Enum
|
||||
public static void ForeachToEnum<T>(Action<T> pLambda)
|
||||
{
|
||||
foreach (T eEnum in Enum.GetValues(typeof(T)))
|
||||
pLambda(eEnum);
|
||||
}
|
||||
|
||||
// Foreach : List
|
||||
public static void ForeachToList<T>(List<T> list, Action<T> pLambda)
|
||||
{
|
||||
if (null == list)
|
||||
return;
|
||||
|
||||
foreach (T tList in list)
|
||||
pLambda(tList);
|
||||
}
|
||||
|
||||
// Foreach : List
|
||||
public static void ForeachToListOfBreak<T>(List<T> list, bool bBreakCondition, Func<T, bool> pLambda)
|
||||
{
|
||||
if (null == list)
|
||||
return;
|
||||
|
||||
foreach (T tList in list)
|
||||
{
|
||||
if (bBreakCondition == pLambda(tList))
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Foreach Dictionary
|
||||
public static void ForeachToDic<TKey, TValue>(Dictionary<TKey, TValue> dic, Action<TKey, TValue> pLambda)
|
||||
{
|
||||
if (null == dic)
|
||||
return;
|
||||
|
||||
foreach (KeyValuePair<TKey, TValue> kvp in dic)
|
||||
pLambda(kvp.Key, kvp.Value);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// FirstKey
|
||||
// if (.NET 3.5) return dic.Keys.First();
|
||||
public static Key FirstKey<Key, Value>(Dictionary<Key, Value> dic, Key defaultVal)
|
||||
{
|
||||
foreach (var pair in dic)
|
||||
return pair.Key;
|
||||
return defaultVal;
|
||||
}
|
||||
|
||||
// dictionary 램덤키 뽑는다.
|
||||
public static Key RandomKey<Key, Value>(Dictionary<Key, Value> dic, Key defaultVal)
|
||||
{
|
||||
if (null == dic)
|
||||
return defaultVal;
|
||||
|
||||
if (0 == dic.Count)
|
||||
return defaultVal;
|
||||
|
||||
System.Random rand = new System.Random();
|
||||
var listKey = dic.ToList()[rand.Next(0, dic.Count)];
|
||||
return listKey.Key;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// test_code
|
||||
public static void TestRandomTrue()
|
||||
{
|
||||
List<bool> list = new List<bool>();
|
||||
var p = 0.3f;
|
||||
for (int i = 0; i < 1000; i++)
|
||||
list.Add(DSUtil.RandomTrue(p));
|
||||
|
||||
var countTrue = list.Count(e => e == true);
|
||||
var countTotal = list.Count();
|
||||
var ratio = (float)countTrue / (float)countTotal;
|
||||
Log(" RandomTrue(" + p + "); " +
|
||||
"result ratio [" + ratio + "], " +
|
||||
"true count [" + countTrue + "], " +
|
||||
"total count [" + countTotal + "]");
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// RandomTrue
|
||||
// 확률 P% 이하로 true 리턴. (단, 100% == 1.0f)
|
||||
public static bool RandomTrue(float p)
|
||||
{
|
||||
// 유니티 랜덤함수 직접 사용[blueasa / 2014-10-30]
|
||||
return p > UnityEngine.Random.Range(0f, 1f);
|
||||
}
|
||||
|
||||
public static bool RandomFalse(float p)
|
||||
{
|
||||
// 유니티 랜덤함수 직접 사용[blueasa / 2014-10-30]
|
||||
return RandomTrue(1.0f - p);
|
||||
}
|
||||
|
||||
public static bool RandomTrue(double p)
|
||||
{
|
||||
// 유니티 랜덤함수 직접 사용[blueasa / 2014-10-30]
|
||||
return p > UnityEngine.Random.Range(0f, 1f);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// RandomW<T>
|
||||
// 가중치에 따라 랜덤하게 원소 선택
|
||||
public static T RandomW<T>(List<T> values, List<float> weights)
|
||||
{
|
||||
if ((null == values) || (0 == values.Count))
|
||||
return default(T);
|
||||
|
||||
if ((null == weights) || (0 == weights.Count))
|
||||
return RandomN(values);
|
||||
|
||||
// ex: weights = { 0.1, 0.3, 0.6};
|
||||
|
||||
// assert(weight.Sum > 0);
|
||||
var subsums = new List<float>(weights.Count);
|
||||
|
||||
var sum = weights.Aggregate(0.0f, (acc, f) =>
|
||||
{ acc += f; subsums.Add(acc); return acc; });
|
||||
// ex : subsums = {0.1, 0.4, 1.0}, sum = 1.0
|
||||
|
||||
var r = UnityEngine.Random.Range(0.0f, sum);
|
||||
// ex : r = 0.35
|
||||
|
||||
var index = subsums.FindIndex(f => (r < f));
|
||||
// ex : index = 1
|
||||
|
||||
// 2017. 08. 29. 정인호. 크래쉬 리포트(ArgumentOutOfRangeException: Argument is out of range.)에 의해 로그 추가
|
||||
if (values.Count <= index || index < 0)
|
||||
{
|
||||
string valuesvalue = "";
|
||||
for (int iLoop = 0; iLoop < values.Count; ++iLoop)
|
||||
valuesvalue += values[iLoop] + ", ";
|
||||
string weightsvalue = "";
|
||||
for (int iLoop = 0; iLoop < weights.Count; ++iLoop)
|
||||
weightsvalue += weights[iLoop] + ", ";
|
||||
Assert(false, Format("DSUtil RandomW Error : values : {0}, weights : {1}, index : {2}, ", valuesvalue, weightsvalue, index));
|
||||
}
|
||||
|
||||
return values[index];
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// RandomOneW<T>
|
||||
// 가중치에 따라 랜덤하게 원소 선택 ( 무조건 하나는 선택되도록 )
|
||||
// 가중치를 정규화해서 합이 1인 값으로 만들고, 의미없는 원소는 제거하여 RandomW처리
|
||||
public static T RandomOneW<T>(List<T> values, List<float> weights)
|
||||
{
|
||||
if ((null == values) || (0 == values.Count))
|
||||
return default(T);
|
||||
|
||||
if ((null == weights) || (0 == weights.Count))
|
||||
return RandomN(values);
|
||||
|
||||
// 전체 가중치 합
|
||||
float fSum = 0.0f;
|
||||
foreach (float fValue in weights)
|
||||
fSum += fValue;
|
||||
|
||||
// 예외처리 : 가중치 합이 0이면 선택할 원소가 없다...
|
||||
if (0.0f == fSum)
|
||||
return default(T);
|
||||
|
||||
// 데이터 복사용 변수
|
||||
List<T> CopyValues = new List<T>();
|
||||
List<float> CopyWeights = new List<float>();
|
||||
|
||||
// 가중치 정규화하면서 필요없는 원소는 제거
|
||||
for (int iLoop = 0; iLoop < weights.Count; ++iLoop)
|
||||
{
|
||||
if (0.0f == weights[iLoop])
|
||||
continue;
|
||||
|
||||
CopyValues.Add(values[iLoop]);
|
||||
CopyWeights.Add(weights[iLoop] / fSum);
|
||||
}
|
||||
|
||||
return RandomW(CopyValues, CopyWeights);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// RandomN<T>
|
||||
// RandomW<T> 와 스팩은 동일하나, 모든 원소의 가중치가 동일한 경우로 제한함.
|
||||
public static T RandomN<T>(List<T> values)
|
||||
{
|
||||
if ((null == values) || (0 == values.Count))
|
||||
return default(T);
|
||||
|
||||
var index = (int)UnityEngine.Random.Range(0.0f, values.Count);
|
||||
if (index == values.Count)
|
||||
index = values.Count - 1;
|
||||
return values[index];
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// RandomRange
|
||||
// int일 경우, Max값도 나오도록 하기 위해 Max + 1을 함.
|
||||
public static int RandomRange(int _iMin, int _iMax)
|
||||
{
|
||||
if (_iMin == _iMax) return _iMin;
|
||||
return UnityEngine.Random.Range(_iMin, _iMax + 1);
|
||||
}
|
||||
public static float RandomRange(float _fMin, float _fMax)
|
||||
{
|
||||
if (_fMin == _fMax) return _fMin;
|
||||
return UnityEngine.Random.Range(_fMin, _fMax);
|
||||
}
|
||||
public static Vector3 RandomVector(float fMin, float fMax)
|
||||
{
|
||||
return RandomVector(fMin, fMax, fMin, fMax, fMin, fMax);
|
||||
}
|
||||
public static Vector3 RandomVector(float fMinX, float fMaxX, float fMinY, float fMaxY, float fMinZ, float fMaxZ)
|
||||
{
|
||||
return new Vector3(RandomRange(fMinX, fMaxX), RandomRange(fMinY, fMaxY), RandomRange(fMinZ, fMaxZ));
|
||||
}
|
||||
public static Vector3 RandomVector_Exception_y(float minX, float maxX, float y, float minZ, float maxZ)
|
||||
{
|
||||
return new Vector3(RandomRange(minX, maxX), y, RandomRange(minZ, maxZ));
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
public static List<int> RandomIndex(int _iCount)
|
||||
{
|
||||
List<int> listResult = new List<int>();
|
||||
List<int> listCount = new List<int>();
|
||||
|
||||
for (int i = 0; i < _iCount; i++)
|
||||
listCount.Add(i);
|
||||
|
||||
while (0 < listCount.Count)
|
||||
{
|
||||
int iRand = UnityEngine.Random.Range(0, listCount.Count);
|
||||
listResult.Add(listCount[iRand]);
|
||||
listCount.RemoveAt(iRand);
|
||||
}
|
||||
|
||||
return listResult;
|
||||
}
|
||||
|
||||
//========================================================================
|
||||
// 폴링 함수 getter 를 이용해 이벤트 드리븐 함수 onChange 를 호출
|
||||
// prev - 이전값
|
||||
// getter - 폴링함수.
|
||||
// onChange := Action<PrevValue, CurrentValue> - 이벤트 함수.
|
||||
public static void PollingToEvent(float prev, Func<float> getter, Action<float, float> onChange)
|
||||
{
|
||||
// 값이 변했는지 검사. 다를 때만 호출
|
||||
var current = getter();
|
||||
if (prev != current)
|
||||
onChange(prev, current);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// GUID
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static string GetGUID()
|
||||
{
|
||||
System.Guid uid = System.Guid.NewGuid();
|
||||
return uid.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UUID(이걸 사용)
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static string GetUUID()
|
||||
{
|
||||
return SystemInfo.deviceUniqueIdentifier;
|
||||
}
|
||||
|
||||
// 프리팹에 Component가 Missing된 것이 있는지 체크
|
||||
public static void CheckMissingComponent()
|
||||
{
|
||||
UnityEngine.Object[] pObjects = Resources.FindObjectsOfTypeAll(typeof(GameObject));
|
||||
foreach (UnityEngine.Object pObject in pObjects)
|
||||
{
|
||||
GameObject pGameObject = pObject as GameObject;
|
||||
if (null == pGameObject)
|
||||
continue;
|
||||
|
||||
Component[] pComponents = pGameObject.GetComponents<Component>();
|
||||
foreach (Component pComponent in pComponents)
|
||||
{
|
||||
if (null == pComponent)
|
||||
DSUtil.LogError("MissingComponent!!(GameObject{0})", pObject.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 유니티 에디터의 Pause를 Toggle합니다.
|
||||
public static void EditorPauseOfToggle(bool bToggle)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
EditorApplication.isPaused = bToggle;
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void ContainsDictionary<TKey, TValue>(Dictionary<TKey, TValue> dicContainer, TKey tKey)
|
||||
{
|
||||
if (false == dicContainer.ContainsKey(tKey))
|
||||
dicContainer[tKey] = default(TValue);
|
||||
}
|
||||
|
||||
// 클래스 Null체크
|
||||
/*
|
||||
* null for classes
|
||||
* null (empty) for Nullable<T>
|
||||
* zero/false/etc for other structs
|
||||
*/
|
||||
public static bool IsNull<T>(T value)
|
||||
{
|
||||
if (EqualityComparer<T>.Default.Equals(value, default(T)))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
*Assert 관련
|
||||
*/
|
||||
public static void Assert(bool condition)
|
||||
{
|
||||
// if (Debug.isDebugBuild && !condition) throw new Exception();
|
||||
if (!condition) throw new Exception();
|
||||
}
|
||||
|
||||
public static void Assert(bool condition, string log)
|
||||
{
|
||||
// if (Debug.isDebugBuild && !condition) {
|
||||
// Debug.Log (log);
|
||||
// throw new Exception ();
|
||||
// }
|
||||
if (!condition)
|
||||
{
|
||||
UnityEngine.Debug.LogError(log);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Assert(bool condition, string strMessage, params object[] args)
|
||||
{
|
||||
// if (Debug.isDebugBuild && !condition) {
|
||||
// Debug.Log (Format (strMessage, args));
|
||||
// throw new Exception ();
|
||||
// }
|
||||
if (!condition)
|
||||
{
|
||||
UnityEngine.Debug.Log(Format(strMessage, args));
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Verify(bool condition)
|
||||
{
|
||||
if (!condition)
|
||||
{
|
||||
//EditorPauseOfToggle (true);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Verify(bool condition, string log)
|
||||
{
|
||||
if (!condition)
|
||||
{
|
||||
UnityEngine.Debug.LogError(log);
|
||||
//EditorPauseOfToggle (true);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Verify(bool condition, string strMessage, params object[] args)
|
||||
{
|
||||
if (!condition)
|
||||
{
|
||||
UnityEngine.Debug.LogError(Format(strMessage, args));
|
||||
//EditorPauseOfToggle (true);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Search(string strPath, Action<FileInfo> pCallBack)
|
||||
{
|
||||
DirectoryInfo pDirInfo = new DirectoryInfo(strPath);
|
||||
SearchFiles(pDirInfo, pCallBack);
|
||||
SearchDirs(pDirInfo, pCallBack);
|
||||
}
|
||||
|
||||
static void SearchDirs(DirectoryInfo pDirInfo, Action<FileInfo> pCallBack)
|
||||
{
|
||||
DirectoryInfo[] pDirs = pDirInfo.GetDirectories();
|
||||
foreach (DirectoryInfo pDir in pDirs)
|
||||
{
|
||||
SearchFiles(pDir, pCallBack);
|
||||
SearchDirs(pDir, pCallBack);
|
||||
}
|
||||
}
|
||||
|
||||
static void SearchFiles(DirectoryInfo pDirInfo, Action<FileInfo> pCallBack)
|
||||
{
|
||||
FileInfo[] pFiles = pDirInfo.GetFiles();
|
||||
foreach (FileInfo pFile in pFiles)
|
||||
{
|
||||
pCallBack(pFile);
|
||||
}
|
||||
}
|
||||
|
||||
public static string Encrypt(string toEncrypt, string key = "12345678901234567890123456789012") /*key limit 32byte 12345678901234567890123456789012*/
|
||||
{
|
||||
byte[] keyArray = UTF8Encoding.UTF8.GetBytes(key);
|
||||
byte[] toEncryptArray = UTF8Encoding.UTF8.GetBytes(toEncrypt);
|
||||
RijndaelManaged rDel = new RijndaelManaged();
|
||||
rDel.Key = keyArray;
|
||||
rDel.Mode = CipherMode.ECB;
|
||||
rDel.Padding = PaddingMode.PKCS7;
|
||||
ICryptoTransform cTransform = rDel.CreateEncryptor();
|
||||
byte[] resultArray = cTransform.TransformFinalBlock(toEncryptArray, 0, toEncryptArray.Length);
|
||||
return Convert.ToBase64String(resultArray, 0, resultArray.Length);
|
||||
}
|
||||
public static string Decrypt(string toDecrypt, string key = "12345678901234567890123456789012") /*key limit 32byte 12345678901234567890123456789012*/
|
||||
{
|
||||
byte[] keyArray = UTF8Encoding.UTF8.GetBytes(key);
|
||||
byte[] toEncryptArray = Convert.FromBase64String(toDecrypt);
|
||||
RijndaelManaged rDel = new RijndaelManaged();
|
||||
rDel.Key = keyArray;
|
||||
rDel.Mode = CipherMode.ECB;
|
||||
rDel.Padding = PaddingMode.PKCS7;
|
||||
ICryptoTransform cTransform = rDel.CreateDecryptor();
|
||||
byte[] resultArray = cTransform.TransformFinalBlock(toEncryptArray, 0, toEncryptArray.Length);
|
||||
return UTF8Encoding.UTF8.GetString(resultArray);
|
||||
}
|
||||
|
||||
public static void Activate(GameObject _goTarget, bool _bActive)
|
||||
{
|
||||
if (null != _goTarget)
|
||||
{
|
||||
_goTarget.SetActive(_bActive);
|
||||
}
|
||||
}
|
||||
|
||||
public static void ActivateGameObjects(GameObject[] _gos, int _inactiveIndex = -1)
|
||||
{
|
||||
for (int iLoop = 0; iLoop < _gos.Length; ++iLoop)
|
||||
{
|
||||
if (_gos[iLoop] != null)
|
||||
_gos[iLoop].SetActive(true);
|
||||
}
|
||||
if (_inactiveIndex > -1 && _gos[_inactiveIndex] != null)
|
||||
_gos[_inactiveIndex].SetActive(false);
|
||||
}
|
||||
|
||||
public static void InActivateGameObjects(GameObject[] _gos, int _activeIndex = -1)
|
||||
{
|
||||
for (int iLoop = 0; iLoop < _gos.Length; ++iLoop)
|
||||
{
|
||||
if (_gos[iLoop] != null)
|
||||
_gos[iLoop].SetActive(false);
|
||||
}
|
||||
if (_activeIndex > -1 && _gos[_activeIndex] != null)
|
||||
_gos[_activeIndex].SetActive(true);
|
||||
}
|
||||
|
||||
public static void ActivateCollider(BoxCollider _collider, bool _bActive)
|
||||
{
|
||||
if (null != _collider)
|
||||
{
|
||||
_collider.enabled = _bActive;
|
||||
}
|
||||
}
|
||||
|
||||
private static Stopwatch m_cStopwatch = new Stopwatch();
|
||||
public static void StartStopWatch()
|
||||
{
|
||||
m_cStopwatch.Reset();
|
||||
m_cStopwatch.Start();
|
||||
}
|
||||
|
||||
public static TimeSpan StopStopWatch(bool debugtime)
|
||||
{
|
||||
m_cStopwatch.Stop();
|
||||
if (debugtime) Log("{0}", m_cStopwatch.Elapsed);
|
||||
return m_cStopwatch.Elapsed;
|
||||
}
|
||||
|
||||
public static int GetNumberLen(int iNum)
|
||||
{
|
||||
return iNum.ToString().Length;
|
||||
}
|
||||
|
||||
public static void Quit()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
EditorApplication.isPlaying = false;
|
||||
#else
|
||||
Application.Quit();
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 문자열에서 한글만 얻기
|
||||
/// </summary>
|
||||
/// <param name="_strText"></param>
|
||||
/// <returns></returns>
|
||||
public static string GetStringOnlyKorean(string _strText)
|
||||
{
|
||||
return Regex.Replace(_strText, @"[^가-힣]", "");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 문자열에서 영어만 얻기
|
||||
/// </summary>
|
||||
/// <param name="_strText"></param>
|
||||
/// <returns></returns>
|
||||
public static string GetStringOnlyEnglish(string _strText)
|
||||
{
|
||||
return Regex.Replace(_strText, @"[^a-zA-Z]", "");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 텍스트의 문자열이 영어 대소문자/숫자/한글인지 체크하는 정규식
|
||||
/// </summary>
|
||||
/// <param name="_strText">체크할 텍스트</param>
|
||||
/// <returns>유효 여부</returns>
|
||||
public static bool IsValidString(string _strText)
|
||||
{
|
||||
string strPattern = @"^[a-zA-Z0-9가-힣]*$";
|
||||
return Regex.IsMatch(_strText, strPattern);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// int -> 세자리마다 콤마가 있는 숫자
|
||||
/// </summary>
|
||||
public static string GetThousandCommaText(double data, bool _incluePercent = false)
|
||||
{
|
||||
if (_incluePercent) return Format("{0:#,##0}%", data);
|
||||
else return Format("{0:#,##0}", data);
|
||||
}
|
||||
public static string GetCommaText_N2(double data)
|
||||
{
|
||||
return Format("{0:#,##0.##}", data);
|
||||
}
|
||||
public static string GetCommaText_N4(double data)
|
||||
{
|
||||
return Format("{0:#,##0.####}", data);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 00:00:00 형식
|
||||
/// </summary>
|
||||
public static string Get_TimeText_HMS(DateTime _dt) { return Format("{0:00}:{1:00}:{2:00}", _dt.Hour, _dt.Minute, _dt.Second); }
|
||||
public static string Get_TimeText_HMS(TimeSpan _ts) { return Format("{0:00}:{1:00}:{2:00}", _ts.Hours, _ts.Minutes, _ts.Seconds); }
|
||||
public static string Get_TimeText_MS(TimeSpan _ts) { return Format("{0:00}:{1:00}", _ts.Minutes, _ts.Seconds); }
|
||||
public static string Get_TimeText_HMS(bool _text, double _totalseconds)
|
||||
{
|
||||
if (_text)
|
||||
return Format("{0:00}시간 {1:00}분 {2:00}초", _totalseconds / 60 / 60, _totalseconds / 60 % 60, _totalseconds % 60);
|
||||
return Format("{0:00}:{1:00}:{2:00}", _totalseconds / 60 / 60, _totalseconds / 60 % 60, _totalseconds % 60);
|
||||
}
|
||||
public static string Get_TimeText_HM(double _totalminutes) { return Format("{0:00}:{1:00}", (int)(_totalminutes / 60), (int)(_totalminutes % 60)); }
|
||||
public static string Get_TimeText_MS(double _totalseconds) { return Format("{0:00}:{1:00}", (int)(_totalseconds / 60), (int)(_totalseconds % 60)); }
|
||||
public static string Get_TimeText_MSms(double _tick)
|
||||
{
|
||||
var min = (int)(_tick / 60);
|
||||
var sec = (int)(_tick % 60);
|
||||
float ms = ((float)_tick - (int)_tick) * 100f;
|
||||
return Format("{0:00}분 {1:00}초 {2:00}", min, sec, Mathf.Approximately(ms, 100f) ? 0 : ms);
|
||||
}
|
||||
|
||||
public static bool IsUnityObjectDestroyed(object target)
|
||||
{
|
||||
if ((target is UnityEngine.Object) == false)
|
||||
return false;
|
||||
|
||||
if ((target is UnityEngine.Object) && (target.Equals(null)) == true)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
public static bool IsActionUnityObjectDestroyed(object target, MethodInfo method)
|
||||
{
|
||||
if (target == null && method == null)
|
||||
return true;
|
||||
|
||||
if (IsUnityObjectDestroyed(target))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
public static bool IsActionUnityObjectDestroyed(Action action)
|
||||
{
|
||||
if (action == null)
|
||||
return true;
|
||||
return IsActionUnityObjectDestroyed(action.Target, action.Method);
|
||||
}
|
||||
|
||||
public static bool IsActionUnityObjectDestroyed<T>(Action<T> action)
|
||||
{
|
||||
if (action == null)
|
||||
return true;
|
||||
return IsActionUnityObjectDestroyed(action.Target, action.Method);
|
||||
}
|
||||
|
||||
public static bool IsActionUnityObjectDestroyed<T1, T2>(Action<T1, T2> action)
|
||||
{
|
||||
if (action == null)
|
||||
return true;
|
||||
return IsActionUnityObjectDestroyed(action.Target, action.Method);
|
||||
}
|
||||
|
||||
public static void Set_Transform_withParent(Transform _tf, Transform _parent, Vector3? _pos = null, Vector3? _scale = null)
|
||||
{
|
||||
_tf.SetParent(_parent);
|
||||
_tf.localPosition = _pos == null ? Vector3.zero : (Vector3)_pos;
|
||||
_tf.localScale = _scale == null ? Vector3.one : (Vector3)_scale;
|
||||
_tf.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
public static GameObject Get_Clone(string _path, Transform _parent = null, Vector3? _pos = null, Vector3? _scale = null)
|
||||
{
|
||||
var temp = GameObject.Instantiate(Resources.Load(_path)) as GameObject;
|
||||
Set_Transform_withParent(temp.transform, _parent, _pos, _scale);
|
||||
return temp;
|
||||
}
|
||||
public static GameObject Get_Clone(GameObject _obj, Transform _parent = null, Vector3? _pos = null, Vector3? _scale = null)
|
||||
{
|
||||
var temp = GameObject.Instantiate(_obj);
|
||||
Set_Transform_withParent(temp.transform, _parent, _pos, _scale);
|
||||
return temp;
|
||||
}
|
||||
public static T Get_Clone<T>(GameObject _obj, Transform _parent = null, Vector3? _pos = null, Vector3? _scale = null)
|
||||
{
|
||||
var temp = GameObject.Instantiate(_obj);
|
||||
Set_Transform_withParent(temp.transform, _parent, _pos, _scale);
|
||||
return temp.GetComponent<T>();
|
||||
}
|
||||
public static T Get_Clone<T>(string _path, Transform _parent = null, Vector3? _pos = null, Vector3? _scale = null)
|
||||
{
|
||||
var res = Resources.Load(_path);
|
||||
if (res == null) UnityEngine.Debug.Log(Format("no exist res : {0}", _path));
|
||||
return Get_Clone<T>(res as GameObject, _parent, _pos, _scale);
|
||||
}
|
||||
|
||||
public static bool Check_ObjectInMainCamera(Transform _target)
|
||||
{
|
||||
var screenP = Camera.main.WorldToViewportPoint(_target.position);
|
||||
return screenP.z > 0 && screenP.x > 0 && screenP.x < 1 && screenP.y > 0 && screenP.y < 1;
|
||||
}
|
||||
|
||||
//public static DateTime Get_NextWeekMonday()
|
||||
//{
|
||||
// DateTime NextWeek;
|
||||
// switch (ServerInfo.ServerTime.DayOfWeek)
|
||||
// {
|
||||
// case DayOfWeek.Monday: NextWeek = ServerInfo.ServerTime.AddDays(7); break;
|
||||
// case DayOfWeek.Tuesday: NextWeek = ServerInfo.ServerTime.AddDays(6); break;
|
||||
// case DayOfWeek.Wednesday: NextWeek = ServerInfo.ServerTime.AddDays(5); break;
|
||||
// case DayOfWeek.Thursday: NextWeek = ServerInfo.ServerTime.AddDays(4); break;
|
||||
// case DayOfWeek.Friday: NextWeek = ServerInfo.ServerTime.AddDays(3); break;
|
||||
// case DayOfWeek.Saturday: NextWeek = ServerInfo.ServerTime.AddDays(2); break;
|
||||
// default: NextWeek = ServerInfo.ServerTime.AddDays(1); break;
|
||||
// }
|
||||
// return new DateTime(NextWeek.Year, NextWeek.Month, NextWeek.Day);
|
||||
//}
|
||||
|
||||
public static void ChangeLayersRecursively(Transform trans, string name)
|
||||
{
|
||||
trans.gameObject.layer = LayerMask.NameToLayer(name);
|
||||
foreach (Transform child in trans)
|
||||
{
|
||||
ChangeLayersRecursively(child, name);
|
||||
}
|
||||
}
|
||||
|
||||
public static Vector3 StringToVector3(string str)
|
||||
{
|
||||
string[] s = str.Split(',');
|
||||
return new Vector3(float.Parse(s[0]), float.Parse(s[1]), float.Parse(s[2]));
|
||||
}
|
||||
|
||||
public static int Get_RandomIndex<T>(List<T> probs) where T : struct, IConvertible
|
||||
{
|
||||
float total = 0f;
|
||||
foreach (var p in probs)
|
||||
total += Convert.ToSingle(p);
|
||||
|
||||
float randomPoint = Random.value * total;
|
||||
|
||||
for (int i = 0; i < probs.Count; i++)
|
||||
{
|
||||
float val = Convert.ToSingle(probs[i]);
|
||||
if (randomPoint < val)
|
||||
return i;
|
||||
randomPoint -= val;
|
||||
}
|
||||
return probs.Count - 1;
|
||||
}
|
||||
|
||||
public static Vector3 Get_RandomPos_onNavMesh(Vector3 origin, float minradius = 0f, float maxradius = 3f, int _trycount = 50)
|
||||
{
|
||||
// Set the parameters for the NavMesh.SamplePosition method
|
||||
NavMeshHit hit;
|
||||
Vector3 randomPoint = origin;
|
||||
int maxTries = _trycount;
|
||||
int currentTry = 0;
|
||||
minradius = Math.Max(0f, minradius);
|
||||
|
||||
// Try to find a random location on the NavMesh
|
||||
while (currentTry < maxTries)
|
||||
{
|
||||
Vector3 randomDirection = Random.insideUnitSphere * maxradius;
|
||||
randomDirection += origin;
|
||||
NavMesh.SamplePosition(randomDirection, out hit, maxradius, NavMesh.AllAreas);
|
||||
|
||||
// If a valid location is found, check if it is reachable and far enough
|
||||
if (hit.hit && Vector3.Distance(origin, hit.position) >= minradius)
|
||||
{
|
||||
NavMeshPath path = new NavMeshPath();
|
||||
if (NavMesh.CalculatePath(origin, hit.position, NavMesh.AllAreas, path))
|
||||
{
|
||||
// If a path can be found, return the random location
|
||||
randomPoint = hit.position;
|
||||
break;
|
||||
}
|
||||
}
|
||||
currentTry++;
|
||||
}
|
||||
|
||||
// Return the random reachable location on the NavMesh
|
||||
return randomPoint;
|
||||
}
|
||||
public static bool IsValidPos_onNaveMesh(Vector3 pos, float maxDistance = 0f)
|
||||
{
|
||||
NavMeshHit hit;
|
||||
// maxDistance 안에서 pos에 가장 가까운 NavMesh 위치 찾기
|
||||
if (NavMesh.SamplePosition(pos, out hit, maxDistance, NavMesh.AllAreas))
|
||||
{
|
||||
// 유효한 위치가 있고 너무 멀리 떨어지지 않았으면 true
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public static bool CheckNull(UnityEngine.Object obj)
|
||||
{
|
||||
return ReferenceEquals(obj, null) || obj.Equals(null);
|
||||
}
|
||||
public static bool CheckNull(object obj)
|
||||
{
|
||||
return ReferenceEquals(obj, null);
|
||||
}
|
||||
|
||||
public static float Get_SliderValue(float f) { return float.IsNaN(f) ? 0f : f; }
|
||||
|
||||
public static bool WithInDistance(Vector3 a, Vector3 b, float dist) { return Get_Distance(a, b) <= dist * dist; }
|
||||
public static float Get_Distance(Vector3 a, Vector3 b) { return (a - b).sqrMagnitude; }
|
||||
}
|
||||
|
||||
public class NumberFormatter
|
||||
{
|
||||
// 알파벳 시작값 (a = 97 in ASCII)
|
||||
private const char startChar = 'a';
|
||||
|
||||
public static string FormatNumber(double number)
|
||||
{
|
||||
if (number < 1000)
|
||||
return number.ToString("0.##"); // 1,000 미만은 그냥 숫자로 반환
|
||||
|
||||
int suffixIndex = 0;
|
||||
while (number >= 1000)
|
||||
{
|
||||
number /= 1000;
|
||||
suffixIndex++;
|
||||
}
|
||||
|
||||
// 소수점 두 자리까지 표시하고, 알파벳 단위 추가 (suffixIndex에 따라 동적 알파벳 생성)
|
||||
char suffix = (char)(startChar + (suffixIndex - 1));
|
||||
return $"{number:F2}{suffix}";
|
||||
}
|
||||
}
|
||||
|
||||
public struct ErrorString
|
||||
{
|
||||
public string error;
|
||||
public ErrorString(string str){error=str;}
|
||||
};
|
||||
|
||||
public class DSTime_HMS
|
||||
{
|
||||
public int m_Hour, m_Min, m_Sec;
|
||||
|
||||
public DSTime_HMS(int _second)
|
||||
{
|
||||
m_Hour = _second / 3600;
|
||||
m_Min = _second % 3600 / 60;
|
||||
m_Sec = _second % 3600 % 60;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 35140a898f557944ba21099fda14b30f
|
||||
|
|
@ -0,0 +1,83 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class uScrollViewMgr : MonoBehaviour
|
||||
{
|
||||
public ScrollRect m_ScrollRect;
|
||||
public GameObject m_Content;
|
||||
public GameObject go_card;
|
||||
|
||||
protected List<CardBase> list_CardBase = new List<CardBase>();
|
||||
protected RectTransform contentRt;
|
||||
|
||||
protected CardBase m_SelectCard;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
protected virtual void Init()
|
||||
{
|
||||
if (DSUtil.CheckNull(contentRt))
|
||||
{
|
||||
if (m_ScrollRect)
|
||||
contentRt = m_ScrollRect.content;
|
||||
else if (m_Content)
|
||||
contentRt = m_Content.GetComponent<RectTransform>();
|
||||
}
|
||||
}
|
||||
|
||||
protected void CardBase_AllOff()
|
||||
{
|
||||
for (int i = 0; i < list_CardBase.Count; i++)
|
||||
list_CardBase[i].gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
CardBase MakeCard(int i)
|
||||
{
|
||||
CardBase temp;
|
||||
if (list_CardBase.Count > i) temp = list_CardBase[i];
|
||||
else
|
||||
{
|
||||
temp = DSUtil.Get_Clone<CardBase>(go_card, contentRt);
|
||||
list_CardBase.Add(temp);
|
||||
}
|
||||
return temp;
|
||||
}
|
||||
|
||||
protected virtual void Set_ScrollView<T>(List<T> _lst, int idata = -1)
|
||||
{
|
||||
Init();
|
||||
CardBase_AllOff();
|
||||
|
||||
for (int i = 0; i < _lst.Count; i++)
|
||||
MakeCard(i).Set(_lst[i], i, idata);
|
||||
}
|
||||
protected virtual void Set_ScrollView_NotSet(int _makecount)
|
||||
{
|
||||
Init();
|
||||
for (int i = 0; i < _makecount; i++)
|
||||
{
|
||||
if (list_CardBase.Count > i) { }
|
||||
else list_CardBase.Add(DSUtil.Get_Clone<CardBase>(go_card, contentRt));
|
||||
}
|
||||
CardBase_AllOff();
|
||||
}
|
||||
|
||||
protected void ScrollTo_XY(Transform target)
|
||||
{
|
||||
Canvas.ForceUpdateCanvases();
|
||||
contentRt.anchoredPosition = (Vector2)m_ScrollRect.transform.InverseTransformPoint(contentRt.position) - (Vector2)m_ScrollRect.transform.InverseTransformPoint(target.position);
|
||||
}
|
||||
protected void ScrollTo(Transform target, bool vertical)
|
||||
{
|
||||
Canvas.ForceUpdateCanvases();
|
||||
Vector2 offset = (Vector2)m_ScrollRect.transform.InverseTransformPoint(contentRt.position) - (Vector2)m_ScrollRect.transform.InverseTransformPoint(target.position);
|
||||
Vector2 anchor = contentRt.anchoredPosition;
|
||||
if (vertical) anchor.y = offset.y - target.GetComponent<RectTransform>().sizeDelta.y;
|
||||
else anchor.x = offset.x - target.GetComponent<RectTransform>().sizeDelta.x;
|
||||
contentRt.anchoredPosition = anchor;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c7423543f271c8648a9e60f0c5151d1e
|
||||
|
|
@ -5,7 +5,6 @@ using System;
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Android;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace CodeJay
|
||||
|
|
@ -133,6 +132,8 @@ namespace CodeJay
|
|||
public int TextureIndex;
|
||||
public long ClearConditionMoney;
|
||||
|
||||
public int BuyPrice, n_AlbumType;
|
||||
|
||||
public string Name;
|
||||
public string Description;
|
||||
public string Script;
|
||||
|
|
@ -150,14 +151,26 @@ namespace CodeJay
|
|||
this.Script = script;
|
||||
}*/
|
||||
|
||||
public HuntingData(int index, int stake, long clearMoney, string name, string desc, string huntingDataID)
|
||||
//public HuntingData(int index, int stake, long clearMoney, string name, string desc, string huntingDataID)
|
||||
//{
|
||||
// this.Index = index;
|
||||
// this.Stake = stake;
|
||||
// this.ClearConditionMoney = clearMoney;
|
||||
// this.Name = name;
|
||||
// this.Description = desc;
|
||||
// this.HuntingDataID = huntingDataID;
|
||||
//}
|
||||
|
||||
public HuntingData(int index, DB_HuntingData data)
|
||||
{
|
||||
this.Index = index;
|
||||
this.Stake = stake;
|
||||
this.ClearConditionMoney = clearMoney;
|
||||
this.Name = name;
|
||||
this.Description = desc;
|
||||
this.HuntingDataID = huntingDataID;
|
||||
Index = index;
|
||||
Stake = data.DBF_Stake;
|
||||
ClearConditionMoney = data.DBF_ClearConditionMoney;
|
||||
Name = data.DBF_name;
|
||||
Description = data.DBF_Description;
|
||||
HuntingDataID = data.Id.ToString();
|
||||
BuyPrice = data.DBF_BuyPrice;
|
||||
n_AlbumType = data.DBF_n_AlbumType;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -301,8 +314,8 @@ public partial class DBManager : MonoBehaviour
|
|||
data = DB_HuntingData.GetEntity(i);
|
||||
if (data != null)
|
||||
{
|
||||
_lstHuntindData.Add(new HuntingData(i, data.DBF_Stake, data.DBF_ClearConditionMoney, data.DBF_Name, data.DBF_Description, data.Id.ToString()));
|
||||
|
||||
//_lstHuntindData.Add(new HuntingData(i, data.DBF_Stake, data.DBF_ClearConditionMoney, data.DBF_Name, data.DBF_Description, data.Id.ToString()));
|
||||
_lstHuntindData.Add(new HuntingData(i, data));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -498,6 +511,10 @@ public partial class DBManager : MonoBehaviour
|
|||
return _lstHuntindData[index];
|
||||
}
|
||||
}
|
||||
public List<HuntingData> Get_AlbumDatas(int type)
|
||||
{
|
||||
return _lstHuntindData.FindAll(f => f.n_AlbumType == type);
|
||||
}
|
||||
|
||||
public bool AddCurrentChallengeCondition(long amount)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -3,65 +3,50 @@ using CodeJay.Classes;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class HuntingPanel : MonoBehaviour
|
||||
public class HuntingPanel : uScrollViewMgr
|
||||
{
|
||||
[SerializeField] private GameObject SlotPrefab;
|
||||
[SerializeField] private GameObject EmptySlotPrefab;
|
||||
[SerializeField] private Transform Content;
|
||||
[SerializeField] private TMPro.TextMeshProUGUI TitleTMP;
|
||||
[SerializeField] private GameObject[] Buttons;
|
||||
public GameObject go_mainpaenl, go_botpanel, go_x;
|
||||
|
||||
private List<HuntingSlot> _lstSlots;
|
||||
private int CurAlbumType = 1;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// HuntingData하나에 2개의 데이터 필요함.
|
||||
// 100개라면 50개만 생성해야함 (왼쪽 오른쪽 있기때문)
|
||||
_lstSlots = new List<HuntingSlot>(DB_HuntingListData.CountEntities);
|
||||
//// HuntingData하나에 2개의 데이터 필요함.
|
||||
//// 100개라면 50개만 생성해야함 (왼쪽 오른쪽 있기때문)
|
||||
//_lstSlots = new List<HuntingSlot>(DB_HuntingListData.CountEntities);
|
||||
|
||||
|
||||
// 소수점이 나오면 데이터가 홀수로 끝난다는것이기 때문에
|
||||
// 오른쪽에 슬롯이 생성되지 않는것을 방지하기위해 올림을 한다.
|
||||
//int length = Mathf.CeilToInt(GameManager.DB.GetHuntingDataLength() / 2f);
|
||||
//// 소수점이 나오면 데이터가 홀수로 끝난다는것이기 때문에
|
||||
//// 오른쪽에 슬롯이 생성되지 않는것을 방지하기위해 올림을 한다.
|
||||
////int length = Mathf.CeilToInt(GameManager.DB.GetHuntingDataLength() / 2f);
|
||||
|
||||
// 헌팅 도전 슬롯 생성
|
||||
HuntingSlot slot = null;
|
||||
for (int i = 0; i < DB_HuntingListData.CountEntities; i++)
|
||||
{
|
||||
slot = Instantiate(SlotPrefab, Content).GetComponent<HuntingSlot>();
|
||||
_lstSlots.Add(slot);
|
||||
|
||||
}
|
||||
//// 헌팅 도전 슬롯 생성
|
||||
//HuntingSlot slot = null;
|
||||
//for (int i = 0; i < DB_HuntingListData.CountEntities; i++)
|
||||
//{
|
||||
// slot = Instantiate(SlotPrefab, Content).GetComponent<HuntingSlot>();
|
||||
// _lstSlots.Add(slot);
|
||||
//}
|
||||
|
||||
|
||||
// 하단 UI에 가려지는것을 방지하기 위한 프리팹.
|
||||
// 2개 생성하면 데이터의 길이가 4의 배수가 되지 않아도 홀수로 끝나도 위에까지 올라온다.
|
||||
//Instantiate(EmptySlotPrefab, Content);
|
||||
//Instantiate(EmptySlotPrefab, Content);
|
||||
|
||||
if (GameManager.Instance != null)
|
||||
{
|
||||
// 이벤트 매니저에 구독
|
||||
GameManager.Event.RegistEvent(EEventType.OnSynchronizeAIChllengeModeAIData, this.UpdateData);
|
||||
GameManager.Event.RegistEvent(EEventType.OnSynchronizeAIChllengeModeAIData, this.Set_UI);
|
||||
GameManager.Event.RegistEvent(EEventType.OnClickFullView, this.OnClickFullView);
|
||||
GameManager.Event.RegistEvent(EEventType.OnReturnFullView, this.OnReturnFullView);
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 다른 스크립트들도 구독을 완료하고 난 뒤에 호출하도록
|
||||
// Start에서 슬롯을 업데이트한다.
|
||||
this.UpdateData();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (GameManager.Instance != null)
|
||||
{
|
||||
// 구독한 이벤트 해제
|
||||
GameManager.Event.RemoveEvent(EEventType.OnSynchronizeAIChllengeModeAIData, this.UpdateData);
|
||||
GameManager.Event.RemoveEvent(EEventType.OnSynchronizeAIChllengeModeAIData, this.Set_UI);
|
||||
GameManager.Event.RemoveEvent(EEventType.OnClickFullView, this.OnClickFullView);
|
||||
GameManager.Event.RemoveEvent(EEventType.OnReturnFullView, this.OnReturnFullView);
|
||||
|
||||
|
|
@ -73,45 +58,13 @@ public class HuntingPanel : MonoBehaviour
|
|||
GameManager.DB.CheckDayReset();
|
||||
go_botpanel.SetActive(false);
|
||||
go_x.SetActive(true);
|
||||
|
||||
Set_UI();
|
||||
}
|
||||
|
||||
// 슬롯들 업데이트 하는 함수
|
||||
private void UpdateData()
|
||||
public void Set_UI()
|
||||
{
|
||||
// 해금해야하는 인덱스를 가져온다.
|
||||
// 3번째까지(0 ~ 2) 클리어했으면 index 3을 가져온다.
|
||||
int unlockTargetIndex = GameManager.DB.GetUnlockTargetIndex();
|
||||
|
||||
// 헌팅 도전에 들어갈 데이터를 DB매니저에서 가져온다.
|
||||
HuntingData data = GameManager.DB.GetHuntingData(unlockTargetIndex);
|
||||
DB_HuntingListData huntingListData = DB_HuntingListData.GetEntity(GameManager.BGDatabase.GetNextLockHuntingListDataID());
|
||||
|
||||
// 모두 해금을 했는지 체크하기 위한
|
||||
if (GameManager.DB.IsAllUnlocked())
|
||||
{
|
||||
TitleTMP.text = "모두 해금 완료";
|
||||
}
|
||||
else
|
||||
{
|
||||
string temp = huntingListData.DBF_Title;
|
||||
//if (huntingListData != null)
|
||||
//{
|
||||
// temp = $"Ep {unlockTargetIndex + 1}. {huntingListData.DBF_Title} (#{((unlockTargetIndex) % 2 + 1)} / #2)";
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// temp = $"Ep {unlockTargetIndex + 1}. {data.Description} {data.Name} (#{((unlockTargetIndex) % 2 + 1)} / #2)";
|
||||
//}
|
||||
//temp += "\n<size=40>점 " + CodeJay.CodeJayUtility.Converter.MoneyToString(data.Stake);
|
||||
//temp += "\n그녀의 남은 판돈 " + GameManager.DB.GetReaminingTargetConditionString(data.Index) + "</size>";
|
||||
TitleTMP.text = temp;
|
||||
}
|
||||
|
||||
// Data Length 100 == Slot Length 50
|
||||
for (int i = 0; i < _lstSlots.Count; i++)
|
||||
{
|
||||
_lstSlots[i].SetData(i * 2, unlockTargetIndex);
|
||||
}
|
||||
Set_ScrollView(GameManager.DB.Get_AlbumDatas(CurAlbumType), GameManager.DB.GetUnlockTargetIndex());
|
||||
}
|
||||
|
||||
private void OnClickFullView(object huntingDataID, object huntingListDataID)
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@ using BansheeGz.BGDatabase;
|
|||
using UnityEngine.EventSystems;
|
||||
using TMPro;
|
||||
|
||||
public class HuntingSlot : MonoBehaviour
|
||||
public class HuntingSlot : CardBase
|
||||
{
|
||||
[SerializeField] private TMPro.TextMeshProUGUI NameTMP;
|
||||
|
||||
|
|
@ -32,6 +32,12 @@ public class HuntingSlot : MonoBehaviour
|
|||
|
||||
private BGId _huntingListID;
|
||||
|
||||
public override void Set<T>(T _base, int iLoop = -1, int idata = -1)
|
||||
{
|
||||
base.Set(_base, iLoop, idata);
|
||||
SetData(iLoop, idata);
|
||||
}
|
||||
|
||||
public void SetData(int index, int unlockTargetIndex)
|
||||
{
|
||||
DB_HuntingListData huntingListData = DB_HuntingListData.GetEntity(Mathf.FloorToInt((float)((float)index / 2.0f)));
|
||||
|
|
@ -46,8 +52,8 @@ public class HuntingSlot : MonoBehaviour
|
|||
gos_openbutton[0].SetActive(true);
|
||||
if (_data_right != null && _data_right.Index == unlockTargetIndex)
|
||||
gos_openbutton[1].SetActive(true);
|
||||
texts_price[0].text = _data_left.Stake.ToString();
|
||||
texts_price[1].text = _data_right.Stake.ToString();
|
||||
texts_price[0].text = _data_left.BuyPrice.ToString();
|
||||
texts_price[1].text = _data_right.BuyPrice.ToString();
|
||||
|
||||
_huntigdata_left = DB_HuntingData.GetEntity(new BansheeGz.BGDatabase.BGId(_data_left.HuntingDataID));
|
||||
|
||||
|
|
@ -190,7 +196,7 @@ public class HuntingSlot : MonoBehaviour
|
|||
|
||||
if (GameManager.DB.IsAllUnlocked() == false)
|
||||
{
|
||||
var needKey = left ? _data_left.Stake : _data_right.Stake;
|
||||
var needKey = left ? _data_left.BuyPrice : _data_right.BuyPrice;
|
||||
if (GameManager.DB.Key >= needKey)
|
||||
{
|
||||
GameManager.DB.SubKey(needKey, this.name);
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
namespace CodeJay
|
||||
namespace CodeJay
|
||||
{
|
||||
namespace Enum
|
||||
{
|
||||
|
|
|
|||
|
|
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|
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androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 4
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
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||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 4
|
||||
buildTarget: Android
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites:
|
||||
- serializedVersion: 2
|
||||
name: "\uACE0\uC2A4\uD1B1 \uC568\uBC94 \uBA54\uB274_0"
|
||||
rect:
|
||||
serializedVersion: 2
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x: 0
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||||
y: 0
|
||||
width: 1096
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||||
height: 1920
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
customData:
|
||||
outline: []
|
||||
physicsShape: []
|
||||
tessellationDetail: -1
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||||
bones: []
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||||
spriteID: 8f94e2e9aff815350800000000000000
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||||
internalID: 6003738084820011512
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||||
vertices: []
|
||||
indices:
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edges: []
|
||||
weights: []
|
||||
outline: []
|
||||
customData:
|
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physicsShape: []
|
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bones: []
|
||||
spriteID:
|
||||
internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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spriteCustomMetadata:
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entries: []
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nameFileIdTable:
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"\uACE0\uC2A4\uD1B1 \uC568\uBC94 \uBA54\uB274_0": 6003738084820011512
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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assetBundleName:
|
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assetBundleVariant:
|
||||
|
|
@ -46,7 +46,7 @@ TextureImporter:
|
|||
nPOTScale: 0
|
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lightmap: 0
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compressionQuality: 50
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spriteMode: 2
|
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spriteMode: 1
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spriteExtrude: 1
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spriteMeshType: 1
|
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alignment: 0
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|
|
@ -138,7 +138,7 @@ TextureImporter:
|
|||
customData:
|
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physicsShape: []
|
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bones: []
|
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spriteID:
|
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spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ TextureImporter:
|
|||
nPOTScale: 0
|
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lightmap: 0
|
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compressionQuality: 50
|
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spriteMode: 2
|
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spriteMode: 1
|
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spriteExtrude: 1
|
||||
spriteMeshType: 1
|
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alignment: 0
|
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|
|
@ -138,7 +138,7 @@ TextureImporter:
|
|||
customData:
|
||||
physicsShape: []
|
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bones: []
|
||||
spriteID:
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ TextureImporter:
|
|||
nPOTScale: 0
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 2
|
||||
spriteMode: 1
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
|
|
@ -138,7 +138,7 @@ TextureImporter:
|
|||
customData:
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID:
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
|
|
|
|||
Loading…
Reference in New Issue