diff --git a/Assets/GoogleMobileAds/link.xml.meta b/Assets/GoogleMobileAds/link.xml.meta index 3e1cb0b..7cb35f7 100644 --- a/Assets/GoogleMobileAds/link.xml.meta +++ b/Assets/GoogleMobileAds/link.xml.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ffd0ea00a31fe0b41aa166338e80b855 +guid: 52b603aadf2941d43b70976be4e15957 labels: - gvh - gvh_version-9.5.0 diff --git a/Assets/Resources/VersionCode.txt b/Assets/Resources/VersionCode.txt index e440e5c..bf0d87a 100644 --- a/Assets/Resources/VersionCode.txt +++ b/Assets/Resources/VersionCode.txt @@ -1 +1 @@ -3 \ No newline at end of file +4 \ No newline at end of file diff --git a/Assets/Scripts/SingletonManagers/Managers/DBManager.cs b/Assets/Scripts/SingletonManagers/Managers/DBManager.cs index 44fd506..eb93a2b 100644 --- a/Assets/Scripts/SingletonManagers/Managers/DBManager.cs +++ b/Assets/Scripts/SingletonManagers/Managers/DBManager.cs @@ -74,6 +74,7 @@ namespace CodeJay if (ImageOpenStates_Right == null) ImageOpenStates_Right = new bool[DB_HuntingData.CountEntities >> 1]; for (int i = 0; i < ImageOpenStates_Left.Length; i++) ImageOpenStates_Left[i] = false; + ImageOpenStates_Left[0] = true; // 최초 앨범 오픈 for (int i = 0; i < ImageOpenStates_Right.Length; i++) ImageOpenStates_Right[i] = false; if (this.UnlockProgress == null) diff --git a/Assets/Scripts/UI/GamePanel/GamePanel.cs b/Assets/Scripts/UI/GamePanel/GamePanel.cs index 8130cfd..a1ec836 100644 --- a/Assets/Scripts/UI/GamePanel/GamePanel.cs +++ b/Assets/Scripts/UI/GamePanel/GamePanel.cs @@ -628,9 +628,9 @@ public partial class GamePanel : MonoBehaviour //_lstCardSlots[48] = temp; } - // ���� ó�� + // 총통 테스트 { - // Player + // Player (유저 총통 만들기, 안되고 폭탄만 만들어짐) { //indices.Remove(0); //indices.Remove(1); @@ -638,7 +638,7 @@ public partial class GamePanel : MonoBehaviour //indices.Remove(3); } - // Floor + // Floor (바닥패를 총통으로 만들어 다음판 or 로비로) { //indices.Remove(0); //indices.Remove(1); diff --git a/Assets/Scripts/UI/GamePanel/GamePanel_DistributeCards.cs b/Assets/Scripts/UI/GamePanel/GamePanel_DistributeCards.cs index ccea11d..6ff27e3 100644 --- a/Assets/Scripts/UI/GamePanel/GamePanel_DistributeCards.cs +++ b/Assets/Scripts/UI/GamePanel/GamePanel_DistributeCards.cs @@ -1,4 +1,5 @@ using CodeJay.Enum; +using System.Collections.Generic; using System.Reflection.Emit; using UnityEngine; @@ -30,11 +31,46 @@ public partial class GamePanel : MonoBehaviour _distributeState = EDistributeState.Initialize; } +#if UNITY_EDITOR + public void SetCardsAtIndex(List slots, List cards, int startIndex) + { + for (int i = 0; i < cards.Count; i++) + { + int targetIndex = startIndex + i; + + // 해당 카드의 현재 인덱스 찾기 + int currentIndex = slots.FindIndex(slot => slot.CardType == cards[i]); + + // 이미 올바른 위치면 스킵 + if (currentIndex == targetIndex) continue; + + if (currentIndex >= 0) + { + // 값 스왑 + var temp = slots[targetIndex]; + slots[targetIndex] = slots[currentIndex]; + slots[currentIndex] = temp; + } + } + } +#endif + private void DistributeStateMachine() { switch (_distributeState) { case EDistributeState.Initialize: +#if UNITY_EDITOR + // 테스트 (원하는 카드 세팅) + { + // 고정시킬 카드 순서 + var fixedCards = new List { ECardType.Jan_Ghwang, ECardType.Jan_Hongdan, + ECardType.Jan_Normal_1, ECardType.Jan_Normal_2 }; + //SetCardsAtIndex(_lstCardSlots, fixedCards, 0); // 플레이어 총통 + //SetCardsAtIndex(_lstCardSlots, fixedCards, 9); // AI 총통 + } +#endif + if (_distributeCardIndex < _lstCardSlots.Count) { if (_distributeCardIndex == 0) diff --git a/Assets/Scripts/UI/MainPanel.cs b/Assets/Scripts/UI/MainPanel.cs index d6532ed..2edbadf 100644 --- a/Assets/Scripts/UI/MainPanel.cs +++ b/Assets/Scripts/UI/MainPanel.cs @@ -68,7 +68,7 @@ public class MainPanel : MonoBehaviour }*/ PlayAdvice(); - var data = DB_HuntingData.GetEntity(GameManager.DB.GetUnlockTargetIndex(true) << 1); + var data = DB_HuntingData.GetEntity((GameManager.DB.GetUnlockTargetIndex(true) << 1) - 2); if (data != null) aiImage.sprite = data.DBF_HuntingImage; GameManager.DB.CheckDayReset();