메인 ui
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@ -13,20 +13,8 @@ MonoBehaviour:
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m_Name: Built In Data
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Before Width: | Height: | Size: 2.6 MiB After Width: | Height: | Size: 1.4 MiB |
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characterSpacing: 0
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characterPadding: 1
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includeFontData: 1
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fontNames:
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- BM JUA_TTF
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@ -0,0 +1,378 @@
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using TMPro;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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public static class MyUIUtil
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{
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static string path_whitebg = "Assets/ResWork/UI_Image/Common/whitebg.png";
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static void SetLayerRecursively(GameObject obj, string newLayer = "UI")
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{
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obj.layer = LayerMask.NameToLayer(newLayer);
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foreach (Transform child in obj.transform)
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SetLayerRecursively(child.gameObject, newLayer); // 재귀 호출로 자식까지 처리
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}
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[MenuItem("GameObject/UI/New Image &i")] // &i는 Alt + I를 의미
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static void CreateUIImage()
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{
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GameObject imageObject = new GameObject("New Image", typeof(Image));
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// 생성된 오브젝트에 대한 Undo 기록 추가
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Undo.RegisterCreatedObjectUndo(imageObject, "New Image");
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var img = imageObject.GetComponent<Image>();
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img.raycastTarget = false;
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img.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
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if (Selection.activeGameObject != null)
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{
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imageObject.transform.SetParent(Selection.activeGameObject.transform, false);
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SetLayerRecursively(imageObject);
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// 새로 생성된 오브젝트를 선택
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Selection.activeGameObject = imageObject;
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// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
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//SceneView.lastActiveSceneView.FrameSelected();
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}
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}
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[MenuItem("GameObject/UI/Text Only &t")] // &t는 Alt + T를 의미
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static void CreateUITextMeshPro()
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{
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GameObject textObject = new GameObject("New TMP", typeof(TextMeshProUGUI));
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// 생성된 오브젝트에 대한 Undo 기록 추가
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Undo.RegisterCreatedObjectUndo(textObject, "New TMP");
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var tm = textObject.GetComponent<TextMeshProUGUI>();
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tm.raycastTarget = false;
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tm.alignment = TextAlignmentOptions.Midline;
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tm.textWrappingMode = TextWrappingModes.NoWrap;
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if (Selection.activeGameObject != null)
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{
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textObject.transform.SetParent(Selection.activeGameObject.transform, false);
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SetLayerRecursively(textObject);
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// 새로 생성된 오브젝트를 선택
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Selection.activeGameObject = textObject;
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// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
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//SceneView.lastActiveSceneView.FrameSelected();
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}
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}
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[MenuItem("GameObject/UI/Text - Local &y")]
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static void CreateUITextMeshProWithLocal()
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{
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GameObject textObject = new GameObject("Local TMP", typeof(TextMeshProUGUI));
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// 생성된 오브젝트에 대한 Undo 기록 추가
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Undo.RegisterCreatedObjectUndo(textObject, "Local TMP");
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var tm = textObject.GetComponent<TextMeshProUGUI>();
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tm.raycastTarget = false;
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tm.alignment = TextAlignmentOptions.Midline;
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tm.textWrappingMode = TextWrappingModes.NoWrap;
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if (Selection.activeGameObject != null)
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{
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textObject.transform.SetParent(Selection.activeGameObject.transform, false);
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SetLayerRecursively(textObject);
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// 새로 생성된 오브젝트를 선택
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Selection.activeGameObject = textObject;
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// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
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//SceneView.lastActiveSceneView.FrameSelected();
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}
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}
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[MenuItem("GameObject/UI/Button &b")] // Alt + B: Button 생성 (Image, Button, PlayClickSound_Only 추가)
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static void CreateUIButton()
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{
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// 버튼 오브젝트 생성 (Image, Button 컴포넌트 포함)
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GameObject buttonObject = new GameObject("btn_");
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// 생성된 오브젝트에 대한 Undo 기록 추가
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Undo.RegisterCreatedObjectUndo(buttonObject, "btn_");
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buttonObject.AddComponent<Image>().sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
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buttonObject.AddComponent<Button>();
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// TextMeshPro-UGUI 생성 및 설정
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GameObject textObject = new GameObject("btnName", typeof(TextMeshProUGUI));
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TextMeshProUGUI tmp = textObject.GetComponent<TextMeshProUGUI>();
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tmp.text = "Button";
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tmp.alignment = TextAlignmentOptions.Midline;
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tmp.raycastTarget = false;
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// Text 객체를 Button의 자식으로 설정
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textObject.transform.SetParent(buttonObject.transform, false);
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RectTransform textRect = textObject.GetComponent<RectTransform>();
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textRect.anchorMin = Vector2.zero;
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textRect.anchorMax = Vector2.one;
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textRect.offsetMin = Vector2.zero;
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textRect.offsetMax = Vector2.zero;
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// 버튼 오브젝트의 부모 설정
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if (Selection.activeGameObject != null)
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{
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buttonObject.transform.SetParent(Selection.activeGameObject.transform, false);
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SetLayerRecursively(buttonObject);
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// 새로 생성된 오브젝트를 선택
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Selection.activeGameObject = buttonObject;
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// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
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//SceneView.lastActiveSceneView.FrameSelected();
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}
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}
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[MenuItem("GameObject/UI/My Slider &%#s")] // Alt + Shift + S: Slider 생성
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static void CreateUISlider()
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{
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GameObject sliderObject = new GameObject("Slider_", typeof(Slider));
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// 생성된 오브젝트에 대한 Undo 기록 추가
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Undo.RegisterCreatedObjectUndo(sliderObject, "Slider_");
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sliderObject.GetComponent<RectTransform>().sizeDelta = new Vector2(200f, 20f);
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Slider slider = sliderObject.GetComponent<Slider>();
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slider.value = 0.5f;
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// Slider의 자식 오브젝트로 Background 이미지 추가
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GameObject backgroundObject = new GameObject("Background", typeof(Image));
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backgroundObject.transform.SetParent(sliderObject.transform, false);
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var img = backgroundObject.GetComponent<Image>();
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img.raycastTarget = false;
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img.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
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RectTransform bgRect = backgroundObject.GetComponent<RectTransform>();
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bgRect.anchorMin = new Vector2(0, 0);
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bgRect.anchorMax = new Vector2(1, 1);
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bgRect.offsetMin = new Vector2(0, 0); // Custom Stretch 적용
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bgRect.offsetMax = new Vector2(0, 0); // Custom Stretch 적용
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// Fill Area 오브젝트 추가
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GameObject fillAreaObject = new GameObject("Fill Area", typeof(RectTransform));
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fillAreaObject.transform.SetParent(sliderObject.transform, false);
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RectTransform fillAreaRect = fillAreaObject.GetComponent<RectTransform>();
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fillAreaRect.anchorMin = new Vector2(0, 0);
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fillAreaRect.anchorMax = new Vector2(1, 1);
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fillAreaRect.offsetMin = new Vector2(0, 0); // Custom Stretch 적용
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fillAreaRect.offsetMax = new Vector2(0, 0); // Custom Stretch 적용
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// Fill Area 자식으로 Fill 이미지 추가
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GameObject fillObject = new GameObject("Fill", typeof(Image));
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fillObject.transform.SetParent(fillAreaObject.transform, false);
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slider.targetGraphic = fillObject.GetComponent<Image>();
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slider.targetGraphic.color = Color.yellow;
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slider.targetGraphic.raycastTarget = false;
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(slider.targetGraphic as Image).sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
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RectTransform fillRect = fillObject.GetComponent<RectTransform>();
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fillRect.anchorMin = new Vector2(0, 0);
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fillRect.anchorMax = new Vector2(1, 1);
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fillRect.offsetMin = new Vector2(0, 0);
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fillRect.offsetMax = new Vector2(0, 0); // Stretch left 적용
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// Fill 이미지 설정
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slider.fillRect = fillRect;
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if (Selection.activeGameObject != null)
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{
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sliderObject.transform.SetParent(Selection.activeGameObject.transform, false);
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SetLayerRecursively(sliderObject);
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// 새로 생성된 오브젝트를 선택
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Selection.activeGameObject = sliderObject;
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// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
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//SceneView.lastActiveSceneView.FrameSelected();
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}
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}
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[MenuItem("GameObject/UI/My CheckUI &%#c")]
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static void CreateUICheck()
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{
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// 0. "check_" GameObject 생성
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GameObject gocheck = new GameObject("check_");
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// 생성된 오브젝트에 대한 Undo 기록 추가
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Undo.RegisterCreatedObjectUndo(gocheck, "check_");
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gocheck.AddComponent<RectTransform>();
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// 1. 자식으로 크기 27x27 Image 추가
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GameObject imageObject1 = new GameObject("checkbg", typeof(Image));
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imageObject1.GetComponent<Image>().sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
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imageObject1.transform.SetParent(gocheck.transform, false); // gocheck의 자식으로 설정
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RectTransform image1Rect = imageObject1.GetComponent<RectTransform>();
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image1Rect.sizeDelta = new Vector2(50, 50); // 크기 설정
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// 버튼 및 버튼음 추가
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imageObject1.AddComponent<Button>();
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// 2. 1 의 자식으로 크기 39x30 Image 추가
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GameObject imageObject2 = new GameObject("check", typeof(Image));
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imageObject2.GetComponent<Image>().sprite = AssetDatabase.LoadAssetAtPath<Sprite>("Assets/ResWork/UI/NewRes/bg/checkmark.png");
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imageObject2.transform.SetParent(imageObject1.transform, false); // imageObject1의 자식으로 설정
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RectTransform image2Rect = imageObject2.GetComponent<RectTransform>();
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image2Rect.sizeDelta = new Vector2(50, 37); // 크기 설정
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// 3. 1의 오른쪽에 1과 같은 깊이로 TMP 추가
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GameObject textObject = new GameObject("checkName", typeof(TextMeshProUGUI));
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textObject.transform.SetParent(gocheck.transform, false); // gocheck의 자식으로 설정
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RectTransform textRect = textObject.GetComponent<RectTransform>();
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textRect.sizeDelta = new Vector2(100, 30); // TMP의 기본 크기 설정
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textRect.anchoredPosition = new Vector2(image1Rect.sizeDelta.x + 50, 0); // Image1의 오른쪽으로 배치
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TextMeshProUGUI tmp = textObject.GetComponent<TextMeshProUGUI>();
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tmp.alignment = TextAlignmentOptions.MidlineLeft;
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tmp.text = "체크 UI";
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tmp.raycastTarget = false;
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// 현재 선택된 오브젝트를 부모로 설정 (선택된 오브젝트가 있을 때만)
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if (Selection.activeGameObject != null)
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{
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gocheck.transform.SetParent(Selection.activeGameObject.transform, false);
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// 새로 생성된 오브젝트를 선택
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Selection.activeGameObject = gocheck;
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// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
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//SceneView.lastActiveSceneView.FrameSelected();
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}
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}
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[MenuItem("GameObject/UI/My Scroll &#v")] // Alt + Shift + V 단축키
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static void CreateUIScrollview()
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{
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// 0. "scrollview_" GameObject 생성
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GameObject go_sv = new GameObject("scrollview_");
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// 생성된 오브젝트에 대한 Undo 기록 추가
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Undo.RegisterCreatedObjectUndo(go_sv, "scrollview_");
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var img = go_sv.AddComponent<Image>();
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img.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
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var sr = go_sv.AddComponent<ScrollRect>();
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sr.horizontal = false;
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// 1. 자식으로 Viewport 추가
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GameObject go_vp = new GameObject("Viewport", typeof(Image));
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go_vp.AddComponent<Mask>().showMaskGraphic = false;
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go_vp.transform.SetParent(go_sv.transform, false); // 자식으로 설정
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var rt_vp = go_vp.GetComponent<RectTransform>(); // 이미 추가된 RectTransform 가져오기
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rt_vp.anchorMin = Vector2.zero;
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rt_vp.anchorMax = Vector2.one;
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rt_vp.pivot = Vector2.up;
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rt_vp.offsetMin = Vector2.zero; // Left와 Bottom을 0으로 설정
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rt_vp.offsetMax = Vector2.zero; // Right와 Top을 0으로 설정
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var img_vp = go_vp.GetComponent<Image>();
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img_vp.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
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// ScrollRect의 Viewport를 설정
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sr.viewport = rt_vp;
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// 2. 1의 자식으로 Content 추가
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GameObject go_ct = new GameObject("Content");
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go_ct.transform.SetParent(go_vp.transform, false); // Content를 Viewport의 자식으로 설정
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go_ct.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize; // ContentSizeFitter 설정
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var rt_ct = go_ct.GetComponent<RectTransform>();
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rt_ct.anchorMin = Vector2.up;
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rt_ct.anchorMax = Vector2.one;
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rt_ct.pivot = Vector2.up;
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rt_ct.offsetMin = Vector2.zero; // Left와 Bottom을 0으로 설정
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rt_ct.offsetMax = Vector2.zero; // Right와 Top을 0으로 설정
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// ScrollRect의 content 설정
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sr.content = rt_ct;
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// 현재 선택된 오브젝트를 부모로 설정 (선택된 오브젝트가 있을 때만)
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if (Selection.activeGameObject != null)
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{
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go_sv.transform.SetParent(Selection.activeGameObject.transform, false);
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SetLayerRecursively(go_sv);
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// 새로 생성된 오브젝트를 선택
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Selection.activeGameObject = go_sv;
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// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
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//SceneView.lastActiveSceneView.FrameSelected();
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}
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}
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[MenuItem("GameObject/UI/TMP InputField &%#i")] // Alt + Ctrl + Shift + i 단축키
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static void CreateTMPInputField()
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{
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// 0. GameObject 생성
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GameObject go_if = new GameObject("inputfield_");
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// 생성된 오브젝트에 대한 Undo 기록 추가
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Undo.RegisterCreatedObjectUndo(go_if, "inputfield_");
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var img = go_if.AddComponent<Image>();
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img.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
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img.color = new Color32(175, 175, 175, 255);
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var tmp_if = go_if.AddComponent<TMP_InputField>();
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var rt_if = go_if.GetComponent<RectTransform>();
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rt_if.sizeDelta = new Vector2(160, 50);
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// 1. 자식으로 Text Area 추가
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GameObject go_vp = new GameObject("Text Area", typeof(RectMask2D), typeof(RectTransform));
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go_vp.GetComponent<RectMask2D>().padding = new Vector4(-8, -5, -8, -5);
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go_vp.transform.SetParent(go_if.transform, false); // 자식으로 설정
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var rt_vp = go_vp.GetComponent<RectTransform>();
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Set_RectTransform_CenterStretch(rt_vp);
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tmp_if.textViewport = rt_vp;
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|
||||
// 2. 1의 자식으로 Placeholder 추가
|
||||
GameObject go_ph = new GameObject("Placeholder", typeof(RectTransform));
|
||||
go_ph.transform.SetParent(go_vp.transform, false); // 자식으로 설정
|
||||
var rt_ph = go_ph.GetComponent<RectTransform>();
|
||||
Set_RectTransform_CenterStretch(rt_ph);
|
||||
var text_ph = go_ph.AddComponent<TextMeshProUGUI>();
|
||||
text_ph.raycastTarget = false;
|
||||
text_ph.textWrappingMode = TextWrappingModes.NoWrap;
|
||||
text_ph.alignment = TextAlignmentOptions.Midline;
|
||||
text_ph.text = "";
|
||||
text_ph.color = Color.black;
|
||||
text_ph.fontSize = 30;
|
||||
tmp_if.placeholder = text_ph;
|
||||
go_ph.AddComponent<LayoutElement>().ignoreLayout = true;
|
||||
|
||||
// 3. 1의 자식으로 Text 추가
|
||||
GameObject go_txt = new GameObject("Text", typeof(RectTransform));
|
||||
go_txt.transform.SetParent(go_vp.transform, false); // 자식으로 설정
|
||||
var rt_txt = go_txt.GetComponent<RectTransform>();
|
||||
Set_RectTransform_CenterStretch(rt_txt);
|
||||
var text_txt = go_txt.AddComponent<TextMeshProUGUI>();
|
||||
text_txt.raycastTarget = false;
|
||||
text_txt.textWrappingMode = TextWrappingModes.NoWrap;
|
||||
text_txt.alignment = TextAlignmentOptions.Midline;
|
||||
text_txt.color = Color.black;
|
||||
tmp_if.textComponent = text_txt;
|
||||
tmp_if.pointSize = 30;
|
||||
|
||||
// 현재 선택된 오브젝트를 부모로 설정 (선택된 오브젝트가 있을 때만)
|
||||
if (Selection.activeGameObject != null)
|
||||
{
|
||||
go_if.transform.SetParent(Selection.activeGameObject.transform, false);
|
||||
SetLayerRecursively(go_if);
|
||||
|
||||
// 새로 생성된 오브젝트를 선택
|
||||
Selection.activeGameObject = go_if;
|
||||
|
||||
// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
|
||||
//SceneView.lastActiveSceneView.FrameSelected();
|
||||
}
|
||||
}
|
||||
static void Set_RectTransform_CenterStretch(RectTransform rtf)
|
||||
{
|
||||
rtf.anchorMin = Vector2.zero;
|
||||
rtf.anchorMax = Vector2.one;
|
||||
rtf.pivot = new Vector2(0.5f, 0.5f);
|
||||
rtf.offsetMin = Vector2.zero;
|
||||
rtf.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 846df3e0e771d4442905602be2b880a7
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
|
||||
public class SpriteSingleModeImporter : AssetPostprocessor
|
||||
{
|
||||
const int PostProcessOrder = 0;
|
||||
public override int GetPostprocessOrder() => PostProcessOrder;
|
||||
|
||||
void OnPreprocessTexture()
|
||||
{
|
||||
var importer = assetImporter as TextureImporter;
|
||||
|
||||
if (importer.importSettingsMissing is false)
|
||||
return;
|
||||
|
||||
importer.spriteImportMode = SpriteImportMode.Single;
|
||||
importer.mipmapEnabled = false;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f3f4d57e0bf355f43a5141908d7aed74
|
||||
File diff suppressed because it is too large
Load Diff
|
|
@ -6291,15 +6291,15 @@ RectTransform:
|
|||
m_GameObject: {fileID: 1952734778}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1.25, y: 1.25, z: 1}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 106099445}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 1024, y: 1792}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!114 &1952734780
|
||||
MonoBehaviour:
|
||||
|
|
|
|||
|
|
@ -1,8 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: deb185b0cd945c04a87d9aef806a2bc7
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -5,6 +5,7 @@ using UnityEngine;
|
|||
public class BannerSpace : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private RectTransform rect;
|
||||
public float OffSet = -133f;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
|
@ -21,7 +22,7 @@ public class BannerSpace : MonoBehaviour
|
|||
}
|
||||
else
|
||||
{
|
||||
rect.offsetMax = new Vector2(rect.offsetMax.x, -150);
|
||||
rect.offsetMax = new Vector2(rect.offsetMax.x, OffSet);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -38,7 +39,7 @@ public class BannerSpace : MonoBehaviour
|
|||
}
|
||||
else
|
||||
{
|
||||
rect.offsetMax = new Vector2(rect.offsetMax.x, -150);
|
||||
rect.offsetMax = new Vector2(rect.offsetMax.x, OffSet);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -222,13 +222,13 @@ public class TitleCanvas : MonoBehaviour
|
|||
progressbarText.text = "로비 로드 하는 중...";
|
||||
yield return new WaitUntil(() => GameManager.Instance != null);
|
||||
|
||||
float cnt = 0;
|
||||
while (cnt < 2)
|
||||
{
|
||||
cnt += Time.deltaTime;
|
||||
MaskableBar.FillAmount = cnt / 2;
|
||||
yield return null;
|
||||
}
|
||||
//float cnt = 0;
|
||||
//while (cnt < 2)
|
||||
//{
|
||||
// cnt += Time.deltaTime;
|
||||
// MaskableBar.FillAmount = cnt / 2;
|
||||
// yield return null;
|
||||
//}
|
||||
|
||||
GameManager.Scene.LoadScene(ESceneType.Main);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -56,6 +56,7 @@ Material:
|
|||
- _BumpFace: 0
|
||||
- _BumpOutline: 0
|
||||
- _ColorMask: 15
|
||||
- _CullMode: 0
|
||||
- _Diffuse: 0.5
|
||||
- _FaceDilate: 0.2
|
||||
- _FaceUVSpeedX: 0
|
||||
|
|
@ -64,7 +65,7 @@ Material:
|
|||
- _GlowOffset: 0
|
||||
- _GlowOuter: 0.05
|
||||
- _GlowPower: 0.75
|
||||
- _GradientScale: 21
|
||||
- _GradientScale: 5
|
||||
- _LightAngle: 3.1416
|
||||
- _MaskSoftnessX: 0
|
||||
- _MaskSoftnessY: 0
|
||||
|
|
@ -74,12 +75,13 @@ Material:
|
|||
- _OutlineWidth: 0.053
|
||||
- _PerspectiveFilter: 0.875
|
||||
- _Reflectivity: 10
|
||||
- _ScaleRatioA: 0.95238096
|
||||
- _ScaleRatioB: 0.5833333
|
||||
- _ScaleRatioC: 0.5833333
|
||||
- _ScaleRatioA: 0.8
|
||||
- _ScaleRatioB: 0.49
|
||||
- _ScaleRatioC: 0.49
|
||||
- _ScaleX: 1
|
||||
- _ScaleY: 1
|
||||
- _ShaderFlags: 0
|
||||
- _Sharpness: 0
|
||||
- _SpecularPower: 2
|
||||
- _Stencil: 0
|
||||
- _StencilComp: 8
|
||||
|
|
@ -108,3 +110,4 @@ Material:
|
|||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
||||
|
|
|
|||
|
|
@ -54,6 +54,7 @@ Material:
|
|||
- _BumpFace: 0
|
||||
- _BumpOutline: 0
|
||||
- _ColorMask: 15
|
||||
- _CullMode: 0
|
||||
- _Diffuse: 0.5
|
||||
- _FaceDilate: 0.3
|
||||
- _FaceUVSpeedX: 0
|
||||
|
|
@ -62,22 +63,23 @@ Material:
|
|||
- _GlowOffset: 0
|
||||
- _GlowOuter: 0.05
|
||||
- _GlowPower: 0.75
|
||||
- _GradientScale: 21
|
||||
- _GradientScale: 5
|
||||
- _LightAngle: 3.1416
|
||||
- _MaskSoftnessX: 0
|
||||
- _MaskSoftnessY: 0
|
||||
- _OutlineSoftness: 0
|
||||
- _OutlineUVSpeedX: 0
|
||||
- _OutlineUVSpeedY: 0
|
||||
- _OutlineWidth: 0.2
|
||||
- _OutlineWidth: 1
|
||||
- _PerspectiveFilter: 0.875
|
||||
- _Reflectivity: 10
|
||||
- _ScaleRatioA: 0.95238096
|
||||
- _ScaleRatioB: 0.48809522
|
||||
- _ScaleRatioC: 0.48809522
|
||||
- _ScaleRatioA: 0.53781515
|
||||
- _ScaleRatioB: 0.41
|
||||
- _ScaleRatioC: 0.41
|
||||
- _ScaleX: 1
|
||||
- _ScaleY: 1
|
||||
- _ShaderFlags: 0
|
||||
- _Sharpness: 0
|
||||
- _SpecularPower: 2
|
||||
- _Stencil: 0
|
||||
- _StencilComp: 8
|
||||
|
|
@ -100,9 +102,10 @@ Material:
|
|||
- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
|
||||
- _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
|
||||
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _OutlineColor: {r: 0.08235294, g: 0.050980393, b: 0.039215688, a: 1}
|
||||
- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
||||
|
|
|
|||
|
|
@ -0,0 +1,111 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 8
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: NotoSansKR-Regular - BoldOutline 3
|
||||
m_Shader: {fileID: 4800000, guid: 68e6db2ebdc24f95958faec2be5558d6, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords: []
|
||||
m_LightmapFlags: 4
|
||||
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|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _BumpMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _Cube:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _FaceTex:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 656917452037345304, guid: cf1ae75e65a967946b23286a5ffbb812, type: 2}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OutlineTex:
|
||||
m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Ints: []
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m_Floats:
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||||
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||||
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|
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
- _TextureWidth: 4096
|
||||
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|
||||
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||||
- _UnderlayOffsetY: 0
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||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
m_Colors:
|
||||
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
|
||||
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|
||||
- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
|
||||
- _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
|
||||
- _OutlineColor: {r: 0.08235294, g: 0.050980393, b: 0.039215688, a: 1}
|
||||
- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
||||
|
|
@ -1,8 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5d507b903c241404e87fa536ebb4867c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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guid: 90e310b2b2a174548b0b9d46592458fa
|
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
|
||||
assetBundleName:
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assetBundleVariant:
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||||
|
|
@ -54,6 +54,7 @@ Material:
|
|||
- _BumpFace: 0
|
||||
- _BumpOutline: 0
|
||||
- _ColorMask: 15
|
||||
- _CullMode: 0
|
||||
- _Diffuse: 0.5
|
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- _FaceDilate: 0
|
||||
- _FaceUVSpeedX: 0
|
||||
|
|
@ -62,7 +63,7 @@ Material:
|
|||
- _GlowOffset: 0
|
||||
- _GlowOuter: 0.05
|
||||
- _GlowPower: 0.75
|
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- _GradientScale: 21
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- _GradientScale: 5
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- _LightAngle: 3.1416
|
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- _MaskSoftnessX: 0
|
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- _MaskSoftnessY: 0
|
||||
|
|
@ -72,12 +73,13 @@ Material:
|
|||
- _OutlineWidth: 0.08
|
||||
- _PerspectiveFilter: 0.875
|
||||
- _Reflectivity: 10
|
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- _ScaleRatioA: 0.95238096
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|
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|
|
@ -106,3 +108,4 @@ Material:
|
|||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
|
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m_BuildTextureStacks: []
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||||
m_AllowLocking: 1
|
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|
|
|
|||
|
|
@ -108,6 +108,7 @@ Material:
|
|||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
|
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- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
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--- !u!28 &-5993167248186491677
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Texture2D:
|
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|
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@ -118,10 +119,8 @@ Texture2D:
|
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|
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@ -168,21 +167,14 @@ MonoBehaviour:
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@ -198,6 +190,31 @@ MonoBehaviour:
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@ -6284,7 +6301,12 @@ MonoBehaviour:
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@ -8750,3 +8729,30 @@ MonoBehaviour:
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File diff suppressed because one or more lines are too long
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@ -15,16 +15,16 @@ MonoBehaviour:
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@ -138,7 +138,7 @@ TextureImporter:
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@ -52,7 +52,7 @@ TextureImporter:
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@ -52,7 +52,7 @@ TextureImporter:
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Loading…
Reference in New Issue