해상도 조절

This commit is contained in:
Ino 2025-09-05 15:49:42 +09:00
parent a651f067c0
commit afbcfc40bb
4 changed files with 31 additions and 43 deletions

View File

@ -33,11 +33,5 @@
데이터 저장, 불러오기 (구글 플레이센터로 변경)
//다이아로 하트 구매 다이아 300개 -> 하트 10개
//무료 캐시는 다이아 50개 (일일)
5하트 10개 -> 다이아 100개로 변경
광고 후 하트 : 5/5회로 변경, 광고 시청 시 하트 5개 지급
광고 시청 후 재시청 딜레이 1분 적용 가능한지?
광고 시청 횟수는3회 (딜레이 없음)
광고 시청 3회 모두 소진할 경우, 1시간마다 1개씩 광고 기회 충전
광고 시청 3회 모두 소진할 경우, 1시간마다 1개씩 광고 기회 충전

View File

@ -37920,7 +37920,7 @@ Camera:
m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 2
m_BackGroundColor: {r: 0.9450981, g: 0.9450981, b: 0.9450981, a: 0}
m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0}
m_projectionMatrixMode: 1
m_GateFitMode: 2
m_FOVAxisMode: 0
@ -104300,7 +104300,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!224 &1535761049
RectTransform:
m_ObjectHideFlags: 0
@ -170109,7 +170109,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: 0, y: 286}
m_AnchoredPosition: {x: 0, y: 100}
m_SizeDelta: {x: 0, y: 160}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &2090836412

View File

@ -333,7 +333,7 @@ MonoBehaviour:
m_ScaleFactor: 1
m_ReferenceResolution: {x: 1080, y: 1920}
m_ScreenMatchMode: 0
m_MatchWidthOrHeight: 0
m_MatchWidthOrHeight: 1
m_PhysicalUnit: 3
m_FallbackScreenDPI: 96
m_DefaultSpriteDPI: 96
@ -6225,10 +6225,10 @@ RectTransform:
m_Children: []
m_Father: {fileID: 106099445}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: -807.5001}
m_SizeDelta: {x: -100, y: -1845}
m_AnchorMin: {x: 0.5, y: 0}
m_AnchorMax: {x: 0.5, y: 0}
m_AnchoredPosition: {x: 0, y: 622.15}
m_SizeDelta: {x: 1340, y: 75}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1616148362
MonoBehaviour:
@ -6277,8 +6277,8 @@ MonoBehaviour:
m_faceColor:
serializedVersion: 2
rgba: 4294967295
m_fontSize: 36
m_fontSizeBase: 36
m_fontSize: 55
m_fontSizeBase: 55
m_fontWeight: 400
m_enableAutoSizing: 0
m_fontSizeMin: 18
@ -6610,7 +6610,6 @@ GameObject:
- component: {fileID: 1952734779}
- component: {fileID: 1952734781}
- component: {fileID: 1952734780}
- component: {fileID: 1952734782}
m_Layer: 5
m_Name: BackgroundImage
m_TagString: Untagged
@ -6633,7 +6632,7 @@ RectTransform:
m_Father: {fileID: 106099445}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
@ -6659,7 +6658,7 @@ MonoBehaviour:
m_Calls: []
m_Sprite: {fileID: 21300000, guid: f6502e5d7cdc4e144af1726248acd64c, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_PreserveAspect: 1
m_FillCenter: 1
m_FillMethod: 4
m_FillAmount: 1
@ -6675,20 +6674,6 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1952734778}
m_CullTransparentMesh: 1
--- !u!114 &1952734782
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1952734778}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 86710e43de46f6f4bac7c8e50813a599, type: 3}
m_Name:
m_EditorClassIdentifier:
m_AspectMode: 4
m_AspectRatio: 0.6667
--- !u!1660057539 &9223372036854775807
SceneRoots:
m_ObjectHideFlags: 0

View File

@ -9,7 +9,6 @@ public class CameraDragMove : MonoBehaviour
public float dragSpeed = 1f;
private Vector3 lastTouchPos;
private Vector3 pressPos; // 입력 시작 지점
Vector3 lastcamPos;
private bool isDragging = false;
@ -50,7 +49,6 @@ public class CameraDragMove : MonoBehaviour
if (began)
{
pressPos = position;
lastTouchPos = position;
lastcamPos = cam.transform.position;
isDragging = false;
@ -83,14 +81,25 @@ public class CameraDragMove : MonoBehaviour
float camHeight = cam.orthographicSize * 2f;
float camWidth = camHeight * cam.aspect;
float minX = spriteBounds.min.x + camWidth / 2f;
float maxX = spriteBounds.max.x - camWidth / 2f;
float minY = spriteBounds.min.y + camHeight / 2f;
float maxY = spriteBounds.max.y - camHeight / 2f;
Vector3 pos = cam.transform.position;
pos.x = Mathf.Clamp(pos.x, minX, maxX);
pos.y = Mathf.Clamp(pos.y, minY, maxY);
// sprite가 카메라보다 작은 경우 → 카메라를 가운데 고정
if (camWidth >= spriteBounds.size.x || camHeight >= spriteBounds.size.y)
{
pos.x = spriteBounds.center.x;
pos.y = spriteBounds.center.y;
}
else
{
float minX = spriteBounds.min.x + camWidth / 2f;
float maxX = spriteBounds.max.x - camWidth / 2f;
float minY = spriteBounds.min.y + camHeight / 2f;
float maxY = spriteBounds.max.y - camHeight / 2f;
pos.x = Mathf.Clamp(pos.x, minX, maxX);
pos.y = Mathf.Clamp(pos.y, minY, maxY);
}
cam.transform.position = pos;
}
}