해상도 조절
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@ -33,11 +33,5 @@
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데이터 저장, 불러오기 (구글 플레이센터로 변경)
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데이터 저장, 불러오기 (구글 플레이센터로 변경)
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//다이아로 하트 구매 다이아 300개 -> 하트 10개
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//무료 캐시는 다이아 50개 (일일)
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5하트 10개 -> 다이아 100개로 변경
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광고 후 하트 : 5/5회로 변경, 광고 시청 시 하트 5개 지급
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광고 시청 후 재시청 딜레이 1분 적용 가능한지?
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광고 시청 횟수는3회 (딜레이 없음)
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광고 시청 횟수는3회 (딜레이 없음)
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광고 시청 3회 모두 소진할 경우, 1시간마다 1개씩 광고 기회 충전
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광고 시청 3회 모두 소진할 경우, 1시간마다 1개씩 광고 기회 충전
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@ -37920,7 +37920,7 @@ Camera:
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 2
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serializedVersion: 2
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m_ClearFlags: 2
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m_ClearFlags: 2
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m_BackGroundColor: {r: 0.9450981, g: 0.9450981, b: 0.9450981, a: 0}
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m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0}
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m_projectionMatrixMode: 1
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m_projectionMatrixMode: 1
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m_GateFitMode: 2
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m_GateFitMode: 2
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m_FOVAxisMode: 0
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m_FOVAxisMode: 0
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@ -104300,7 +104300,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &1535761049
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--- !u!224 &1535761049
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RectTransform:
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RectTransform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -170109,7 +170109,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 0}
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m_AnchorMax: {x: 1, y: 0}
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m_AnchoredPosition: {x: 0, y: 286}
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m_AnchoredPosition: {x: 0, y: 100}
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m_SizeDelta: {x: 0, y: 160}
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m_SizeDelta: {x: 0, y: 160}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &2090836412
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--- !u!114 &2090836412
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@ -333,7 +333,7 @@ MonoBehaviour:
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m_ScaleFactor: 1
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m_ScaleFactor: 1
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m_ReferenceResolution: {x: 1080, y: 1920}
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m_ReferenceResolution: {x: 1080, y: 1920}
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m_ScreenMatchMode: 0
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m_ScreenMatchMode: 0
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m_MatchWidthOrHeight: 0
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m_MatchWidthOrHeight: 1
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m_PhysicalUnit: 3
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m_PhysicalUnit: 3
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m_FallbackScreenDPI: 96
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m_FallbackScreenDPI: 96
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m_DefaultSpriteDPI: 96
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m_DefaultSpriteDPI: 96
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@ -6225,10 +6225,10 @@ RectTransform:
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m_Children: []
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m_Children: []
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m_Father: {fileID: 106099445}
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m_Father: {fileID: 106099445}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0.5, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchorMax: {x: 0.5, y: 0}
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m_AnchoredPosition: {x: 0, y: -807.5001}
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m_AnchoredPosition: {x: 0, y: 622.15}
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m_SizeDelta: {x: -100, y: -1845}
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m_SizeDelta: {x: 1340, y: 75}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1616148362
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--- !u!114 &1616148362
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MonoBehaviour:
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MonoBehaviour:
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@ -6277,8 +6277,8 @@ MonoBehaviour:
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m_faceColor:
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m_faceColor:
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serializedVersion: 2
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serializedVersion: 2
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rgba: 4294967295
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rgba: 4294967295
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m_fontSize: 36
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m_fontSize: 55
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m_fontSizeBase: 36
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m_fontSizeBase: 55
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m_fontWeight: 400
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m_fontWeight: 400
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m_enableAutoSizing: 0
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m_enableAutoSizing: 0
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m_fontSizeMin: 18
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m_fontSizeMin: 18
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@ -6610,7 +6610,6 @@ GameObject:
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- component: {fileID: 1952734779}
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- component: {fileID: 1952734779}
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- component: {fileID: 1952734781}
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- component: {fileID: 1952734781}
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- component: {fileID: 1952734780}
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- component: {fileID: 1952734780}
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- component: {fileID: 1952734782}
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m_Layer: 5
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m_Layer: 5
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m_Name: BackgroundImage
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m_Name: BackgroundImage
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m_TagString: Untagged
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m_TagString: Untagged
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@ -6633,7 +6632,7 @@ RectTransform:
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m_Father: {fileID: 106099445}
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m_Father: {fileID: 106099445}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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@ -6659,7 +6658,7 @@ MonoBehaviour:
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m_Calls: []
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m_Calls: []
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m_Sprite: {fileID: 21300000, guid: f6502e5d7cdc4e144af1726248acd64c, type: 3}
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m_Sprite: {fileID: 21300000, guid: f6502e5d7cdc4e144af1726248acd64c, type: 3}
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m_Type: 0
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m_Type: 0
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m_PreserveAspect: 0
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m_PreserveAspect: 1
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m_FillCenter: 1
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillAmount: 1
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@ -6675,20 +6674,6 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1952734778}
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m_GameObject: {fileID: 1952734778}
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m_CullTransparentMesh: 1
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m_CullTransparentMesh: 1
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--- !u!114 &1952734782
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MonoBehaviour:
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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: 1952734778}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 86710e43de46f6f4bac7c8e50813a599, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_AspectMode: 4
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m_AspectRatio: 0.6667
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--- !u!1660057539 &9223372036854775807
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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SceneRoots:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -9,7 +9,6 @@ public class CameraDragMove : MonoBehaviour
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public float dragSpeed = 1f;
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public float dragSpeed = 1f;
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private Vector3 lastTouchPos;
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private Vector3 lastTouchPos;
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private Vector3 pressPos; // 입력 시작 지점
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Vector3 lastcamPos;
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Vector3 lastcamPos;
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private bool isDragging = false;
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private bool isDragging = false;
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@ -50,7 +49,6 @@ public class CameraDragMove : MonoBehaviour
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if (began)
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if (began)
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{
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{
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pressPos = position;
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lastTouchPos = position;
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lastTouchPos = position;
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lastcamPos = cam.transform.position;
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lastcamPos = cam.transform.position;
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isDragging = false;
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isDragging = false;
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@ -83,14 +81,25 @@ public class CameraDragMove : MonoBehaviour
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float camHeight = cam.orthographicSize * 2f;
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float camHeight = cam.orthographicSize * 2f;
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float camWidth = camHeight * cam.aspect;
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float camWidth = camHeight * cam.aspect;
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float minX = spriteBounds.min.x + camWidth / 2f;
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float maxX = spriteBounds.max.x - camWidth / 2f;
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float minY = spriteBounds.min.y + camHeight / 2f;
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float maxY = spriteBounds.max.y - camHeight / 2f;
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Vector3 pos = cam.transform.position;
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Vector3 pos = cam.transform.position;
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pos.x = Mathf.Clamp(pos.x, minX, maxX);
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pos.y = Mathf.Clamp(pos.y, minY, maxY);
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// sprite가 카메라보다 작은 경우 → 카메라를 가운데 고정
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if (camWidth >= spriteBounds.size.x || camHeight >= spriteBounds.size.y)
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{
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pos.x = spriteBounds.center.x;
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pos.y = spriteBounds.center.y;
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}
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else
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{
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float minX = spriteBounds.min.x + camWidth / 2f;
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float maxX = spriteBounds.max.x - camWidth / 2f;
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float minY = spriteBounds.min.y + camHeight / 2f;
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float maxY = spriteBounds.max.y - camHeight / 2f;
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pos.x = Mathf.Clamp(pos.x, minX, maxX);
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pos.y = Mathf.Clamp(pos.y, minY, maxY);
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}
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cam.transform.position = pos;
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cam.transform.position = pos;
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}
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}
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}
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}
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