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

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;
Vector3 pos = cam.transform.position;
// 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;
Vector3 pos = cam.transform.position;
pos.x = Mathf.Clamp(pos.x, minX, maxX);
pos.y = Mathf.Clamp(pos.y, minY, maxY);
}
cam.transform.position = pos;
}
}