감상 모드

This commit is contained in:
Ino 2025-08-29 23:29:11 +09:00
parent 8bdb4d91bc
commit f447ed7986
26 changed files with 2604 additions and 8 deletions

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@ -479,7 +479,7 @@ MonoBehaviour:
m_Calls:
- m_Target: {fileID: 1075369012538214660}
m_TargetAssemblyTypeName: HuntingSlot, Assembly-CSharp
m_MethodName: ClickAIImage
m_MethodName: OnClick_Slot
m_Mode: 6
m_Arguments:
m_ObjectArgument: {fileID: 0}
@ -754,7 +754,7 @@ MonoBehaviour:
m_Calls:
- m_Target: {fileID: 1075369012538214660}
m_TargetAssemblyTypeName: HuntingSlot, Assembly-CSharp
m_MethodName: ClickAIImage
m_MethodName: OnClick_Slot
m_Mode: 6
m_Arguments:
m_ObjectArgument: {fileID: 0}

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@ -0,0 +1,41 @@
using UnityEngine;
[RequireComponent(typeof(SpriteRenderer))]
[ExecuteInEditMode]
public class BackgroundFitter : MonoBehaviour
{
#if UNITY_EDITOR
public bool SetFit = false;
private void Update()
{
if (SetFit)
{
SetFit = false;
Awake();
}
}
#endif
void Awake()
{
SpriteRenderer sr = GetComponent<SpriteRenderer>();
if (sr.sprite == null) return;
// 스프라이트의 원래 크기(픽셀 단위)
float spriteWidth = sr.sprite.bounds.size.x;
float spriteHeight = sr.sprite.bounds.size.y;
// 카메라
Camera cam = Camera.main;
float worldScreenHeight = cam.orthographicSize * 2f; // 세로 크기(월드 단위)
float worldScreenWidth = worldScreenHeight * cam.aspect; // 가로 크기(월드 단위)
// 배경 스케일 계산
transform.localScale = new Vector3(
worldScreenWidth / spriteWidth,
worldScreenHeight / spriteHeight,
1f
);
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3162804ef6f3a534e9d4c54069f8c48a

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@ -0,0 +1,113 @@
using UnityEngine;
public class CameraDragMove : MonoBehaviour
{
public Camera cam; // 이동시킬 카메라
public SpriteRenderer targetSprite; // 영역 기준이 되는 스프라이트
public GameObject go_btnbg;
public float dragSpeed = 1f;
private Vector3 lastTouchPos;
private Vector3 pressPos; // 입력 시작 지점
private bool isDragging = false;
void Reset()
{
cam = Camera.main;
}
void Update()
{
#if UNITY_EDITOR || UNITY_STANDALONE
HandleMouseInput(); // 에디터/PC
#else
HandleTouchInput(); // 모바일
#endif
}
void HandleMouseInput()
{
if (Input.GetMouseButtonDown(0))
{
pressPos = Input.mousePosition;
lastTouchPos = Input.mousePosition;
isDragging = false;
}
else if (Input.GetMouseButton(0))
{
Vector3 deltaScreen = Input.mousePosition - pressPos;
isDragging = true;
if (isDragging)
{
Vector3 deltaWorld = cam.ScreenToWorldPoint(Input.mousePosition) - cam.ScreenToWorldPoint(lastTouchPos);
deltaWorld.z = 0f;
cam.transform.position -= deltaWorld * dragSpeed;
ClampCameraPosition();
lastTouchPos = Input.mousePosition;
}
}
else if (Input.GetMouseButtonUp(0))
{
}
}
void HandleTouchInput()
{
if (Input.touchCount == 1)
{
Touch touch = Input.GetTouch(0);
switch (touch.phase)
{
case TouchPhase.Began:
pressPos = touch.position;
lastTouchPos = touch.position;
isDragging = false;
break;
case TouchPhase.Moved:
Vector3 deltaScreen = (Vector3)touch.position - pressPos;
isDragging = true;
if (isDragging)
{
Vector3 deltaWorld = cam.ScreenToWorldPoint(touch.position) - cam.ScreenToWorldPoint(lastTouchPos);
deltaWorld.z = 0f;
cam.transform.position -= deltaWorld * dragSpeed;
ClampCameraPosition();
lastTouchPos = touch.position;
}
break;
case TouchPhase.Ended:
break;
}
}
}
void ClampCameraPosition()
{
if (targetSprite == null) return;
Bounds spriteBounds = targetSprite.bounds;
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);
cam.transform.position = pos;
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: db478bbe5ace88542969013b0399df6a

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@ -0,0 +1,159 @@
using UnityEngine;
using UnityEngine.Events;
public class TouchToCloseOrDragCamera : MonoBehaviour
{
[Header("Targets")]
public Camera cam;
public Transform orbitTarget; // 기준점(없으면 월드원점)
[Header("Tap Settings")]
public float tapMaxTime = 0.25f; // 이 시간 이내면 탭
public float tapMaxMovePixels = 10f; // 이 픽셀 이내면 탭
[Header("Orbit Settings")]
public float orbitSpeedX = 0.2f; // 좌우 회전 감도
public float orbitSpeedY = 0.2f; // 상하 회전 감도
public float minPitch = -80f;
public float maxPitch = 80f;
public float distance = 6f; // 타깃까지 거리
[Header("On Tap Action")]
public UnityEvent OnSingleTap; // 탭 시 실행. 기본으로 현재 화면 비활성화하도록 세팅
// 내부 상태
int activePointerId = -1;
Vector2 downPos;
float downTime;
bool dragging;
float yaw, pitch;
void Reset()
{
cam = Camera.main;
}
void Awake()
{
if (cam == null) cam = Camera.main;
if (orbitTarget == null) { var t = new GameObject("OrbitTarget").transform; t.position = Vector3.zero; orbitTarget = t; }
// 기본 탭 동작: 이 스크립트가 달린 루트 오브젝트 비활성화(화면 종료 역할)
if (OnSingleTap == null) OnSingleTap = new UnityEvent();
if (OnSingleTap.GetPersistentEventCount() == 0)
OnSingleTap.AddListener(() => gameObject.SetActive(false));
// 초기 카메라 각도 계산
var toCam = (cam.transform.position - orbitTarget.position).normalized;
yaw = Mathf.Atan2(toCam.x, toCam.z) * Mathf.Rad2Deg;
pitch = Mathf.Asin(toCam.y) * Mathf.Rad2Deg;
}
void Update()
{
#if UNITY_EDITOR || UNITY_STANDALONE
HandleMouse();
#else
HandleTouch();
#endif
// 오빗 카메라 적용
ApplyOrbit();
}
void HandleMouse()
{
if (Input.GetMouseButtonDown(0))
{
activePointerId = 0;
downPos = Input.mousePosition;
downTime = Time.unscaledTime;
dragging = false;
}
else if (Input.GetMouseButton(0) && activePointerId == 0)
{
Vector2 cur = Input.mousePosition;
if (!dragging && Vector2.Distance(cur, downPos) > tapMaxMovePixels) dragging = true;
if (dragging)
{
Vector2 delta = (Vector2)Input.mousePosition - downPos;
OrbitByDelta(delta);
downPos = cur; // 연속 드래그
}
}
else if (Input.GetMouseButtonUp(0) && activePointerId == 0)
{
Vector2 upPos = Input.mousePosition;
float dt = Time.unscaledTime - downTime;
float dist = Vector2.Distance(upPos, downPos);
if (!dragging && dt <= tapMaxTime && dist <= tapMaxMovePixels)
{
// 단일 탭
OnSingleTap?.Invoke();
}
activePointerId = -1;
dragging = false;
}
}
void HandleTouch()
{
if (Input.touchCount == 0) return;
// 이미 추적 중인 손가락이 있으면 그걸 우선
int idx = -1;
if (activePointerId != -1)
{
for (int i = 0; i < Input.touchCount; i++)
if (Input.touches[i].fingerId == activePointerId) { idx = i; break; }
}
// 없으면 첫 터치로 시작
if (idx == -1) { var t0 = Input.touches[0]; idx = 0; activePointerId = t0.fingerId; }
var t = Input.touches[idx];
switch (t.phase)
{
case TouchPhase.Began:
downPos = t.position;
downTime = Time.unscaledTime;
dragging = false;
break;
case TouchPhase.Moved:
case TouchPhase.Stationary:
if (!dragging && Vector2.Distance(t.position, downPos) > tapMaxMovePixels) dragging = true;
if (dragging && t.phase == TouchPhase.Moved)
{
OrbitByDelta(t.deltaPosition);
}
break;
case TouchPhase.Ended:
case TouchPhase.Canceled:
float dt = Time.unscaledTime - downTime;
float dist = Vector2.Distance(t.position, downPos);
if (!dragging && dt <= tapMaxTime && dist <= tapMaxMovePixels)
{
OnSingleTap?.Invoke();
}
activePointerId = -1;
dragging = false;
break;
}
}
void OrbitByDelta(Vector2 delta)
{
yaw += delta.x * orbitSpeedX;
pitch -= delta.y * orbitSpeedY;
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
}
void ApplyOrbit()
{
Quaternion rot = Quaternion.Euler(pitch, yaw, 0f);
Vector3 pos = orbitTarget.position + rot * (Vector3.back * distance);
cam.transform.SetPositionAndRotation(pos, rot);
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ca08e3221e3288a4ea20fe44a6303baf

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@ -125,6 +125,8 @@ namespace CodeJay
// 100<30><30><EFBFBD><EFBFBD><EFBFBD> 50<35><30><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>.
public int Index, n_Group;
public Sprite HuntingImage, UnlockImage;
public int Stake;
public int TextureIndex;
public long ClearConditionMoney;
@ -171,6 +173,9 @@ namespace CodeJay
NeedKey = data.DBF_NeedKey;
NeedHeart = data.DBF_NeedHeart;
NeedLv = data.DBF_NeedLv;
HuntingImage = data.DBF_HuntingImage;
UnlockImage = data.DBF_UnlockImage;
}
}

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@ -28,6 +28,7 @@ public enum EEventType
OnDiscard,
/// <summary> [int] textureIndex [string] script </summary>
OnClickFullView,
ShowPanel,
}
public class EventManager : MonoBehaviour

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@ -1,4 +1,5 @@
using BansheeGz.BGDatabase;
using CodeJay.Classes;
using System;
using System.Collections.Generic;
using UnityEngine;
@ -7,6 +8,7 @@ public class HuntingPanel : uScrollViewMgr
[SerializeField] private TMPro.TextMeshProUGUI TitleTMP, t_type;
[SerializeField] private GameObject[] Buttons;
public GameObject go_mainpaenl, go_botpanel, go_x;
public ShowPanel m_ShowPanel;
private List<HuntingSlot> _lstSlots;
private int CurAlbumType = 1;
@ -40,6 +42,11 @@ public class HuntingPanel : uScrollViewMgr
}
}
public void ShowPanel(HuntingData data)
{
m_ShowPanel.Set(data);
}
private void OnDestroy()
{
if (GameManager.Instance != null)

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@ -205,4 +205,10 @@ public class HuntingSlot : CardBase
}
}
}
public void OnClick_Slot(bool left)
{
GameManager.Sound.PlaySFX(ESFXType.Button_Hit);
GameObject.Find("AlbumPanel").GetComponent<HuntingPanel>().ShowPanel(left ? _data_left : _data_right);
}
}

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@ -0,0 +1,74 @@
using CodeJay.Classes;
using UnityEngine;
public class ShowPanel : MonoBehaviour
{
public Camera m_Cam;
public SpriteRenderer i_image;
public GameObject[] gos_off;
public GameObject go_btns, go_fullscreenclose;
int zoomStep = 0;
public void Set(HuntingData data)
{
gameObject.SetActive(true);
DSUtil.InActivateGameObjects(gos_off);
go_btns.SetActive(true);
go_fullscreenclose.SetActive(false);
i_image.sprite = data.HuntingImage;
zoomStep = 0;
m_Cam.orthographicSize = 4f;
m_Cam.transform.position = new Vector3(0f, 0f, -10f);
Set_ImageSize();
}
void Set_ImageSize()
{
// 스프라이트의 원래 크기(픽셀 단위)
float spriteWidth = i_image.sprite.bounds.size.x;
float spriteHeight = i_image.sprite.bounds.size.y;
// 카메라
float worldScreenHeight = m_Cam.orthographicSize * 2f; // 세로 크기(월드 단위)
float worldScreenWidth = worldScreenHeight * m_Cam.aspect; // 가로 크기(월드 단위)
// 배경 스케일 계산
i_image.transform.localScale = new Vector3(
worldScreenWidth / spriteWidth,
worldScreenHeight / spriteHeight,
1f
);
}
public void OnClick_Btn(int index)
{
switch (index)
{
case 0: // 나가기
gameObject.SetActive(false);
DSUtil.ActivateGameObjects(gos_off);
break;
case 1: // 풀 스크린
go_btns.SetActive(false);
go_fullscreenclose.SetActive(true);
break;
case 2: // 확대 (2단계까지만)
++zoomStep;
if (zoomStep > 2) zoomStep = 2;
m_Cam.orthographicSize = 4 - zoomStep;
break;
case 3: // 축소
--zoomStep;
if (zoomStep < 0) zoomStep = 0;
m_Cam.orthographicSize = 4 - zoomStep;
m_Cam.transform.position = new Vector3(0f, 0f, -10f);
break;
case 4: // UI 다시 보이기
go_btns.SetActive(true);
go_fullscreenclose.SetActive(false);
break;
}
}
}

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@ -176675,6 +176675,66 @@ MonoBehaviour:
m_Scale: 1
m_AtlasIndex: 0
m_ClassDefinitionType: 0
- m_Index: 104
m_Metrics:
m_Width: 0
m_Height: 0
m_HorizontalBearingX: 0
m_HorizontalBearingY: 0
m_HorizontalAdvance: 72
m_GlyphRect:
m_X: 0
m_Y: 0
m_Width: 0
m_Height: 0
m_Scale: 1
m_AtlasIndex: 0
m_ClassDefinitionType: 0
- m_Index: 449
m_Metrics:
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m_HorizontalBearingX: 0
m_HorizontalBearingY: 0
m_HorizontalAdvance: 72
m_GlyphRect:
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m_Y: 0
m_Width: 0
m_Height: 0
m_Scale: 1
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m_Metrics:
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m_HorizontalAdvance: 72
m_GlyphRect:
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m_Scale: 1
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m_HorizontalAdvance: 72
m_GlyphRect:
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m_Width: 0
m_Height: 0
m_Scale: 1
m_AtlasIndex: 0
m_ClassDefinitionType: 0
m_CharacterTable:
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m_Unicode: 32
@ -223756,6 +223816,30 @@ MonoBehaviour:
m_Unicode: 55203
m_GlyphIndex: 18154
m_Scale: 1
- m_ElementType: 1
m_Unicode: 13
m_GlyphIndex: 1
m_Scale: 1
- m_ElementType: 1
m_Unicode: 10
m_GlyphIndex: 1
m_Scale: 1
- m_ElementType: 1
m_Unicode: 183
m_GlyphIndex: 104
m_Scale: 1
- m_ElementType: 1
m_Unicode: 12685
m_GlyphIndex: 449
m_Scale: 1
- m_ElementType: 1
m_Unicode: 12300
m_GlyphIndex: 124
m_Scale: 1
- m_ElementType: 1
m_Unicode: 12301
m_GlyphIndex: 125
m_Scale: 1
m_AtlasTextures:
- {fileID: 656917452037345304}
m_AtlasTextureIndex: 0

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