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m_AnchoredPosition: {x: 93.7, y: -50} + m_AnchoredPosition: {x: 93.70001, y: -50} m_SizeDelta: {x: 77, y: 84} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &1681872458 @@ -79459,6 +79459,7 @@ RectTransform: - {fileID: 225852842} - {fileID: 736579933} - {fileID: 767923678} + - {fileID: 2088815942} m_Father: {fileID: 48693080} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} @@ -79499,6 +79500,7 @@ MonoBehaviour: tf_obtacleParent: {fileID: 1246693590} go_Obtacle: {fileID: 6448229895534547540, guid: a0adfcf60f0fee042ac623f3116ef254, type: 3} go_Shield: {fileID: 756128919} + go_Guide: {fileID: 2088815941} gos_hiteffect: - {fileID: 414301006} - {fileID: 1340964322} @@ -82719,6 +82721,81 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2085175551} m_CullTransparentMesh: 1 +--- !u!1 &2088815941 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 2088815942} + - component: {fileID: 2088815944} + - component: {fileID: 2088815943} + m_Layer: 5 + m_Name: Guide + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!224 &2088815942 +RectTransform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 2088815941} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 2007599844} + 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_AnchoredPosition: {x: 0, y: -368} + m_SizeDelta: {x: 413, y: 500} + m_Pivot: {x: 0.5, y: 0.5} +--- !u!114 &2088815943 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 2088815941} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Material: {fileID: 0} + m_Color: {r: 1, g: 1, b: 1, a: 1} + m_RaycastTarget: 0 + m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} + m_Maskable: 1 + m_OnCullStateChanged: + m_PersistentCalls: + m_Calls: [] + m_Sprite: {fileID: 21300000, guid: 8286872f036d8f54a90d22693523badc, type: 3} + m_Type: 0 + m_PreserveAspect: 0 + m_FillCenter: 1 + m_FillMethod: 4 + m_FillAmount: 1 + m_FillClockwise: 1 + m_FillOrigin: 0 + m_UseSpriteMesh: 0 + m_PixelsPerUnitMultiplier: 1 +--- !u!222 &2088815944 +CanvasRenderer: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 2088815941} + m_CullTransparentMesh: 1 --- !u!1 &2090110238 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/Game/Game_Mini.cs b/Assets/Scripts/Game/Game_Mini.cs index e77c2b4..fd26b27 100644 --- a/Assets/Scripts/Game/Game_Mini.cs +++ b/Assets/Scripts/Game/Game_Mini.cs @@ -18,7 +18,7 @@ public class Game_Mini : MonoBehaviour public MiniGameItemCard[] items; public Slider slider_hp; public Transform tf_obtacleParent; - public GameObject go_Obtacle, go_Shield; + public GameObject go_Obtacle, go_Shield, go_Guide; public GameObject[] gos_hiteffect, gos_readygo; public GameObject[] go_anim; // 0 idle, 1 run, 2 hit public RectTransform tf_pc, tf_objend; @@ -169,11 +169,18 @@ public class Game_Mini : MonoBehaviour IEnumerator Co_Update() { + if (PlayerPrefs.GetInt("ShowMiniGameGuide", 0) == 0) + { + PlayerPrefs.SetInt("ShowMiniGameGuide", 1); + go_Guide.SetActive(true); + } + DSUtil.InActivateGameObjects(gos_readygo, 0); bStartGame = false; yield return new WaitForSeconds(3f); DSUtil.InActivateGameObjects(gos_readygo, 1); bStartGame = true; + go_Guide.SetActive(false); float gap = table_GlobalValue.Ins.Get_Float("MiniGame_Obtacle_Create_Gap"); // 이 시간이 지나면 방해물 생성 float gap_minus_time = table_GlobalValue.Ins.Get_Float("MiniGame_Obtacle_Gap_Time"); // 이 시간이 지나면 방해물 생성 시간 감소