럭키 보너스 게임 완료
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@ -2,11 +2,11 @@ using GUPS.AntiCheat.Protected;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using TMPro;
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using TMPro;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine;
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public class Game_Lucky : MonoBehaviour
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public class Game_Lucky : MonoBehaviour
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{
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{
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public Game_Lucky_Result m_Game_Lucky_Result;
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public TextMeshProUGUI[] texts; // 0 시간, 1 획득 재화
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public TextMeshProUGUI[] texts; // 0 시간, 1 획득 재화
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public GameObject go_dropobj; // 떨어질 공 prefab
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public GameObject go_dropobj; // 떨어질 공 prefab
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public Transform tf_cup; // 컵 (움직이고 회전하는 부분)
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public Transform tf_cup; // 컵 (움직이고 회전하는 부분)
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@ -29,6 +29,7 @@ public class Game_Lucky : MonoBehaviour
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public void Set()
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public void Set()
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{
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{
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gameObject.SetActive(true);
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gameObject.SetActive(true);
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m_Game_Lucky_Result.gameObject.SetActive(false);
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bRotCup = false;
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bRotCup = false;
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@ -95,8 +96,7 @@ public class Game_Lucky : MonoBehaviour
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updateTime = false;
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updateTime = false;
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list_dropobj.ForEach(f => f.GetComponent<LuckyGameObj>().StopObj());
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list_dropobj.ForEach(f => f.GetComponent<LuckyGameObj>().StopObj());
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yield return new WaitForSecondsRealtime(3f);
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yield return new WaitForSecondsRealtime(3f);
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// TODO : 결과 보여주기
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m_Game_Lucky_Result.Set(m_Amount);
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gameObject.SetActive(false); // 지금은 그냥 나가기
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StopAllCoroutines();
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StopAllCoroutines();
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}
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}
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@ -0,0 +1,20 @@
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using TMPro;
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using UnityEngine;
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public class Game_Lucky_Result : MonoBehaviour
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{
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public TextMeshProUGUI t_amount;
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public void Set(int amount)
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{
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gameObject.SetActive(true);
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t_amount.text = amount.ToString();
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SaveMgr.Ins.Add_Money(eMoney.AlbumOpen, amount);
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}
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public void OnClick_Get()
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{
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gameObject.SetActive(false);
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LobbyUI.Ins.m_Game_Lucky.gameObject.SetActive(false);
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 618dbc3a12e76d146a5b6e280720f9b3
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@ -39,7 +39,8 @@ public class LuckyRandomBlock : MonoBehaviour
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case eRandomBlock.Divide: t_value.text = $"/{m_Value}"; i_bg.color = Color.grey; break;
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case eRandomBlock.Divide: t_value.text = $"/{m_Value}"; i_bg.color = Color.grey; break;
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}
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}
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m_rt.sizeDelta = new Vector2(Random.Range(100, 200), m_rt.sizeDelta.y);
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m_rt.sizeDelta = new Vector2(Random.Range(100, 250), m_rt.sizeDelta.y);
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m_rt.anchoredPosition = new Vector3(300f, 0f);
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isMoving = false;
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isMoving = false;
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}
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}
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