- 결과 화면 (생존 시간)
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@ -25,7 +25,7 @@ public class Game_Mini : MonoBehaviour
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AsyncOperationHandle<Sprite> m_Handle1, m_Handle2, m_HandleSD;
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ProtectedInt32 m_HP;
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bool bStartGame;
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float PcPosLimit;
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float PcPosLimit, PlayTime;
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Dictionary<eMiniGameObtacleType, ProtectedInt32> dic_Money = new Dictionary<eMiniGameObtacleType, ProtectedInt32>();
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Dictionary<eMiniGameObtacleType, TextMeshProUGUI> dic_MoneyText = new Dictionary<eMiniGameObtacleType, TextMeshProUGUI>();
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@ -97,6 +97,8 @@ public class Game_Mini : MonoBehaviour
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DSUtil.InActivateGameObjects(gos_hiteffect);
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for (int i = 0; i < items.Length; i++)
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items[i].Set();
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PlayTime = 0f;
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}
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public void Set()
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@ -165,6 +167,8 @@ public class Game_Mini : MonoBehaviour
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{
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if (m_HP <= 0) return;
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PlayTime += Time.deltaTime;
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var PcSpeed = table_GlobalValue.Ins.Get_Float("MiniGamePCSpeed");
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if (m_Joystick.Direction.x < 0f)
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{
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@ -234,7 +238,7 @@ public class Game_Mini : MonoBehaviour
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void GameOver()
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{
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m_Game_Mini_Result.Set();
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m_Game_Mini_Result.Set(PlayTime);
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}
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public void Save_GameResult()
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@ -5,10 +5,12 @@ public class Game_Mini_Result : MonoBehaviour
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{
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public TextMeshProUGUI[] texts; // 0 시간, 1 하트, 2 챗 코인, 3 가챠 코인
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public void Set()
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public void Set(float playtime)
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{
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gameObject.SetActive(true);
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texts[0].text = DSUtil.Get_TimeText_MS(playtime);
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var dic = LobbyUI.Ins.m_Game_Mini.Get_ResultMoney();
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texts[1].text = dic[eMiniGameObtacleType.AlbumOpen].ToString();
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texts[2].text = dic[eMiniGameObtacleType.ChatCoin].ToString();
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@ -1,7 +1,6 @@
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사운드 및 BGM 요청
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미니게임 만들기
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- 결과 화면 (생존 시간)
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- 광고 sdk
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- 아이템 기능 구현
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