"1. 미니게임 입장 기회가 없을 때는 버튼을 회색으로 변경 부탁드립니다.
2. 소수점은 1자리까지만 표기해도 될 것 같습니다. (※뽑기 UI에도 동일) 3. 미니게임 입장 기회가 없을 때 버튼 누르면 ""하트가 부족합니다."" 라는 토스트 메시지 출력 부탁드립니다. 4. 뽑기 메뉴에서 뽑기 재화가 부족할 때에도 버튼을 회색으로 나오게 처리 부탁드립니다."
This commit is contained in:
parent
bd2a774901
commit
ce5a3cffe7
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@ -160,7 +160,8 @@ TextureImporter:
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secondaryTextures: []
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spriteCustomMetadata:
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entries: []
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nameFileIdTable: {}
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nameFileIdTable:
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MiniGameGray_btn_0: 7978507074057238709
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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@ -38521,7 +38521,7 @@ MonoBehaviour:
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_Sprite: {fileID: 21300000, guid: 97c84f1ff60498c439a184ed0e0acbec, type: 3}
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m_Sprite: {fileID: 21300000, guid: ffedcc4b1712a7d47aef8352f6ab21cf, type: 3}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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@ -67230,6 +67230,7 @@ MonoBehaviour:
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- {fileID: 2057533035}
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- {fileID: 1227751126}
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go_minigamechargingbtn: {fileID: 2079832695}
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i_minigamechargingbtn: {fileID: 2079832699}
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slider_minigamecharging: {fileID: 404172103}
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t_minigamechargingtime: {fileID: 644731195}
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m_AttandanceUI: {fileID: 388368217}
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@ -181,12 +181,14 @@ public class SaveMgr : MonoBehaviourSingletonTemplate<SaveMgr>
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LobbyUI.Ins.m_ToastUI.Set("채팅 코인이 부족합니다.", toasty);
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break;
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case eMoney.Gacha:
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LobbyUI.Ins.m_ToastUI.Set("뽑기 재화가 부족합니다.", toasty);
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LobbyUI.Ins.m_ToastUI.Set("별 코인이 부족합니다.", toasty);
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break;
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case eMoney.Lucky:
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LobbyUI.Ins.m_ToastUI.Set("럭키 포인트가 부족합니다.", toasty);
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break;
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case eMoney.MiniGameHP:
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LobbyUI.Ins.m_ToastUI.Set("생명력이 부족합니다.", toasty);
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break;
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case eMoney.ItemBomb:
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case eMoney.ItemUmbrella:
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case eMoney.ItemDildo:
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@ -38,7 +38,7 @@ public class GachaUI : uScrollViewMgr
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var cal = GachaAutoRefillTime - InternetTime.Ins.Time;
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fRefillTime -= Time.deltaTime;
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if (cal.TotalSeconds <= 0) fRefillTime = 0f;
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texts[3].text = fRefillTime > 0f ? $"{fRefillTime:F2}s" : "0s";
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texts[3].text = fRefillTime > 0f ? $"{fRefillTime:F1}s" : "0s";
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var fRefillTimeMax = table_GlobalValue.Ins.Get_Float("GachaAutoRefill_DelayTime");
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if (SaveMgr.Ins.GachaChargeTime_Reduce()) fRefillTimeMax -= fRefillTimeMax * 0.9f;
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slider_charge.value = DSUtil.Get_SliderValue(fRefillTime / fRefillTimeMax);
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@ -7,6 +7,7 @@ public class LobbyUI : MonoBehaviourSingletonTemplate<LobbyUI>
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{
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[SerializeField] TextMeshProUGUI[] texts_money; // 0 앨범 개방 재화, 1 채팅 재화, 2 뽑기 재화, 3 4 미니게임 체력
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public GameObject go_minigamechargingbtn;
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public Image i_minigamechargingbtn;
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public Slider slider_minigamecharging;
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public TextMeshProUGUI t_minigamechargingtime;
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float minigamechargingTime = 0f;
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@ -49,6 +50,7 @@ public class LobbyUI : MonoBehaviourSingletonTemplate<LobbyUI>
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minigamechargingTime = (float)(SaveMgr.Ins.Get_MiniGameTime() - InternetTime.Ins.Time).TotalMilliseconds * 0.001f;
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go_minigamechargingbtn.SetActive(minigamechargingTime > 0f);
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if (minigamechargingTime <= 0f) Check_MiniGameCharging();
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Set_i_minigamechargingbtn();
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bUpdate = true;
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}
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@ -62,7 +64,7 @@ public class LobbyUI : MonoBehaviourSingletonTemplate<LobbyUI>
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if (!SaveMgr.Ins.Check_Money(eMoney.MiniGameHP, table_GlobalValue.Ins.Get_Int("MiniGame_TotalEnterMoney"), false))
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{
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minigamechargingTime -= Time.deltaTime;
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t_minigamechargingtime.text = minigamechargingTime > 0f ? $"{minigamechargingTime:F2}s" : "0s";
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t_minigamechargingtime.text = minigamechargingTime > 0f ? $"{minigamechargingTime:F1}s" : "0s";
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var fRefillTimeMax = table_GlobalValue.Ins.Get_Float("MiniGame_EnterMoney_Time");
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slider_minigamecharging.value = DSUtil.Get_SliderValue(minigamechargingTime / fRefillTimeMax);
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@ -73,7 +75,7 @@ public class LobbyUI : MonoBehaviourSingletonTemplate<LobbyUI>
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void MiniGameCharging()
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{
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SaveMgr.Ins.Add_Money(eMoney.MiniGameHP);
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m_ToastUI.Set($"미니게임 체력이 충전되었습니다.");
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m_ToastUI.Set($"생명력이 충전되었습니다.");
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Check_MiniGameCharging();
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Set_Money();
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SaveMgr.Ins.Save();
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@ -91,6 +93,14 @@ public class LobbyUI : MonoBehaviourSingletonTemplate<LobbyUI>
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}
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if (CurMenu == 2) go_minigamechargingbtn.SetActive(minigamechargingTime > 0f);
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Set_i_minigamechargingbtn();
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}
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void Set_i_minigamechargingbtn()
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{
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if (!SaveMgr.Ins.Check_Money(eMoney.MiniGameHP, 1, false))
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i_minigamechargingbtn.sprite = UIAtlasMgr.Ins.Get_Sprite("MiniGameGray_btn");
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else
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i_minigamechargingbtn.sprite = UIAtlasMgr.Ins.Get_Sprite("red btn");
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}
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public void OnClick_Button(GameObject btn)
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@ -155,7 +165,7 @@ public class LobbyUI : MonoBehaviourSingletonTemplate<LobbyUI>
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return;
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}
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if (SaveMgr.Ins.Check_Money(eMoney.MiniGameHP, 1, false))
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if (SaveMgr.Ins.Check_Money(eMoney.MiniGameHP, 1, true))
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m_Game_Mini.Set();
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break;
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}
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@ -863,6 +863,7 @@ PlayerSettings:
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vrEditorSettings: {}
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cloudServicesEnabled:
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Purchasing: 0
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Unity Ads: 1
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luminIcon:
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m_Name:
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m_ModelFolderPath:
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@ -25,12 +25,14 @@ UnityConnectSettings:
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m_InitializeOnStartup: 1
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m_PackageRequiringCoreStatsPresent: 0
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UnityAdsSettings:
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m_Enabled: 0
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m_Enabled: 1
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m_InitializeOnStartup: 1
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m_TestMode: 0
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m_IosGameId:
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m_AndroidGameId:
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m_GameIds: {}
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m_GameId:
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m_GameIds:
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AndroidPlayer: 5947579
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iPhonePlayer: 5947578
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m_GameId: 5947579
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PerformanceReportingSettings:
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m_Enabled: 0
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