미니 게임 모드에서는 토스트 메시지 위치를 해당 영역까지 내려주시면 좋겠습니다.
This commit is contained in:
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dda6f5aa45
commit
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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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Yellow btn_0: -8223418744081684699
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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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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money_gacha_0: -2564784036462105596
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@ -160,7 +160,8 @@ TextureImporter:
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spriteCustomMetadata:
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entries: []
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nameFileIdTable: {}
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nameFileIdTable:
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shop money icon 11_shop_0: -1600953111491908714
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pSDRemoveMatte: 0
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@ -160,7 +160,8 @@ TextureImporter:
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secondaryTextures: []
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spriteCustomMetadata:
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nameFileIdTable: {}
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nameFileIdTable:
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shop money icon 1_shop_0: 2323692047724358990
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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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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shop money icon 2_shop_0: -4648769833049646530
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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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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shop money icon 3_shop_0: -2795311806911105304
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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@ -781,11 +781,11 @@ MonoBehaviour:
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m_Calls:
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- m_Target: {fileID: 1703079399}
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m_TargetAssemblyTypeName: LobbyUI, Assembly-CSharp
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m_MethodName: OnClick_Button
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m_Mode: 2
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m_MethodName: Go_Home
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 21832900}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.GameObject, UnityEngine
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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@ -52953,10 +52953,10 @@ RectTransform:
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- {fileID: 1902189015}
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m_Father: {fileID: 817765913}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 163}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 162}
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m_SizeDelta: {x: 0, y: 1920}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1357839140
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MonoBehaviour:
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@ -167,7 +167,7 @@ public class SaveMgr : MonoBehaviourSingletonTemplate<SaveMgr>
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}
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return 0;
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}
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public bool Check_Money(eMoney money, int amount, bool showToast = true)
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public bool Check_Money(eMoney money, int amount, bool showToast = true, float toasty = 0f)
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{
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var enough = Get_Money(money) >= amount;
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if (!enough && showToast)
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@ -175,22 +175,22 @@ public class SaveMgr : MonoBehaviourSingletonTemplate<SaveMgr>
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switch (money)
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{
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case eMoney.AlbumOpen:
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LobbyUI.Ins.m_ToastUI.Set("하트가 부족합니다.");
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LobbyUI.Ins.m_ToastUI.Set("하트가 부족합니다.", toasty);
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break;
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case eMoney.Chat:
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LobbyUI.Ins.m_ToastUI.Set("채팅 코인이 부족합니다.");
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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.");
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LobbyUI.Ins.m_ToastUI.Set("뽑기 재화가 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.");
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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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case eMoney.ItemBomb:
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case eMoney.ItemUmbrella:
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case eMoney.ItemDildo:
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LobbyUI.Ins.m_ToastUI.Set("재화가 부족합니다.");
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LobbyUI.Ins.m_ToastUI.Set("재화가 부족합니다.", toasty);
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break;
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}
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}
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@ -20,7 +20,7 @@ public class GachaUI : uScrollViewMgr
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public Slider slider_charge;
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DateTime GachaAutoRefillTime;
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float fRefillTime;
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float fRefillTime, ToastY = -400f;
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List<(eMoney, int)> list_log = new List<(eMoney, int)>();
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Coroutine co_sliderupdate;
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@ -45,7 +45,7 @@ public class GachaUI : uScrollViewMgr
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{
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SaveMgr.Ins.Add_Money(eMoney.Gacha, table_GlobalValue.Ins.Get_Int("GachaAutoRefill_Amount"));
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SaveMgr.Ins.Save();
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LobbyUI.Ins.m_ToastUI.Set($"뽑기 재화 {table_GlobalValue.Ins.Get_Int("GachaAutoRefill_Amount")}개가 충전되었습니다.");
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LobbyUI.Ins.m_ToastUI.Set($"뽑기 재화 {table_GlobalValue.Ins.Get_Int("GachaAutoRefill_Amount")}개가 충전되었습니다.", ToastY);
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Set_Money();
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}
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@ -149,7 +149,7 @@ public class GachaUI : uScrollViewMgr
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public void OnClick_Lucky()
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{
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if (SaveMgr.Ins.Check_Money(eMoney.Lucky, table_GlobalValue.Ins.Get_Int("LuckyPoint")))
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if (SaveMgr.Ins.Check_Money(eMoney.Lucky, table_GlobalValue.Ins.Get_Int("LuckyPoint"), true, ToastY))
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{
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Init_GachaAnim();
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SaveMgr.Ins.Add_Money(eMoney.Lucky, -table_GlobalValue.Ins.Get_Int("LuckyPoint"));
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@ -166,7 +166,7 @@ public class GachaUI : uScrollViewMgr
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ADInfo.Ins.Show_AD(false, () =>
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{
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SaveMgr.Ins.Add_Money(eMoney.Gacha, table_GlobalValue.Ins.Get_Int("GachaAD_Reward"));
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LobbyUI.Ins.m_ToastUI.Set($"뽑기 재화 {table_GlobalValue.Ins.Get_Int("GachaAD_Reward")}개를 획득했습니다.");
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LobbyUI.Ins.m_ToastUI.Set($"뽑기 재화 {table_GlobalValue.Ins.Get_Int("GachaAD_Reward")}개를 획득했습니다.", ToastY);
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Set_Money();
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});
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}
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@ -174,7 +174,7 @@ public class GachaUI : uScrollViewMgr
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public void OnClick_Gacha()
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{
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if (!isGacha && SaveMgr.Ins.Check_Money(eMoney.Gacha, table_GlobalValue.Ins.Get_Int("GachaAmount")))
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if (!isGacha && SaveMgr.Ins.Check_Money(eMoney.Gacha, table_GlobalValue.Ins.Get_Int("GachaAmount"), true, ToastY))
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StartCoroutine(Co_Gacha());
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}
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@ -6,12 +6,23 @@ public class ToastUI : MonoBehaviour
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public RectTransform rt_bg;
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public TextMeshProUGUI t_mgs;
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public void Set(string text)
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Vector2 basePos; // 기준 위치 저장용
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private void Awake()
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{
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basePos = (transform as RectTransform).anchoredPosition;
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}
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public void Set(string text, float y = 0f)
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{
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gameObject.SetActive(true);
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t_mgs.text = text;
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rt_bg.sizeDelta = new Vector2(rt_bg.sizeDelta.x, t_mgs.preferredHeight + 50);
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// 위치 조정 (y값 있으면 기준 위치에서 더함)
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var rt = transform as RectTransform;
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rt.anchoredPosition = basePos + new Vector2(0f, y);
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if (IsInvoking()) CancelInvoke();
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Invoke("Off", 3f);
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}
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