덱 선택 시스템 db 저장 완료
This commit is contained in:
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commit
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@ -2660,7 +2660,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &544367043
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RectTransform:
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m_ObjectHideFlags: 0
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@ -345,7 +345,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 3
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position: 4
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wave: 3
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buildingLevel: 0
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--- !u!1 &9912296
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GameObject:
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@ -1259,7 +1260,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 0
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position: 2
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wave: 0
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buildingLevel: 0
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--- !u!1 &120981875
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GameObject:
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@ -1542,7 +1544,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 3
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position: 2
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wave: 3
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buildingLevel: 0
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--- !u!1 &131930846
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GameObject:
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@ -1869,7 +1872,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 1
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position: 1
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wave: 1
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buildingLevel: 0
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--- !u!1 &180016503
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GameObject:
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@ -2303,7 +2307,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 1
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position: 3
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wave: 1
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buildingLevel: 0
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--- !u!1 &247032537
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GameObject:
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@ -4020,7 +4025,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 3
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position: 1
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wave: 3
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buildingLevel: 0
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--- !u!1 &589201251
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GameObject:
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@ -4113,7 +4119,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 1
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lineCount: 4
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position: 0
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wave: 4
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buildingLevel: 1
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--- !u!114 &589201256
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MonoBehaviour:
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@ -4527,7 +4534,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 1
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position: 4
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wave: 1
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buildingLevel: 0
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--- !u!1 &677531638
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GameObject:
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@ -5246,7 +5254,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 4
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position: 3
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wave: 4
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buildingLevel: 0
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--- !u!1 &757452403
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GameObject:
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@ -6489,7 +6498,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 3
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position: 3
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wave: 3
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buildingLevel: 0
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--- !u!1 &1019007066
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GameObject:
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@ -6582,7 +6592,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 1
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lineCount: 0
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position: 0
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wave: 0
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buildingLevel: 1
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--- !u!114 &1019007071
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MonoBehaviour:
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@ -6939,7 +6950,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 1
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lineCount: 1
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position: 0
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wave: 1
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buildingLevel: 1
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--- !u!114 &1090203497
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MonoBehaviour:
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@ -7428,7 +7440,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 0
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position: 1
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wave: 0
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buildingLevel: 0
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--- !u!1 &1149620901
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GameObject:
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@ -7577,7 +7590,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 4
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position: 2
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wave: 4
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buildingLevel: 0
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--- !u!1 &1222833246
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GameObject:
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@ -7801,7 +7815,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 2
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position: 1
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wave: 2
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buildingLevel: 0
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--- !u!1 &1229715544
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GameObject:
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@ -8214,7 +8229,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 1
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lineCount: 2
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position: 0
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wave: 2
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buildingLevel: 1
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--- !u!114 &1314094868
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MonoBehaviour:
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@ -8720,7 +8736,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 2
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position: 3
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wave: 2
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buildingLevel: 0
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--- !u!1 &1364046232
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GameObject:
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@ -8936,7 +8953,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &1396764733
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RectTransform:
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m_ObjectHideFlags: 0
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@ -9708,7 +9725,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 2
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position: 2
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wave: 2
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buildingLevel: 0
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--- !u!1 &1463891738
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GameObject:
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@ -10528,7 +10546,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 2
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position: 4
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wave: 2
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buildingLevel: 0
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--- !u!1 &1606282281
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GameObject:
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@ -10921,7 +10940,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 0
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position: 3
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wave: 0
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buildingLevel: 0
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--- !u!1 &1691811517
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GameObject:
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@ -11380,7 +11400,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 0
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position: 4
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wave: 0
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buildingLevel: 0
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--- !u!1 &1765962106
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GameObject:
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@ -11966,7 +11987,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 1
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position: 2
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wave: 1
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buildingLevel: 0
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--- !u!1 &1842952264
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GameObject:
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@ -12143,7 +12165,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 1
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lineCount: 3
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position: 0
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wave: 3
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buildingLevel: 1
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--- !u!114 &1886491696
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MonoBehaviour:
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@ -12582,7 +12605,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 4
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position: 4
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wave: 4
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buildingLevel: 0
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--- !u!1 &1933741026
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GameObject:
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@ -12806,7 +12830,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isProduction: 0
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lineCount: 4
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position: 1
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wave: 4
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buildingLevel: 0
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--- !u!1 &1960064590
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GameObject:
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@ -6,7 +6,8 @@ using UnityEngine.UI;
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public class BuildingCtrl : MonoBehaviour
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{
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public bool isProduction;
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public int lineCount;
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public int position;
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public int wave;
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public int buildingLevel;
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UnitCtrl unitInfo;
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@ -81,7 +82,7 @@ public class BuildingCtrl : MonoBehaviour
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return;
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}
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PlayCtrl.Instance.TextUpdate(-unitInfo.unit.buy[buildingLevel]);
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PlayCtrl.Instance.player.buildings[lineCount].units.Add(unitInfo);
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PlayCtrl.Instance.player.buildings[wave].level[position - 1] = buildingLevel + 1;
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} else
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{
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if(500 * buildingLevel > PlayCtrl.Instance.money)
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@ -90,7 +91,7 @@ public class BuildingCtrl : MonoBehaviour
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return;
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}
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PlayCtrl.Instance.TextUpdate(-500 * buildingLevel);
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PlayCtrl.Instance.player.addMoney[lineCount] += 100;
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PlayCtrl.Instance.player.addMoney[wave] += 100;
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}
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buildingLevel++;
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}
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@ -120,6 +121,7 @@ public class BuildingCtrl : MonoBehaviour
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this.unitInfo = unitInfo;
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img.sprite = unitImg;
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img.color = Color.white;
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PlayCtrl.Instance.player.buildings[wave].units[position - 1] = unitInfo;
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LevelUp();
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}
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}
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@ -4,12 +4,13 @@ using UnityEngine;
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public class BuildingInfo
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{
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public List<UnitCtrl> units = new List<UnitCtrl>();
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public UnitCtrl[] units;
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public int level;
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public int[] level;
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public BuildingInfo()
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{
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level = 1;
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level = new int[4] { 0, 0, 0, 0 };
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units = new UnitCtrl[4];
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}
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}
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@ -35,17 +35,6 @@ public class SummonsUnit : MonoBehaviour
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}
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else
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PlayCtrl.Instance.player = this;
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////Å×½ºÆ®¿ë
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//if (isEnemy)
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//{
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// List<UnitCtrl> units = new List<UnitCtrl>();
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// for (int m = 0; m < 5; m++)
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// {
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// units.Add(Statics.units["AxeGoblin"].GetComponent<UnitCtrl>());
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// }
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// buildings[0].units = units;
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//}
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}
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public void Summons(int count)
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@ -55,17 +44,18 @@ public class SummonsUnit : MonoBehaviour
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if (buildingInfo.units == null)
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return;
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else
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listCount = buildingInfo.units.Count;
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listCount = buildingInfo.units.Length;
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for (int n = 0; n < listCount; n++)
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{
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for(int m = 0; m < buildingInfo.level; m++)
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for(int m = 0; m < buildingInfo.level[n]; m++)
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{
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float pos = Random.Range(-3.7f, -0.3f);
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if (isEnemy) //Àû¼Òȯ
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Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(44.0f, 46.0f), pos, pos + 3.8f), Quaternion.identity).GetComponent<UnitCtrl>().UnitBonusSet(isEnemy, buildingInfo.level);
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Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(44.0f, 46.0f), pos, pos + 3.8f), Quaternion.identity).GetComponent<UnitCtrl>().UnitBonusSet(isEnemy, buildingInfo.level[n]);
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else //¾Æ±º À¯´Ö ¼Òȯ
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Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(-44.0f, -46.0f), pos, pos + 3.8f), Quaternion.identity).GetComponent<UnitCtrl>().UnitBonusSet(isEnemy, buildingInfo.level);
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Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(-44.0f, -46.0f), pos, pos + 3.8f), Quaternion.identity).GetComponent<UnitCtrl>().UnitBonusSet(isEnemy, buildingInfo.level[n]);
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}
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}
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@ -80,9 +70,16 @@ public class SummonsUnit : MonoBehaviour
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List<AI> ai = Statics.excelDatas.GamestageAIList(Statics.chapter, stage);
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for(int n = 0; n < ai.Count; n++)
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{
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buildings[ai[n].wave].units.Add(Statics.units[ai[n].unit].GetComponent<UnitCtrl>());
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//if (ai[n].command.Equals(eCommand.add))
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//units.Add();
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switch (ai[n].command)
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{
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case eCommand.add:
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buildings[ai[n].wave].units[ai[n].position - 1] = Statics.stringUnits[ai[n].unit].GetComponent<UnitCtrl>();
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buildings[ai[n].wave].level[ai[n].position - 1]++;
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break;
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case eCommand.upgrade:
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buildings[ai[n].wave].level[ai[n].position - 1]++;
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break;
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}
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}
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}
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}
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@ -10,6 +10,7 @@ public class UnitCtrl : MonoBehaviour
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public Sprite unitSprite;
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bool isHomeAttack;
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public BoxCollider2D[] components;
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public long tableIndex;
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List<UnitCtrl> enemyUnits;
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@ -19,14 +20,18 @@ public class UnitCtrl : MonoBehaviour
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bool isDie = false;
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public void DataSet(UnitData ud)
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public void DataSet(long tableIndex)
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{
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unit = new UnitInfo(ud);
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//이곳은 List유닛에게 세팅됨
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this.tableIndex = tableIndex;
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unit.UnitSet(Statics.excelDatas.unitData[tableIndex]);
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}
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public void UnitBonusSet(bool isEnemy, int unitLevel)
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{
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//이곳은 생성된 유닛에게 세팅됨
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this.isEnemy = isEnemy;
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unit.UnitSet(Statics.excelDatas.unitData[tableIndex]);
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unit.UnitBonusSet(new UnitBonus(unitLevel, new int[0], 0, 0));
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}
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@ -1,4 +1,5 @@
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using System;
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using System.Diagnostics;
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[Serializable]
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public class UnitInfo
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@ -25,7 +26,7 @@ public class UnitInfo
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UnitBonus unitBonus;
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public UnitInfo(UnitData ud)
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public void UnitSet(UnitData ud)
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{
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_name = ud.name;
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_maxHp = ud.hp;
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@ -49,7 +50,7 @@ public class UnitBonus
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//1 > 1.12 > 1.272 > 1.439 > 1.643
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int _level;
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public int level { get { return level; } }
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public int level { get { return _level; } }
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public float levelBonus { get { switch (_level)
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{
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@ -1,5 +1,6 @@
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using UnityEngine;
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using TMPro;
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using System.Collections.Generic;
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public class MainCtrl : MonoBehaviour
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{
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@ -116,12 +117,25 @@ public class MainCtrl : MonoBehaviour
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resp.Request(req, (data) =>
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{
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//로그인 성공시
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if(data.status.Equals(200))
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{
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PlayerPrefs.SetString("uuid", data.uuid);
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List<DeckUnitInfo> units = data.deck_unit;
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foreach (DeckUnitInfo item in units)
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{
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Statics.deckUnit.Add(item.id, item);
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}
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Statics.leader = data.leader;
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GameManager.Instance.NextScene(GameManager.eScene.Game);
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}, () =>
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}
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else
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{
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PlayerPrefs.SetString("uuid", "");
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Awake();
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}
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}, () =>
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{
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});
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@ -19,7 +19,7 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
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public GameObject newBuildingUI;
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public GameObject buildingLevelupUI;
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public GameObject backButton;
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public UnitCtrl[] units;
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UnitCtrl[] units;
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public TMP_Text buyText;
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public TMP_Text sellText;
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public TMP_Text moneyText;
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@ -34,10 +34,6 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
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public int money;
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||||
//선택된 ui의 정보를 저장할 수 있게 만들기.
|
||||
//레벨업 ui만들기
|
||||
//backbutton을 누르면 둘다 꺼지게 만들기.
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
summons = 0.1f;
|
||||
|
|
@ -47,6 +43,16 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
|
|||
moneyText.text = money.ToString();
|
||||
isEndGame = false;
|
||||
delay = 0.0f;
|
||||
units = new UnitCtrl[9];
|
||||
units[0] = Statics.intUnits[Statics.deckUnit[Statics.leader[0].deck_unit0_id].unit_id].GetComponent<UnitCtrl>();
|
||||
units[1] = Statics.intUnits[Statics.deckUnit[Statics.leader[0].deck_unit1_id].unit_id].GetComponent<UnitCtrl>();
|
||||
units[2] = Statics.intUnits[Statics.deckUnit[Statics.leader[0].deck_unit2_id].unit_id].GetComponent<UnitCtrl>();
|
||||
units[3] = Statics.intUnits[Statics.deckUnit[Statics.leader[0].deck_unit3_id].unit_id].GetComponent<UnitCtrl>();
|
||||
units[4] = Statics.intUnits[Statics.deckUnit[Statics.leader[0].deck_unit4_id].unit_id].GetComponent<UnitCtrl>();
|
||||
units[5] = Statics.intUnits[Statics.deckUnit[Statics.leader[0].deck_unit5_id].unit_id].GetComponent<UnitCtrl>();
|
||||
units[6] = Statics.intUnits[Statics.deckUnit[Statics.leader[0].deck_unit6_id].unit_id].GetComponent<UnitCtrl>();
|
||||
units[7] = Statics.intUnits[Statics.deckUnit[Statics.leader[0].deck_unit7_id].unit_id].GetComponent<UnitCtrl>();
|
||||
units[8] = Statics.intUnits[Statics.deckUnit[Statics.leader[0].deck_unit8_id].unit_id].GetComponent<UnitCtrl>();
|
||||
for (int n = 0; n < unitSpriteButton.Length; n++)
|
||||
{
|
||||
unitSpriteButton[n].sprite = units[n].unitSprite;
|
||||
|
|
|
|||
|
|
@ -44,14 +44,14 @@ public class GameManager : DontDestroy<GameManager>
|
|||
|
||||
private void UnitDataSet()
|
||||
{
|
||||
Statics.units = new Dictionary<string, GameObject>();
|
||||
foreach (var data in Statics.excelDatas.unitData)
|
||||
{
|
||||
GameObject obj = Resources.Load<GameObject>($"Unit/{data.Value.name}");
|
||||
if (obj != null)
|
||||
{
|
||||
obj.GetComponent<UnitCtrl>().DataSet(data.Value);
|
||||
Statics.units.Add(data.Value.name, obj);
|
||||
obj.GetComponent<UnitCtrl>().DataSet(data.Key);
|
||||
Statics.stringUnits.Add(data.Value.name, obj);
|
||||
Statics.intUnits.Add(data.Value.index, obj);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,10 +1,11 @@
|
|||
using BestHTTP;
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public enum Protocol
|
||||
{
|
||||
//0~100 테스트용 프로토콜
|
||||
//0~100 임시 프로토콜
|
||||
Test = 0,
|
||||
AddUser = 1,
|
||||
|
||||
|
|
@ -13,7 +14,7 @@ public enum Protocol
|
|||
|
||||
|
||||
Downlode = 100,//±âȹ µ¥ÀÌÅÍ ´Ù¿î·Îµå
|
||||
Login = 101,//기획 데이터 다운로드
|
||||
Login = 101,//유저 로그인
|
||||
}
|
||||
|
||||
#region 100 : Downlode
|
||||
|
|
@ -58,10 +59,35 @@ public class LoginResp : Request<LoginResp>
|
|||
private Protocol protocol = Protocol.Login;
|
||||
public string uuid { get; set; }
|
||||
public string nickname { get; set; }
|
||||
public List<DeckUnitInfo> deck_unit { get; set; }
|
||||
public List<LeaderInfo> leader { get; set; }
|
||||
|
||||
public void Request(LoginReq loginReq, Action<LoginResp> onRequestFinished, Action errorRequestFinished)
|
||||
{
|
||||
CreateRequest(protocol, onRequestFinished, loginReq, HTTPMethods.Post, errorRequestFinished);
|
||||
}
|
||||
}
|
||||
|
||||
public class DeckUnitInfo
|
||||
{
|
||||
public int id { get; set; }
|
||||
public int unit_id { get; set; }
|
||||
public int user_id { get; set; }
|
||||
}
|
||||
|
||||
public class LeaderInfo
|
||||
{
|
||||
public int id { get; set; }
|
||||
public int leader_id { get; set; }
|
||||
public int deck_unit0_id { get; set; }
|
||||
public int deck_unit1_id { get; set; }
|
||||
public int deck_unit2_id { get; set; }
|
||||
public int deck_unit3_id { get; set; }
|
||||
public int deck_unit4_id { get; set; }
|
||||
public int deck_unit5_id { get; set; }
|
||||
public int deck_unit6_id { get; set; }
|
||||
public int deck_unit7_id { get; set; }
|
||||
public int deck_unit8_id { get; set; }
|
||||
public int user_id { get; set; }
|
||||
}
|
||||
#endregion
|
||||
|
|
@ -35,10 +35,8 @@ public class Request<T>
|
|||
|| string.IsNullOrEmpty(response.DataAsText) //서버에서 반환 데이터 없음
|
||||
|| response.DataAsText.Contains("error")) //서버에서 처리 중 에러 반환
|
||||
{
|
||||
//Protocols.Error error = JsonConvert.DeserializeObject<Protocols.Error>(response.DataAsText);
|
||||
Debug.LogError("status : " + response.StatusCode);
|
||||
//Debug.LogError("error : " + error.error);
|
||||
//Debug.LogError("error_description : " + error.error_description);
|
||||
|
||||
if (errorRequestFinished != null)
|
||||
{
|
||||
errorRequestFinished();
|
||||
|
|
|
|||
|
|
@ -10,7 +10,15 @@ public class Statics
|
|||
|
||||
public static ExcelDatas excelDatas;
|
||||
|
||||
public static Dictionary <string,GameObject> units = new Dictionary<string,GameObject>();
|
||||
public static Dictionary <string, GameObject> stringUnits = new Dictionary<string,GameObject>();
|
||||
public static Dictionary <int, GameObject> intUnits = new Dictionary<int,GameObject>();
|
||||
|
||||
//유저가 갖고있는 유닛들
|
||||
public static Dictionary<int, DeckUnitInfo> deckUnit = new Dictionary<int, DeckUnitInfo>();
|
||||
|
||||
//유저가 세팅한 덱 정보
|
||||
public static List<LeaderInfo> leader;
|
||||
|
||||
//유저가 플레이한 쳅터 정보
|
||||
public static int chapter;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue