신규 UI추가
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using MEC;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEditor.VersionControl;
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using UnityEngine;
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public class ImgaeSizeSet : MonoBehaviour
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{
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private void Start()
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{
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Timing.RunCoroutine(ImageSet());
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}
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private IEnumerator<float> ImageSet()
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{
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yield return Timing.WaitForSeconds(0.1f);
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RectTransform rt = gameObject.GetComponent<RectTransform>();
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RectTransform changeRt = gameObject.GetComponentsInChildren<RectTransform>()[1];
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float sizeSet = (rt.sizeDelta.y / 2) - 10;
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changeRt.offsetMin = new Vector2(-sizeSet, 10.0f);
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changeRt.offsetMax = new Vector2(sizeSet, -10.0f);
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}
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}
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@ -0,0 +1,45 @@
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using MEC;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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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 buildingLevel;
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private void Start()
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{
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Timing.RunCoroutine(BuildingSet());
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}
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private IEnumerator<float> BuildingSet()
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{
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yield return Timing.WaitForSeconds(0.1f);
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//ui재정렬
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RectTransform rt = gameObject.GetComponent<RectTransform>();
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RectTransform changeRt = gameObject.GetComponentsInChildren<RectTransform>()[1];
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float sizeSet = (rt.sizeDelta.y / 2) - 10;
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changeRt.offsetMin = new Vector2(-sizeSet, 10.0f);
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changeRt.offsetMax = new Vector2(sizeSet, -10.0f);
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//나의정보 playerCtrl에 전달
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//PlayCtrl.Instance.player.buildings[lineCount].
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}
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public void Button()
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{
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if(isProduction || buildingLevel != 0)//생산건물 이거나 일반건물 레벨업
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{
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PlayCtrl.Instance.buildingLevelupUI.SetActive(true);
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PlayCtrl.Instance.newBuildingUI.SetActive(false);
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PlayCtrl.Instance.backButton.SetActive(true);
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}
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else //신규건물 생산
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{
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PlayCtrl.Instance.buildingLevelupUI.SetActive(false);
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PlayCtrl.Instance.newBuildingUI.SetActive(true);
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PlayCtrl.Instance.backButton.SetActive(true);
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}
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}
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}
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@ -17,14 +17,23 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
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public GameObject unit;
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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 SummonsUnit player;
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public SummonsUnit enemy;
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//선택된 ui의 정보를 저장할 수 있게 만들기.
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//레벨업 ui만들기
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//backbutton을 누르면 둘다 꺼지게 만들기.
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protected override void OnAwake()
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{
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summons = 0.1f;
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slider.value = 0;
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stage = 0;
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uiExit();
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}
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public void MoveCamera(float move)
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@ -64,4 +73,12 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
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}
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}
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public void uiExit()
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{
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newBuildingUI.SetActive(false);
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buildingLevelupUI.SetActive(false);
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backButton.SetActive(false);
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}
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}
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File diff suppressed because one or more lines are too long
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@ -79,7 +79,7 @@ TextureImporter:
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Standalone
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maxTextureSize: 2048
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@ -92,7 +92,7 @@ TextureImporter:
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buildTarget: Android
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@ -105,7 +105,7 @@ TextureImporter:
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@ -118,7 +118,7 @@ TextureImporter:
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spriteSheet:
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serializedVersion: 2
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sprites: []
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@ -126,7 +126,7 @@ TextureImporter:
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spriteID: 5e97eb03825dee720800000000000000
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vertices: []
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indices:
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