0.3.5.23
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@ -174,12 +174,7 @@ namespace BlueWater.Players.Tycoons
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private void Die()
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{
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int currentGold = TycoonManager.Instance.TycoonStatus.CurrentGold;
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float endGoldMultiplier = -0.5f + TycoonManager.Instance.TycoonStatus.EndGoldMultiplier;
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int addedGold = Mathf.RoundToInt(currentGold * endGoldMultiplier);
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int saveGold = currentGold + addedGold;
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ES3.Save(SaveData.EndGold, saveGold);
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ES3.Save(SaveData.CompleteFirstGame, true);
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}
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public void MakeCocktailCompleted(CocktailData cocktailData, bool isMadePlayer)
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@ -169,8 +169,15 @@ namespace BlueWater.Tycoons
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if (CurrentAmount <= 0) return 0;
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if (CurrentAmount >= MaxFill) return 4;
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float range = MaxFill / 3f;
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return (int)(CurrentAmount / range) + 1;
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int range = (int)(MaxFill / 3f);
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int level = CurrentAmount / range;
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return level switch
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{
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0 => 1,
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1 => 2,
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_ => 3
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};
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}
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private void IdleAnimation()
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@ -273,8 +273,16 @@ namespace BlueWater.Tycoons
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if (CurrentAmount <= 0) return 0;
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if (CurrentAmount >= MaxFill) return 5;
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int range = MaxFill / 5;
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return CurrentAmount / range + 1;
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int range = (int)(MaxFill / 4f);
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int level = CurrentAmount / range;
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return level switch
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{
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0 => 1,
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1 => 2,
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2 => 3,
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_ => 4
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};
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}
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private void IdleAnimation()
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@ -1,4 +1,5 @@
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using System.Collections;
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using System.Collections.Generic;
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using BlueWater.Audios;
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using BlueWater.Uis;
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using BlueWater.Utility;
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@ -64,7 +65,8 @@ namespace BlueWater.Titles
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private TycoonTutorial _tycoonTutorial;
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public Material inkMaterialInstance { get; private set; }
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private Queue<string> _waitingTutorials = new();
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private PlayerInputKeyManager _playerInputKeyManager;
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private InputAction _interactionEAction;
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private InputAction _openAction;
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@ -74,6 +76,7 @@ namespace BlueWater.Titles
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private bool _onButtonClicked;
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private Coroutine _inkCoroutine;
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private Coroutine _waitingTutorialInstance;
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private void Start()
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{
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@ -299,11 +302,33 @@ namespace BlueWater.Titles
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public void ShowTutorialUiByName(string tutorialName)
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{
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_titleMenuUiPanel.SetActive(false);
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_tycoonTutorial.ShowUiByName(tutorialName);
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_panel.SetActive(true);
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_waitingTutorials.Enqueue(tutorialName);
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if (_waitingTutorialInstance == null)
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{
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Utils.StartUniqueCoroutine(this, ref _waitingTutorialInstance, WaitingTutorial());
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}
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}
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private IEnumerator WaitingTutorial()
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{
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WaitForSeconds waitTime = new WaitForSeconds(0.2f);
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while (_waitingTutorials.Count > 0)
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{
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if (PopupUiController.IsPausedPopupList()) yield return waitTime;
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string tutorialName = _waitingTutorials.Dequeue();
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_titleMenuUiPanel.SetActive(false);
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_tycoonTutorial.ShowUiByName(tutorialName);
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_panel.SetActive(true);
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Utils.StartUniqueCoroutine(this, ref _inkCoroutine, MoveInkBackground(1f));
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Utils.StartUniqueCoroutine(this, ref _inkCoroutine, MoveInkBackground(1f));
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yield return waitTime;
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}
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_waitingTutorialInstance = null;
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}
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private IEnumerator MoveInkBackground(float pos)
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|
@ -247,7 +247,7 @@ namespace BlueWater
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_sliderTween?.Kill();
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_moveSequence?.Kill();
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_arrivedSequence?.Kill();
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CurrentBillInfo.ResetData();
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CurrentBillInfo?.ResetData();
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_removeEvent?.Invoke();
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Destroy(gameObject);
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}
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@ -160,6 +160,7 @@ namespace BlueWater.Uis
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AudioManager.Instance.PlaySfx(_closeManualSfxName, ignoreTimeScale: true);
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_panel.SetActive(false);
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CloseSwitch(InputActionMaps.Tycoon);
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EventSystem.current.SetSelectedGameObject(null);
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}
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public override void EnableInput()
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@ -84,6 +84,7 @@ namespace BlueWater.Uis
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AudioManager.Instance.PlaySfx(_cardOpenAllSfxName, ignoreTimeScale: true);
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CloseSwitch(InputActionMaps.Tycoon);
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_panel.SetActive(false);
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EventSystem.current.SetSelectedGameObject(null);
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}
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public override void EnableInput()
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@ -449,6 +449,13 @@ namespace BlueWater.Uis
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private void SetResultData()
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{
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int currentGold = TycoonManager.Instance.TycoonStatus.CurrentGold;
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float endGoldMultiplier = -0.5f + TycoonManager.Instance.TycoonStatus.EndGoldMultiplier;
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int addedGold = Mathf.RoundToInt(currentGold * endGoldMultiplier);
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int saveGold = currentGold + addedGold;
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ES3.Save(SaveData.EndGold, saveGold);
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ES3.Save(SaveData.CompleteFirstGame, true);
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Dictionary<string, int> selectedCards = TycoonManager.Instance.TycoonCardController.SelectedCard;
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foreach (var element in selectedCards)
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{
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@ -478,7 +485,6 @@ namespace BlueWater.Uis
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_goldSpentText.text = _goldSpent.ToString("N0");
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_totalGoldText.text = $"{Utils.GetLocalizedString("TotalGold")} : {ES3.Load(SaveData.EndGold, 0):N0}";
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float endGoldMultiplier = -0.5f + TycoonManager.Instance.TycoonStatus.EndGoldMultiplier;
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int percent = Mathf.RoundToInt(endGoldMultiplier * 100);
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char sign = percent >= 0 ? '+' : '-';
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_minusPercentText.color = percent >= 0 ? Color.blue : Color.red;
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@ -66,6 +66,7 @@ namespace BlueWater.Uis
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{
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CloseSwitch(InputActionMaps.Tycoon);
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_panel.SetActive(false);
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EventSystem.current.SetSelectedGameObject(null);
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}
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public override void EnableInput()
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@ -144,6 +144,7 @@ namespace BlueWater.Uis
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await Task.Delay(100);
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}
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EventSystem.current.SetSelectedGameObject(null);
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EventManager.InvokeTycoonGameStarted();
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}
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@ -4,6 +4,7 @@ using BlueWater.Tycoons;
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using UnityEngine;
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using UnityEngine.UI;
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using Spine.Unity;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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namespace BlueWater.Uis
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@ -58,6 +59,7 @@ namespace BlueWater.Uis
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{
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_panel.SetActive(false);
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CloseSwitch(InputActionMaps.Tycoon);
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EventSystem.current.SetSelectedGameObject(null);
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}
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public override void DisableInput()
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@ -158,12 +160,14 @@ namespace BlueWater.Uis
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if (!ES3.Load(SaveData.TutorialH, false))
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{
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Invoke(nameof(InvokeTutorialH), 0.1f);
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EventManager.InvokeTutorial(TutorialName.TutorialH);
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ES3.Save(SaveData.TutorialH, true);
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}
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if (!ES3.Load(SaveData.TutorialI, false))
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{
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Invoke(nameof(InvokeTutorialI), 0.2f);
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EventManager.InvokeTutorial(TutorialName.TutorialI);
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ES3.Save(SaveData.TutorialI, true);
|
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}
|
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}
|
||||
};
|
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|
@ -60,7 +60,7 @@ namespace BlueWater.Utility
|
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list.Remove(item);
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}
|
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public static Vector3 RandomPositionOnGraph(int graphIndex = 0)
|
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public static Vector3 RandomPositionOnGraph(int graphIndex = 0, float radius = 0.5f)
|
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{
|
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// 그래프 인덱스가 유효한지 검사
|
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if (graphIndex < 0 || graphIndex >= AstarPath.active.data.graphs.Length)
|
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@ -87,11 +87,36 @@ namespace BlueWater.Utility
|
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throw new Exception("이동 가능한 노드가 없습니다.");
|
||||
}
|
||||
|
||||
// walkable한 노드 중 하나를 무작위로 선택
|
||||
GraphNode randomNode = walkableNodes[Random.Range(0, walkableNodes.Count)];
|
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LayerMask propsLayerMask = LayerMask.GetMask("Props");
|
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// 반복적으로 랜덤 위치를 가져와 조건을 만족하는지 확인
|
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for (int attempt = 0; attempt < 100000; attempt++)
|
||||
{
|
||||
// walkable한 노드 중 하나를 무작위로 선택
|
||||
GraphNode randomNode = walkableNodes[Random.Range(0, walkableNodes.Count)];
|
||||
|
||||
// 선택한 노드의 위치 반환
|
||||
return (Vector3)randomNode.position;
|
||||
// 선택한 노드의 위치를 Vector3로 변환
|
||||
Vector3 randomPosition = (Vector3)randomNode.position;
|
||||
|
||||
// 반경과 Props 레이어가 설정되어 있다면 검사
|
||||
if (radius > 0)
|
||||
{
|
||||
// 반경 내 Props 레이어 오브젝트가 있는지 검사
|
||||
Collider[] results = new Collider[1];
|
||||
var size = Physics.OverlapSphereNonAlloc(randomPosition, radius, results, propsLayerMask, QueryTriggerInteraction.Collide);
|
||||
|
||||
// Props가 발견되면 다시 시도
|
||||
if (size > 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
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// 조건을 만족하면 위치 반환
|
||||
return randomPosition;
|
||||
}
|
||||
|
||||
// 반복 시도 후에도 유효한 위치를 찾지 못한 경우 예외 처리
|
||||
throw new Exception("조건을 만족하는 유효한 위치를 찾지 못했습니다.");
|
||||
}
|
||||
|
||||
public static string GetLocalizedString(string key)
|
||||
|
@ -339,7 +339,7 @@ CapsuleCollider:
|
||||
m_Enabled: 1
|
||||
serializedVersion: 2
|
||||
m_Radius: 0.05
|
||||
m_Height: 0.15
|
||||
m_Height: 0.05
|
||||
m_Direction: 0
|
||||
m_Center: {x: 0, y: 0.05, z: 0.05}
|
||||
--- !u!114 &1063431021331126030
|
||||
@ -402,10 +402,10 @@ MonoBehaviour:
|
||||
<CurrentHealthPoint>k__BackingField: 4
|
||||
<InvincibilityDuration>k__BackingField: 0
|
||||
<IsInvincible>k__BackingField: 0
|
||||
_flashTime: 0.1
|
||||
_flashTime: 0.2
|
||||
_isShaking: 1
|
||||
_shakingPower: 1
|
||||
_shakingDuration: 0.25
|
||||
_shakingPower: 5
|
||||
_shakingDuration: 0.5
|
||||
attackedSfxName: TycoonPlayerAttacked
|
||||
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@ -255,5 +255,5 @@ TutorialTitleH,펌프,Pump,水泵,水泵,ポンプ,Bomba,Насос,Pompe
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TutorialTitleI,특별한 보물 상자,Special Treasure Chest,特殊宝箱,特殊寶箱,特別な宝箱,Cofre del Tesoro Especial,Особый сундук с сокровищами,Coffre au Trésor Spécial
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TutorialTitleJ,재료 조합,Ingredient Combination,材料组合,材料組合,材料の組み合わせ,Combinación de Ingredientes,Комбинация ингредиентов,Combinaison d'Ingrédients
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HowToPlay,플레이 방법,How To Play,遊戲方法,游戏方法,遊び方,Cómo Jugar,Как Играть,Comment Jouer
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Previous,이전,Previous,上一个,上一個,前へ (まえへ),Anterior," Предыдущий",Précédent
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Previous,이전,Previous,上一个,上一個,前へ (まえへ),Anterior,Предыдущий,Précédent
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Next,다음,Next,下一个,下一個,次へ (つぎへ),Siguiente,Следующий,Suivant
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24
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24
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7
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data:
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||||
m_Version: 1
|
||||
probeVolumeBlendStatesCS: {fileID: 7200000, guid: a3f7b8c99de28a94684cb1daebeccf5d, type: 3}
|
||||
probeVolumeUploadDataCS: {fileID: 7200000, guid: 0951de5992461754fa73650732c4954c, type: 3}
|
||||
probeVolumeUploadDataL2CS: {fileID: 7200000, guid: 6196f34ed825db14b81fb3eb0ea8d931, type: 3}
|
||||
- rid: 1415126835994558603
|
||||
- rid: 2144060224732659850
|
||||
type: {class: IncludeAdditionalRPAssets, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
|
||||
data:
|
||||
m_version: 0
|
||||
|
@ -140,7 +140,7 @@ PlayerSettings:
|
||||
loadStoreDebugModeEnabled: 0
|
||||
visionOSBundleVersion: 1.0
|
||||
tvOSBundleVersion: 1.0
|
||||
bundleVersion: 0.3.5.20
|
||||
bundleVersion: 0.3.5.23
|
||||
preloadedAssets:
|
||||
- {fileID: -944628639613478452, guid: 4ed6540e2f7ce234888adf8deff1f241, type: 3}
|
||||
- {fileID: 11400000, guid: 112e4950c7d9b7a429feb9bb058a93a7, type: 2}
|
||||
|
Loading…
Reference in New Issue
Block a user