0.3.4.11
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@ -59,8 +59,7 @@ namespace BlueWater.Titles
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private bool _isQuitting;
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private bool _onButtonClicked;
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private Coroutine quitShowCoroutine;
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private Coroutine quitHideCoroutine;
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private Coroutine _InkCoroutine;
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private void Start()
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{
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@ -72,6 +71,7 @@ namespace BlueWater.Titles
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{
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_sceneController = SceneController.Instance;
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_startGameButton.onClick.AddListener(_sceneController.FadeIn);
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//수정
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AudioManager.Instance.PlayBgm(_dailyBgm);
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Open();
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@ -103,6 +103,7 @@ namespace BlueWater.Titles
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if (_startGameButton != null && _sceneController != null)
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{
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_startGameButton.onClick.RemoveListener(_sceneController.FadeIn);
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//수정
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}
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}
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@ -250,7 +251,13 @@ namespace BlueWater.Titles
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{
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_titleMenuUiPanel.SetActive(false);
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titleQuit.Open();
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quitShowCoroutine = StartCoroutine(ShowQuitUiCoroutine());
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if (_InkCoroutine != null)
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{
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StopCoroutine(_InkCoroutine);
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}
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_InkCoroutine = StartCoroutine(MoveInkBackground(1.0f));
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}
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@ -258,60 +265,36 @@ namespace BlueWater.Titles
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{
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titleQuit.Close();
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_titleMenuUiPanel.SetActive(true);
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quitHideCoroutine = StartCoroutine(HideQuitUiCorutine());
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if (_InkCoroutine != null)
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{
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StopCoroutine(_InkCoroutine);
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}
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_InkCoroutine = StartCoroutine(MoveInkBackground(0.4f));
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}
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private IEnumerator ShowQuitUiCoroutine()
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private IEnumerator MoveInkBackground(float pos)
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{
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if (quitHideCoroutine != null)
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{
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StopCoroutine(quitHideCoroutine);
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}
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float timer = 0f;
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var orgPos = _backgroundInkMaterial.GetFloat("_Position"); // 기존 _Position 값 가져오기.
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while (timer < 0.5f)
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while (timer < 0.3f)
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{
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timer += Time.unscaledDeltaTime;
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float t = timer;
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float t = timer / 0.8f;
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float easedT = EaseEffect.ExpoOut(t);
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// Lerp로 계산한 값을 SetFloat으로 설정.
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_backgroundInkMaterial.SetFloat("_Position", Mathf.Lerp(orgPos, 1.0f, easedT));
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_backgroundInkMaterial.SetFloat("_Position", Mathf.Lerp(orgPos, pos, easedT));
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yield return null;
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}
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// 마지막에 정확히 목표값 설정.
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_backgroundInkMaterial.SetFloat("_Position", 1.0f);
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}
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private IEnumerator HideQuitUiCorutine()
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{ if (quitShowCoroutine != null)
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{
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StopCoroutine(quitShowCoroutine);
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}
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float timer = 0f;
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var orgPos = _backgroundInkMaterial.GetFloat("_Position"); // 기존 _Position 값 가져오기.
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while (timer < 0.5f)
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{
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timer += Time.unscaledDeltaTime;
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float t = timer;
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float easedT = EaseEffect.ExpoOut(t);
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// Lerp로 계산한 값을 SetFloat으로 설정.
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_backgroundInkMaterial.SetFloat("_Position", Mathf.Lerp(orgPos, 0.4f, easedT));
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yield return null;
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}
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// 마지막에 정확히 목표값 설정.
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_backgroundInkMaterial.SetFloat("_Position", 0.4f);
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_backgroundInkMaterial.SetFloat("_Position", pos);
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}
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public void MoveLobbyScene()
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@ -93,7 +93,7 @@ Material:
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- _ClearCoatMask: 0
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- _ClearCoatSmoothness: 0
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- _Cull: 2
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- _CustomTime: 31.315723
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- _CustomTime: 35.194923
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- _Cutoff: 0.5
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- _DetailAlbedoMapScale: 1
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- _DetailNormalMapScale: 1
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