#30 Radar target ui timing and set active
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@ -30,6 +30,12 @@ namespace BlueWaterProject
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public GameObject mouseSpot;
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public GameObject boat;
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public GameObject assaultCard;
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public GameObject radarTargetUi;
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[Title("DataBase", "Particle")]
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public GameObject nukeFire;
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public GameObject grenadeFire;
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[Title("DataBase", "Sprites")]
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public Sprite[] cardType;
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37
BlueWater/Assets/02.Scripts/Player/Canon.cs
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37
BlueWater/Assets/02.Scripts/Player/Canon.cs
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@ -0,0 +1,37 @@
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using System;
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using Blobcreate.ProjectileToolkit;
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using UnityEngine;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class Canon : MonoBehaviour
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{
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public float power;
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public float reloadTime;
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public GameObject radarTargetUI;
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public Rigidbody projectilePrefab;
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public Transform launchPoint;
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public float timeOfFlight = 1f;
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public Transform predictedPos;
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private void Init()
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{
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projectilePrefab = DataManager.Inst.grenadeFire.GetComponent<Rigidbody>();
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launchPoint = transform.Find("FirePoint");
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}
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private void Awake()
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{
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Init();
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}
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public void Fire()
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{
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var myRigid = Instantiate(projectilePrefab, launchPoint.position, launchPoint.rotation);
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var v = Projectile.VelocityByTime(myRigid.transform.position, predictedPos.position, timeOfFlight);
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myRigid.AddForce(v, ForceMode.VelocityChange);
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}
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}
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}
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11
BlueWater/Assets/02.Scripts/Player/Canon.cs.meta
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11
BlueWater/Assets/02.Scripts/Player/Canon.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3e8c36fe9172849798f9c4fd87b77ec7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -1,3 +1,5 @@
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using System;
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using System.Collections.Generic;
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using Blobcreate.ProjectileToolkit;
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using Sirenix.OdinInspector;
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using UnityEngine;
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@ -14,9 +16,6 @@ namespace BlueWaterProject
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private Rigidbody rb;
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private Vector2 movementInput;
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[Title("Child Object")]
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private GameObject character;
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[Title("쉽의 기본 설정")]
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[Tooltip("최대 스피드")]
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public float maxSpeed = 10f;
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@ -28,6 +27,7 @@ namespace BlueWaterProject
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public float turnSpeed = 10f;
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[Title("캐릭터의 기본 설정")]
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private GameObject character;
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[Tooltip("캐릭터의 이동 속도")]
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public float characterSpeed = 10f;
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@ -36,6 +36,13 @@ namespace BlueWaterProject
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public Transform[] inCameraRadar = new Transform[10];
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public Transform target;
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[Title("캐논")]
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public Rigidbody projectilePrefab;
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public Transform launchPoint;
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public float timeOfFlight;
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public Transform predictedPos;
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public List<Canon> Canons { get; } = new (GlobalValue.MAX_CANON_COUNT);
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public bool IsAssaultMode { get; set; }
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public bool IsInShipMode { get; set; }
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public bool IsDredgeMode { get; set; }
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@ -54,6 +61,11 @@ namespace BlueWaterProject
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Init();
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}
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private void Start()
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{
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CanonInit();
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}
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private void FixedUpdate()
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{
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if (IsInShipMode)
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@ -132,7 +144,7 @@ namespace BlueWaterProject
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private void OnInteractionE(InputValue value)
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{
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Fire();
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UiManager.Inst.CheckRadarOverlap();
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}
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private void OnInteraction(InputValue value) //F
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@ -169,6 +181,8 @@ namespace BlueWaterProject
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UiManager.Inst.AddCard();
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}
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#region TakeAim & Fire
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private void OnTakeAim(InputValue value) // Space
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{
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SwitchTakeAim(!IsTakeAim);
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@ -195,16 +209,11 @@ namespace BlueWaterProject
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UiManager.Inst.AimOnOff(isOn);
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}
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[SerializeField] Rigidbody projectilePrefab;
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[SerializeField] Transform launchPoint;
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[SerializeField] float timeOfFlight;
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[SerializeField] Transform predictedPos;
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#endregion
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private void Fire()
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private void CanonInit()
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{
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var myRigid = Instantiate(projectilePrefab, launchPoint.position, launchPoint.rotation);
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var v = Projectile.VelocityByTime(myRigid.transform.position, predictedPos.position, timeOfFlight);
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myRigid.AddForce(v, ForceMode.VelocityChange);
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GetComponentsInChildren(Canons);
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}
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}
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}
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8
BlueWater/Assets/02.Scripts/Ui.meta
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8
BlueWater/Assets/02.Scripts/Ui.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 3e5e4b4be23064a139346ef906143f46
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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21
BlueWater/Assets/02.Scripts/Ui/RadarNeedle.cs
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21
BlueWater/Assets/02.Scripts/Ui/RadarNeedle.cs
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@ -0,0 +1,21 @@
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using System;
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using UnityEngine;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class RadarNeedle : MonoBehaviour
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{
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[field: SerializeField]
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[field: Tooltip("바늘 회전 속도 \n 360 = 1초에 1바퀴 \n 음수는 시계방향")]
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public float RotationSpeed { get; set; }
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private float currentRotationZ = 0f;
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private void Update()
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{
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currentRotationZ += RotationSpeed * Time.deltaTime;
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currentRotationZ = currentRotationZ % 360; // 360을 초과하지 않도록
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transform.eulerAngles = new Vector3(0, 0, currentRotationZ);
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}
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}
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}
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11
BlueWater/Assets/02.Scripts/Ui/RadarNeedle.cs.meta
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BlueWater/Assets/02.Scripts/Ui/RadarNeedle.cs.meta
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@ -0,0 +1,11 @@
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userData:
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assetBundleVariant:
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33
BlueWater/Assets/02.Scripts/Ui/RadarTargetUI.cs
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33
BlueWater/Assets/02.Scripts/Ui/RadarTargetUI.cs
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@ -0,0 +1,33 @@
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using UnityEngine;
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using UnityEngine.UI;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class RadarTargetUI : MonoBehaviour
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{
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public float RotationZ { get; private set; }
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public Image Image { get; private set; }
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private void OnEnable()
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{
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Image = GetComponent<Image>();
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}
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private void Update()
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{
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transform.rotation = Quaternion.Euler(0, 0, RotationZ + Image.fillAmount * -180);
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}
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/// <summary>
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/// 레이더 타겟 초기화 (노란색 부분)
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/// </summary>
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/// <param name="rotation">위치 조절</param>
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/// <param name="fillAmount">크기 조절 0.1 = 360의 10퍼센트</param>
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public void RadarTargetInit(float rotation, float fillAmount)
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{
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RotationZ = rotation;
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Image.fillAmount = fillAmount;
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}
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}
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}
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11
BlueWater/Assets/02.Scripts/Ui/RadarTargetUI.cs.meta
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11
BlueWater/Assets/02.Scripts/Ui/RadarTargetUI.cs.meta
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@ -0,0 +1,11 @@
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123
BlueWater/Assets/02.Scripts/Ui/UiManager.cs
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123
BlueWater/Assets/02.Scripts/Ui/UiManager.cs
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using System;
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using System.Collections.Generic;
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using Doozy.Runtime.Reactor.Animators;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.UI;
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using Random = UnityEngine.Random;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class UiManager : Singleton<UiManager>
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{
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[Title("Card")]
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private Transform cardLayoutGroup;
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public UIAnimator CardLayoutGroupAnimator { get; set; }
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[Title("TakeAim")]
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private GameObject takeAim;
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private Texture2D cursorTexture;
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private bool isTakeAim;
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[Title("Radar")]
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private Transform radar;
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private Transform radarTargets;
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public List<RadarTargetUI> RadarTargetUis { get; } = new (GlobalValue.MAX_CANON_COUNT);
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public RadarNeedle RadarNeedle { get; private set; }
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private void Init()
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{
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cardLayoutGroup = transform.Find("CardLayoutGroup");
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CardLayoutGroupAnimator = cardLayoutGroup.GetComponent<UIAnimator>();
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takeAim = transform.Find("Aim").gameObject;
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radar = transform.Find("Radar");
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radarTargets = radar.Find("RadarTargets");
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RadarNeedle = radar.Find("RadarNeedle").GetComponent<RadarNeedle>();
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}
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protected override void OnAwake()
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{
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Init();
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}
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private void Start()
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{
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CursorTextureChange();
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AssaultCardInit();
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for (var i = 0; i < GameManager.Inst.player.Canons.Count; i++)
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{
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RadarTargetInit();
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}
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}
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public void AddCard() //TODO Test button and function, delete later
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{
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Instantiate(DataManager.Inst.assaultCard, cardLayoutGroup);
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}
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public void AimOnOff(bool isOn)
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{
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takeAim.SetActive(isOn);
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isTakeAim = isOn;
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}
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private void CursorTextureChange()
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{
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cursorTexture = DataManager.Inst.cursorTexture;
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//var hotSpot = new Vector2(cursorTexture.width / 2f, cursorTexture.height / 2f);
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var hotSpot = Vector2.zero;
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Cursor.SetCursor(cursorTexture, hotSpot, CursorMode.Auto);
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}
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private void AssaultCardInit()
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{
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for (int i = 0; i < DataManager.Inst.CardList.Count; i++)
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{
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var obj = Instantiate(DataManager.Inst.assaultCard, cardLayoutGroup);
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var draggableCard = obj.GetComponent<DraggableCard>();
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draggableCard.card = DataManager.Inst.GetCardDictionaryFromKey(DataManager.Inst.CardList[i]);
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draggableCard.CardInit();
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}
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}
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public void RadarTargetInit()
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{
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var obj = Instantiate(DataManager.Inst.radarTargetUi, radarTargets);
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var radarTargetUi = obj.GetComponent<RadarTargetUI>();
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radarTargetUi.RadarTargetInit(Random.Range(0f, 360f), Random.Range(0.1f, 0.2f));
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RadarTargetUis.Add(radarTargetUi);
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}
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public void CheckRadarOverlap()
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{
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var needleRotationZ = RadarNeedle.transform.eulerAngles.z;
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for (var i = 0; i < RadarTargetUis.Count; i++)
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{
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var radarTargetUI = RadarTargetUis[i];
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var startAngle = radarTargetUI.RotationZ;
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var endAngle = radarTargetUI.RotationZ + radarTargetUI.Image.fillAmount * 360f;
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// 각도 비교 및 허용 오차 추가
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if (IsOverlap(needleRotationZ, startAngle, endAngle, GlobalValue.RADAR_OVERLAP_TOLERANCE)) // 5도의 오차 허용
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{
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radarTargetUI.gameObject.SetActive(false);
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}
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}
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}
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private bool IsOverlap(float needleRotation, float startAngle, float endAngle, float tolerance = 0)
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{
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// 오프셋 보정 예시
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var correctedNeedleRotation = needleRotation + 36;
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return correctedNeedleRotation >= (startAngle - tolerance) && correctedNeedleRotation <= (endAngle + tolerance);
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}
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}
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}
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@ -1,67 +0,0 @@
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using Doozy.Runtime.Reactor.Animators;
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using Sirenix.OdinInspector;
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using UnityEngine;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class UiManager : Singleton<UiManager>
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{
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[Title("Card")]
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private Transform cardLayoutGroup;
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public UIAnimator CardLayoutGroupAnimator { get; set; }
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[Title("TakeAim")]
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private GameObject takeAim;
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private Texture2D cursorTexture;
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private bool isTakeAim;
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private void Init()
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{
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cardLayoutGroup = transform.Find("CardLayoutGroup");
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CardLayoutGroupAnimator = cardLayoutGroup.GetComponent<UIAnimator>();
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takeAim = transform.Find("Aim").gameObject;
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}
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protected override void OnAwake()
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{
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Init();
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}
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private void Start()
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{
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CursorTextureChange();
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AssaultCardInit();
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}
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public void AddCard() //TODO Test button and function, delete later
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{
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Instantiate(DataManager.Inst.assaultCard, cardLayoutGroup);
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}
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public void AimOnOff(bool isOn)
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{
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takeAim.SetActive(isOn);
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isTakeAim = isOn;
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}
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private void CursorTextureChange()
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{
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cursorTexture = DataManager.Inst.cursorTexture;
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//var hotSpot = new Vector2(cursorTexture.width / 2f, cursorTexture.height / 2f);
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var hotSpot = Vector2.zero;
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Cursor.SetCursor(cursorTexture, hotSpot, CursorMode.Auto);
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}
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private void AssaultCardInit()
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{
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for (int i = 0; i < DataManager.Inst.CardList.Count; i++)
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{
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var obj = Instantiate(DataManager.Inst.assaultCard, cardLayoutGroup);
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var draggableCard = obj.GetComponent<DraggableCard>();
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draggableCard.card = DataManager.Inst.GetCardDictionaryFromKey(DataManager.Inst.CardList[i]);
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draggableCard.CardInit();
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}
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}
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}
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}
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@ -11,6 +11,11 @@ namespace BlueWaterProject
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public const int ONE_UNIT_CAPACITY = 16;
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public const int AI_ANIMATOR_CAPACITY = 10;
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public const int MAX_CANON_COUNT = 5;
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/// <summary> Radar 바늘이 레이더에 겹치는 허용 범위 </summary>
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public const float RADAR_OVERLAP_TOLERANCE = 5f;
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public enum UnitType
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{
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NONE = -1,
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102
BlueWater/Assets/05.Prefabs/Particles/ShadowMissileOBJ.prefab
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102
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Loading…
Reference in New Issue
Block a user