2026-03-28 인벤토리 90%
This commit is contained in:
BIN
Assets/01_Scenes/GameScene.unity
LFS
BIN
Assets/01_Scenes/GameScene.unity
LFS
Binary file not shown.
@@ -14,10 +14,6 @@ public class WorldItem : MonoBehaviour
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private float _bounceFrequency; // 오르내리는 속도
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private Vector3 _startPos;
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[Header("Only Test")]
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[SerializeField] private Item _testField_OriginItem;
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[SerializeField] private int _testField_ItemStack = 1;
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private void Awake()
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{
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_boxCollider = GetComponent<BoxCollider>();
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@@ -27,13 +23,6 @@ private void Awake()
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private void Start()
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{
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//테스트용
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if (ItemInstance == null || ItemInstance.Data == null)
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{
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ItemInstance Item = new ItemInstance(_testField_OriginItem, _testField_ItemStack);
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SetItem(Item);
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}
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_rotationSpeed = GameManager.Instance.ItemRotationSpeed;
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_bounceAmplitude = GameManager.Instance.ItemBounceAmplitude;
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_bounceFrequency = GameManager.Instance.ItemBounceFrequency;
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@@ -31,6 +31,7 @@ public class InputManager : MonoBehaviour
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public event Action OnKeyDown_UpArrowEvent;
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public event Action OnKeyDown_DownArrowEvent;
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public event Action OnKeyDown_EnterEvent;
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public event Action OnKeyDown_IKeyEvent;
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private void Awake()
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@@ -76,13 +77,13 @@ public void SetUIInputMap(string mapName)
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_uiInputActionMap = _playerInput?.actions?.FindActionMap(mapName);
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if (_uiInputActionMap == null) return;
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// 맵 활성화
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_uiInputActionMap.Enable();
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//바인딩
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BindActionUI("OnKeyDown_UpArrow", OnKeyDown_UpArrow);
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BindActionUI("OnKeyDown_DownArrow", OnKeyDown_DownArrow);
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BindActionUI("OnKeyDown_Enter", OnKeyDown_Enter);
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BindActionUI("OnkeyDown_IKey", OnKeyDown_IKey);
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_uiInputActionMap.Disable();
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}
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@@ -91,9 +92,6 @@ public void SetCharacterInputMap(string mapName)
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_characterInputActionMap = _playerInput?.actions?.FindActionMap(mapName);
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if (_characterInputActionMap == null) return;
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// 맵 활성화
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_characterInputActionMap.Enable();
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//바인딩
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BindActionCharacter("Scroll", OnMouseScroll);
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BindActionCharacter("Move", OnMove);
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@@ -104,6 +102,9 @@ public void SetCharacterInputMap(string mapName)
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BindActionCharacter("Dodge", OnDodge);
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BindActionCharacter("NormalAttack", OnNormalAttack);
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BindActionCharacter("HeavyAttack", OnHeavyAttack);
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BindActionCharacter("OnkeyDown_IKey", OnKeyDown_IKey);
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_characterInputActionMap.Disable();
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}
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@@ -120,8 +121,6 @@ private void BindActionUI(string actionName, Action<InputAction.CallbackContext>
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action.performed += callback;
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action.canceled += callback;
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action.started += callback;
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action.Enable();
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}
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}
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private void BindActionCharacter(string actionName, Action<InputAction.CallbackContext> callback)
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@@ -136,11 +135,14 @@ private void BindActionCharacter(string actionName, Action<InputAction.CallbackC
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action.performed += callback;
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action.canceled += callback;
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action.started += callback;
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action.Enable();
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}
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}
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public void ActiveOnlyOneActionMap(string actionMapName)
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{
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_playerInput.SwitchCurrentActionMap(actionMapName);
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}
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#region 캐릭터 조작
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private void OnMouseScroll(InputAction.CallbackContext ctx)
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{
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@@ -229,5 +231,11 @@ private void OnKeyDown_Enter(InputAction.CallbackContext ctx)
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if (ctx.started)
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OnKeyDown_EnterEvent?.Invoke();
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}
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private void OnKeyDown_IKey(InputAction.CallbackContext ctx)
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{
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if(ctx.started)
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OnKeyDown_IKeyEvent?.Invoke();
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}
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#endregion
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}
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@@ -6,7 +6,6 @@
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public class InventoryManager : MonoBehaviour
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{
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[SerializeField] private GameObject _inventoryRoot;
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[SerializeField] private GameObject _inventoryContentRoot;
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[SerializeField] private GameObject _slotPrefab;
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@@ -51,21 +50,6 @@ private void Start()
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{
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}
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public void InventoryToggle()
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{
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if (_inventoryRoot != null)
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{
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InventoryOnOff(!_inventoryRoot.activeSelf);
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}
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}
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public void InventoryOnOff(bool onOff)
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{
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if (_inventoryRoot != null)
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{
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_inventoryRoot.SetActive(onOff);
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}
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}
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public void UpdateUI()
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{
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@@ -95,6 +95,9 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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InputManager.Instance.SetUIInputMap("InGameUI");
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InputManager.Instance.SetCharacterInputMap("Character");
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//일단 하나의 액션맵만 사용
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InputManager.Instance.ActiveOnlyOneActionMap("Character");
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//카메라 줌 매핑
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InputManager.Instance.OnMouseScrollEvent += GameManager.Instance.Camera.ZoomCamera;
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@@ -108,6 +111,9 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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//InputManager.Instance.OnNormalAttackEvent;
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//InputManager.Instance.OnHeavyAttackEvent;
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//UI매핑
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InputManager.Instance.OnKeyDown_IKeyEvent += GameManager.Instance.InGameUI.InventoryToggle;
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//화면 켜기
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}
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@@ -141,9 +147,17 @@ private void OnDestroy()
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InputManager.Instance.OnMoveEvent -= CurrentCharacterController.MoveInput;
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InputManager.Instance.OnSprintEvent -= CurrentCharacterController.SprintInput;
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InputManager.Instance.OnJumpEvent -= CurrentCharacterController.JumpInput;
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InputManager.Instance.OnAimToggleEvent -= CurrentCharacterController.AimToggleInput;
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InputManager.Instance.OnLookEvent -= CurrentCharacterController.LookInput;
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InputManager.Instance.OnDodgeEvent -= CurrentCharacterController.DodgeInput;
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//InputManager.Instance.OnNormalAttackEvent;
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//InputManager.Instance.OnHeavyAttackEvent;
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}
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if(GameManager.Instance != null)
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{
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InputManager.Instance.OnKeyDown_IKeyEvent -= GameManager.Instance.InGameUI.InventoryToggle;
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}
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}
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}
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}
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@@ -1,15 +1,15 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class InGameUIManager : BaseUIManager
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{
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public SplitWindowUI SplitWindowUI;
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public TooltipUI TooltipUI;
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public Transform DragCanvas;
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public GameObject InventoryRoot;
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[SerializeField] private GameObject _crosshairRoot;
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public void VisibleCrossHair(bool isOn)
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{
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_crosshairRoot.SetActive(isOn);
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@@ -19,4 +19,33 @@ public SplitWindowUI GetSplitWindowUI()
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{
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return SplitWindowUI;
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}
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public void InventoryToggle()
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{
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InventoryOnOff(!InventoryRoot.activeSelf);
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}
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public void InventoryOnOff(bool isOn)
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{
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InventoryRoot.SetActive(isOn);
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if (isOn)
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{
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// UI 조작 모드로 변경 (캐릭터 이동 입력 차단)
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InputManager.Instance.ActiveOnlyOneActionMap("InGameUI");
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// 커서 자유롭게 풀기
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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else
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{
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// 플레이어 모드로 복귀
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InputManager.Instance.ActiveOnlyOneActionMap("Character");
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// 커서 중앙 고정 및 숨김
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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}
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}
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@@ -33,6 +33,13 @@ private void Awake()
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ClearSlot();
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}
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private void Start()
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{
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if (currentItem != null)
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SetItem(currentItem);
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}
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// 아이템 데이터 설정 및 UI 갱신
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public void SetItem(ItemInstance newItem)
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{
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@@ -73,6 +80,8 @@ public void OnDrop(PointerEventData eventData)
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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Debug.Log("PointerEnter");
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if (currentItem != null && currentItem.Data != null)
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{
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// 드래그 중에는 툴팁 안띄움
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Binary file not shown.
8
Assets/06_Items/FX.meta
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8
Assets/06_Items/FX.meta
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@@ -0,0 +1,8 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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Assets/06_Items/FX/HighlightProfile.meta
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8
Assets/06_Items/FX/HighlightProfile.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: bbd5ab7234ba76f49a82775f6d4157b2
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userData:
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assetBundleName:
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assetBundleVariant:
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Assets/06_Items/FX/HighlightProfile/Highlight_FieldItem.asset
LFS
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BIN
Assets/06_Items/FX/HighlightProfile/Highlight_FieldItem.asset
LFS
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Binary file not shown.
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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@@ -6,7 +6,7 @@ TextureImporter:
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@@ -37,13 +37,13 @@ TextureImporter:
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@@ -52,9 +52,9 @@ TextureImporter:
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@@ -119,6 +119,32 @@ TextureImporter:
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: WebGL
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buildTarget: WindowsStoreApps
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@@ -126,7 +152,7 @@ TextureImporter:
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customData:
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bones: []
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Binary file not shown.
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@@ -7,23 +7,23 @@ ModelImporter:
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type: UnityEngine:Material
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name: Cork_Brown_Custom
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assembly: UnityEngine.CoreModule
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type: UnityEngine:Material
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assembly: UnityEngine.CoreModule
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name: Potion_Red_Mat2
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assembly: UnityEngine.CoreModule
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name: Potion_Red_Mat3
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name: Liquid_Red_Custom
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type: UnityEngine:Material
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assembly: UnityEngine.CoreModule
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materials:
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@@ -54,7 +54,7 @@ Material:
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@@ -70,7 +70,7 @@ Material:
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Assets/06_Items/Models/Consumable/LowerPotion/Prefabs/LowerPotion_Tuning.prefab
LFS
Normal file
BIN
Assets/06_Items/Models/Consumable/LowerPotion/Prefabs/LowerPotion_Tuning.prefab
LFS
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Assets/06_Items/Models/Consumable/LowerPotion/Prefabs/LowerPotion_Visible.prefab
LFS
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BIN
Assets/06_Items/Models/Consumable/LowerPotion/Prefabs/LowerPotion_Visible.prefab
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