2026-04-02 타임라인 (진행중)
This commit is contained in:
BIN
Assets/01_Scenes/GameScene.unity
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BIN
Assets/01_Scenes/GameScene.unity
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Threading.Tasks;
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using Unity.VisualScripting;
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using Unity.VisualScripting;
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using Unity.VisualScripting.Antlr3.Runtime.Misc;
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using Unity.VisualScripting.Antlr3.Runtime.Misc;
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using UnityEngine;
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using UnityEngine;
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@@ -245,8 +246,9 @@ public async Awaitable<bool> AddItemAsync(ItemInstance item)
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// 원래 item의 수량을 조절해서 보냄
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// 원래 item의 수량을 조절해서 보냄
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item.CurrentStack = actualAmountToTake;
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item.CurrentStack = actualAmountToTake;
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// bool serverResult = await DataManager.Instance.SaveItemToServer(item);
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await Task.Yield(); //임시코드
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bool serverResult = true; // 테스트용
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bool serverResult = true; // 테스트용
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// bool serverResult = await DataManager.Instance.SaveItemToServer(item);
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// 서버 저장 성공 시에만 실제 로컬 배열에 데이터 기입
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// 서버 저장 성공 시에만 실제 로컬 배열에 데이터 기입
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if (serverResult)
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if (serverResult)
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@@ -15,21 +15,15 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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public void ItemUse(ItemInstance item)
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public void ItemUse(ItemInstance item)
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{
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{
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Debug.Log("아이템 사용");
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switch(item.Data.ItemEffectType)
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switch(item.Data.ItemEffectType)
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{
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{
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case ItemEffectType.RECOVERY_HP:
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case ItemEffectType.RECOVERY_HP:
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{
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{
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Debug.Log($"전 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>().CurrentHP}");
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RecoveryHPHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.RecoveryHP, item.Data.ItemEffectVisual);
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RecoveryHPHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.RecoveryHP, item.Data.ItemEffectVisual);
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Debug.Log($"후 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>().CurrentHP}");
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}
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}
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break;
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break;
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case ItemEffectType.INTERVAL_DAMAGE:
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case ItemEffectType.INTERVAL_DAMAGE:
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{
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{
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Debug.Log("틱데미지 아이템 타입임");
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IntervalDamageHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual);
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IntervalDamageHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual);
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}
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}
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break;
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break;
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@@ -65,20 +59,13 @@ public async void IntervalDamage(Health health, float damage,float time, GameObj
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float tickDamage = damage / time;
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float tickDamage = damage / time;
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Debug.Log($"damage: {damage}");
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Debug.Log($"time: {time}");
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Debug.Log($"tickDamage: {tickDamage}");
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Debug.Log($"CurrentHP : {health.CurrentHP}");
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try
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try
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{
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{
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while (time > 0)
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while (time > 0)
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{
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{
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Debug.Log($"진입");
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health.ChangeHP(health.CurrentHP - Mathf.FloorToInt(tickDamage)); //소수점 전부 버림
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health.ChangeHP(health.CurrentHP - Mathf.FloorToInt(tickDamage)); //소수점 전부 버림
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if (health.CurrentHP <= 0) break;
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if (health.CurrentHP <= 0) break;
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time--;
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time--;
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Debug.Log($"중독 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>().CurrentHP}");
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await Task.Delay(1000, token);
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await Task.Delay(1000, token);
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}
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}
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}
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}
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@@ -3,6 +3,7 @@
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public class InGameUIManager : BaseUIManager
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public class InGameUIManager : BaseUIManager
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{
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{
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public UserHealthUI UserHealth;
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public InteractionUI Interaction;
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public InteractionUI Interaction;
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public SplitWindowUI SplitWindow;
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public SplitWindowUI SplitWindow;
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public TooltipUI Tooltip;
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public TooltipUI Tooltip;
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@@ -121,6 +121,11 @@ private void Start()
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SetCursorLockState(true);
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SetCursorLockState(true);
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}
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}
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public void PlayerStart()
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{
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Debug.Log("플레이 시작!!");
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}
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private void Update()
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private void Update()
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{
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{
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//캐릭터 컨트롤러는 FixedUpdate보다 Update에서 하는게 권장됨
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//캐릭터 컨트롤러는 FixedUpdate보다 Update에서 하는게 권장됨
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@@ -134,9 +139,6 @@ private void Update()
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TickTimer();
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TickTimer();
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//PlayerDebug();
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//PlayerDebug();
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Debug.Log($"InteractionTargetsCount : {InteractionTargets.Count}");
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}
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}
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private void FixedUpdate()
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private void FixedUpdate()
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@@ -1,15 +1,34 @@
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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public class PlayerHealth : Health
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public class PlayerHealth : Health
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{
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{
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[SerializeField] PlayerStat _pstat;
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[SerializeField] PlayerStat _pstat;
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public Image UI_HPBar { get; private set; }
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public Image UI_MPBar { get; private set; }
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public Image UI_StaminaBar { get; private set; }
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public PlayerStat Pstat { get { return _pstat; } }
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public PlayerStat Pstat { get { return _pstat; } }
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void Start()
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private void Awake()
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{
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{
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_pstat = GetComponent<PlayerStat>();
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_pstat = GetComponent<PlayerStat>();
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currentHp = _pstat.MaxHp; // 스태틱 데이터를 가져와 초기화
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}
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private void Start()
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{
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maxHp = _pstat.MaxHp;
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currentHp = _pstat.MaxHp;
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UI_HPBar = GameManager.Instance.InGameUI.UserHealth.UI_HPBar;
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UI_MPBar = GameManager.Instance.InGameUI.UserHealth.UI_MPBar;
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UI_StaminaBar = GameManager.Instance.InGameUI.UserHealth.UI_StaminaBar;
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}
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private void Update()
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{
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UI_HPBar.fillAmount = (float)currentHp / (float)maxHp;
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}
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}
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public void TakeDamage(int damage)
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public void TakeDamage(int damage)
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8
Assets/02_Scripts/UI/Health.meta
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8
Assets/02_Scripts/UI/Health.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: e1cab689eef132148a28349a68b53300
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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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12
Assets/02_Scripts/UI/Health/UserHealthUI.cs
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12
Assets/02_Scripts/UI/Health/UserHealthUI.cs
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@@ -0,0 +1,12 @@
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using UnityEngine;
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using UnityEngine.UI;
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public class UserHealthUI : MonoBehaviour
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{
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[SerializeField] private Image _ui_HPBar;
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[SerializeField] private Image _ui_MPBar;
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[SerializeField] private Image _ui_StaminaBar;
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public Image UI_HPBar { get { return _ui_HPBar; } private set { _ui_HPBar = value; } }
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public Image UI_MPBar { get { return _ui_MPBar; } private set { _ui_MPBar = value; } }
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public Image UI_StaminaBar { get { return _ui_StaminaBar; } private set { _ui_StaminaBar = value; } }
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}
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2
Assets/02_Scripts/UI/Health/UserHealthUI.cs.meta
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2
Assets/02_Scripts/UI/Health/UserHealthUI.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 014ee681cdfcb10419634aa9b5ce429b
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@@ -37,7 +37,6 @@ private void Start()
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{
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{
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if (currentItem != null)
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if (currentItem != null)
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SetItem(currentItem);
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SetItem(currentItem);
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}
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}
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public void ClearSlot()
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public void ClearSlot()
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@@ -2,7 +2,9 @@
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public class Health : MonoBehaviour
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public class Health : MonoBehaviour
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{
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{
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protected int maxHp;
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protected int currentHp;
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protected int currentHp;
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public int CurrentHP { get { return currentHp; } }
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public int CurrentHP { get { return currentHp; } }
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public void ChangeHP(int newHp)
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public void ChangeHP(int newHp)
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BIN
Assets/05_Characters/FeMale/Textures/Gold/Gold_IL.png
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Normal file
BIN
Assets/05_Characters/FeMale/Textures/Gold/Gold_IL.png
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Normal file
Binary file not shown.
189
Assets/05_Characters/FeMale/Textures/Gold/Gold_IL.png.meta
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189
Assets/05_Characters/FeMale/Textures/Gold/Gold_IL.png.meta
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@@ -0,0 +1,189 @@
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fileFormatVersion: 2
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guid: d274b66d1bb1bdb49b2c1a83a8df9c7f
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TextureImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 13
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mipmaps:
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fadeOut: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceEnd: 3
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bumpmap:
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seamlessCubemap: 0
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textureFormat: 1
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textureSettings:
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buildTarget: iOS
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textureFormat: -1
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spriteSheet:
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serializedVersion: 2
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sprites:
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||||||
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- serializedVersion: 2
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||||||
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name: Gold_IL_Face
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rect:
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||||||
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serializedVersion: 2
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||||||
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x: 261
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||||||
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y: 869
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width: 360
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indices:
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||||||
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weights: []
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||||||
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- serializedVersion: 2
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||||||
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name: Gold_IL_Fullbody
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||||||
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rect:
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serializedVersion: 2
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indices:
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edges: []
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weights: []
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serializedObject.ApplyModifiedProperties();
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serializedObject.ApplyModifiedProperties();
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return;
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EditorGUILayout.LabelField("MagicaCloth2 Not Installed");
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EditorGUILayout.LabelField("MagicaCloth2 Not Installed");
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LFS
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LFS
Normal file
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143
Assets/08_UI/Health/Textures/UI_ManaBar.png.meta
Normal file
143
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Normal file
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Assets/08_UI/Health/Textures/UI_ManaBar_Background.png
LFS
Normal file
BIN
Assets/08_UI/Health/Textures/UI_ManaBar_Background.png
LFS
Normal file
Binary file not shown.
143
Assets/08_UI/Health/Textures/UI_ManaBar_Background.png.meta
Normal file
143
Assets/08_UI/Health/Textures/UI_ManaBar_Background.png.meta
Normal file
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BIN
Assets/08_UI/Health/Textures/UI_StaminaBar.png
LFS
Normal file
BIN
Assets/08_UI/Health/Textures/UI_StaminaBar.png
LFS
Normal file
Binary file not shown.
143
Assets/08_UI/Health/Textures/UI_StaminaBar.png.meta
Normal file
143
Assets/08_UI/Health/Textures/UI_StaminaBar.png.meta
Normal file
@@ -0,0 +1,143 @@
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BIN
ProjectSettings/TimelineSettings.asset
LFS
Normal file
BIN
ProjectSettings/TimelineSettings.asset
LFS
Normal file
Binary file not shown.
Reference in New Issue
Block a user