건설 모드에서 클릭이 잘 작동하지 않는 문제 수정
건설 모드 UI가 클릭되어 건설되지 않는 문제 수정 JMO Asset 위치 조정 Tower, Monster, Creep의 Hit/Destroy FX Prefab 설정 (Template Level) Tower에 체력바 추가 (최초 건설 시, 체력 변경 시 등장) Tower 관련 디버깅 로그 정리 건설 토대의 사이즈가 비정상적인 문제 수정
@@ -1689,9 +1689,15 @@
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="Assembly-CSharp.csproj" />
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<ProjectReference Include="CFXR.WelcomeScreen.csproj" />
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<ProjectReference Include="CFXRRuntime.csproj" />
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<ProjectReference Include="Unity.RenderPipelines.Universal.Runtime.csproj" />
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<ProjectReference Include="FlatKit.Utils.Editor.csproj" />
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<ProjectReference Include="CFXREditor.csproj" />
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<ProjectReference Include="KinoBloom.Runtime.csproj" />
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<ProjectReference Include="ExternAttributes.Editor.csproj" />
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<ProjectReference Include="ToonyColorsPro.Demo.Editor.csproj" />
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<ProjectReference Include="CFXRDemo.csproj" />
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</ItemGroup>
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<Import Project="Sdk.targets" Sdk="Microsoft.NET.Sdk" />
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<ItemGroup>
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@@ -140,10 +140,12 @@
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile-2-Pass.shader" />
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<None Include="Assets\FlatKit\Shaders\StylizedSurface\LibraryUrp\LitForwardPass_DR.hlsl" />
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<None Include="Assets\External\JMO Assets\Cartoon FX Remaster\CFXR Assets\Shaders\CFXR_SETTINGS.cginc" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
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<None Include="Assets\FlatKit\Shaders\StylizedSurface\LibraryUrp\TerrainLitPasses_DR.hlsl" />
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<None Include="Assets\FlatKit\Demos\[Demo] Desert\Shaders\CircleDecal.shader" />
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<None Include="Assets\FlatKit\Demos\[Demo] Desert\Shaders\Noise\ClassicNoise3D.hlsl" />
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<None Include="Assets\External\JMO Assets\Cartoon FX Remaster\CFXR Assets\Shaders\CFXR.cginc" />
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<None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
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<None Include="Assets\FlatKit\Shaders\StylizedSurface\LibraryUrp\StylizedInput.hlsl" />
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<None Include="Assets\FlatKit\Shaders\GradientSkybox\GradientSkybox.shader" />
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@@ -165,6 +167,8 @@
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<None Include="Assets\FlatKit\Demos\[Demo] Desert\Shaders\DesertPillar.hlsl" />
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<None Include="Assets\TextMesh Pro\Shaders\TMPro_Properties.cginc" />
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<None Include="Assets\TextMesh Pro\Shaders\TMPro_Surface.cginc" />
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<None Include="Assets\External\JMO Assets\Cartoon FX Remaster\CFXR Prefabs\Texts\_Make your own text effect.txt" />
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<None Include="Assets\External\JMO Assets\Cartoon FX Remaster\CFXR Assets\Shaders\CFXR_PASSES.cginc" />
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<None Include="Assets\Shaders\FogOfWar.shader" />
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<None Include="Assets\TextMesh Pro\Resources\LineBreaking Following Characters.txt" />
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<None Include="Assets\External\Kaykit Adventurers Character\Characters\Animations\Animations\Rig_Large\Special\EXPERIMENTAL\Read_me.txt" />
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@@ -174,6 +178,7 @@
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<None Include="Assets\FlatKit\Shaders\StylizedSurface\TerrainLitAdd_DR.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF Overlay.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap-Mobile.shader" />
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<None Include="Assets\External\JMO Assets\Cartoon FX Remaster\CFXR Assets\Shaders\CFXR_URP.cginc" />
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<None Include="Assets\TextMesh Pro\Fonts\LiberationSans - OFL.txt" />
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<None Include="Assets\FlatKit\Shaders\StylizedSurface\StylizedSurface.shader" />
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<None Include="Assets\FlatKit\Shaders\LightPlane.shader" />
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@@ -1729,9 +1734,15 @@
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="CFXR.WelcomeScreen.csproj" />
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<ProjectReference Include="CFXRRuntime.csproj" />
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||||
<ProjectReference Include="Unity.RenderPipelines.Universal.Runtime.csproj" />
|
||||
<ProjectReference Include="FlatKit.Utils.Editor.csproj" />
|
||||
<ProjectReference Include="CFXREditor.csproj" />
|
||||
<ProjectReference Include="KinoBloom.Runtime.csproj" />
|
||||
<ProjectReference Include="ExternAttributes.Editor.csproj" />
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||||
<ProjectReference Include="ToonyColorsPro.Demo.Editor.csproj" />
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<ProjectReference Include="CFXRDemo.csproj" />
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</ItemGroup>
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<Import Project="Sdk.targets" Sdk="Microsoft.NET.Sdk" />
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<ItemGroup>
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@@ -34,9 +34,9 @@ namespace Northbound.Data
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public EquipmentData constructionEquipment;
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[Header("Properties for convenience")]
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public int width => sizeX;
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public int length => sizeY;
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public float height => sizeZ; // height는 sizeZ로 수정
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public int width => sizeX; // X축
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public int length => sizeZ; // Z축 (깊이)
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public float height => sizeY; // Y축 (높이)
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public int maxHealth => maxHp;
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public float visionRange => atkRange;
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public float requiredWorkAmount => manpower;
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@@ -45,8 +45,8 @@ namespace Northbound.Data
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{
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bool isRotated = (rotation == 1 || rotation == 3);
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float w = isRotated ? length : width;
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float l = isRotated ? width : length;
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return new Vector3(w, sizeZ, l); // 세 번째 차원도 sizeZ 사용
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float d = isRotated ? width : length;
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return new Vector3(w, height, d); // (width, height, depth)
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}
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}
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}
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@@ -104,8 +104,8 @@ MonoBehaviour:
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ShowTopMostFoldoutHeaderGroup: 1
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enemyTeam: 2
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maxHealth: 100
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damageEffectPrefab: {fileID: 0}
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destroyEffectPrefab: {fileID: 0}
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damageEffectPrefab: {fileID: 4021103657954561961, guid: 5c755f9bc5253ea418e919994537dcc7, type: 3}
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destroyEffectPrefab: {fileID: 141433446842962269, guid: 9fe8f8b3288e45a44af36ff8aa04486e, type: 3}
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--- !u!195 &4485945348237935463
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NavMeshAgent:
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m_ObjectHideFlags: 0
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@@ -104,8 +104,8 @@ MonoBehaviour:
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ShowTopMostFoldoutHeaderGroup: 1
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enemyTeam: 3
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maxHealth: 100
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damageEffectPrefab: {fileID: 0}
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destroyEffectPrefab: {fileID: 0}
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damageEffectPrefab: {fileID: 4021103657954561961, guid: 5c755f9bc5253ea418e919994537dcc7, type: 3}
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destroyEffectPrefab: {fileID: 141433446842962269, guid: 9fe8f8b3288e45a44af36ff8aa04486e, type: 3}
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--- !u!195 &4485945348237935463
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NavMeshAgent:
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m_ObjectHideFlags: 0
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@@ -119,9 +119,9 @@ MonoBehaviour:
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initialOwnerId: 0
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useInitialOwner: 0
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showHealthBar: 1
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healthBarPrefab: {fileID: 0}
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destroyEffectPrefab: {fileID: 0}
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damageEffectPrefab: {fileID: 0}
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healthBarPrefab: {fileID: 100000, guid: 8e7a5b12c9f8a4a5ba3c8d1f2e5a7b9c, type: 3}
|
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destroyEffectPrefab: {fileID: 8656522925564163052, guid: e509867be4f82f246a95eca1ee5a2d61, type: 3}
|
||||
damageEffectPrefab: {fileID: 1429954232896169633, guid: 83036083a4ebcd34f98131bd3cf6f4d2, type: 3}
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effectSpawnPoint: {fileID: 0}
|
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showGridBounds: 1
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gridBoundsColor: {r: 0, g: 1, b: 1, a: 1}
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|
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