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Fixes #715 + +# Version 1.2.184 - Jan 28, 2025 +* Android Resolver - Update and resolve `packaging` keyword in maintemplate + based on android gradle plugin version. + Fixes #715 + +# Version 1.2.183 - Sep 18, 2024 +* Android Resolver - Handle package paths that don't include a version hash, + which is no longer present with Unity 6. Fixes #697 +* Android Resolver - Handle packages referenced using local file paths. + Fixes #701 + +# Version 1.2.182 - Aug 2, 2024 +* General - Check for gradle version instead of Unity version when determining + the template files to modify. + +# Version 1.2.181 - Jun 26, 2024 +* General - Disable `EditorMeasurement` reporting that relied on the + Measurement Protocol for Universal Analytics. + +# Version 1.2.180 - Jun 4, 2024 +* General - Fix project settings resetting on domain reload. + Fixes #524 + +# Version 1.2.179 - Feb 12, 2024 +* Android Resolver - Added logic to automatically turn on `mainTemplate.gradle` + for new projects, and prompt users to enable it on projects that have previously + had the resolver run. + +# Version 1.2.178 - Dec 20, 2023 +* Added [OpenUPM support](https://openupm.com/packages/com.google.external-dependency-manager/). + +# Version 1.2.177 - Aug 14, 2023 +* iOS Resolver - Added `/opt/homebrew/bin` to Cocoapod executable search path. + Fixes #627 + +# Version 1.2.176 - Apr 27, 2023 +* Android Resolver - Added two Android Resolver settings to determine whether + EDM4U injects custom local Maven repo path as a relative path or full path. + Fixes #537 +* Android Resolver - Inject Maven Repo to `settingTemplate.gradle` from + Unity 2022.2+ + Fixes #594 +* Android Resolver - Jetifier option is enabled by default now. +* Android Resolver - `Explode Aar` option applies to all cases, whether the + project will be exported or not. + Fixes #584 + Fixes #287 + +# Version 1.2.175 - Nov 16, 2022 +* General - Added tvOS podfile support to the iOS resolver. + +# Version 1.2.174 - Oct 06, 2022 +* General - Added tvOS support to the iOS resolver. +* General - Fixed #484 - Changed `EditorMeasurement` to use secure connection. +* Android Resolver - Fixed Android Resolver unable to resolve + `mainTemplate.gradle` in Unity `2022.2+` or `2023.1+`. + +# Version 1.2.173 - Sep 28, 2022 +* General - Added tvOS library support to the export unity package scripts. + +# Version 1.2.172 - Jun 23, 2022 +* iOS Resolver - Stop forcing `ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES` to `YES`, + which seems to cause problem for some when submitting apps. See #526 for more + information. + +# Version 1.2.171 - May 11, 2022 +* iOS Resolver - Change `Enable Swift Framework Support Workaround` setting to + be `ON` by default since more pods are using Swift Framework now. + +# Version 1.2.170 - Apr 4, 2022 +* Android Resolver - Fixes #498 - Fix the path separator of the Maven repo + injected to `mainTemplate.gradle`. +* iOS Resolver - Fixes #470 - Switch default Cocoapods master repo from Github + to CDN. +* iOS Resolver - `Link Framework Statically` setting is now default to `true`. + That is, `use_frameworks! :linkage => static` will be added to `Podfile` by + default instead of `use_frameworks!`. This can be changed in iOS Resolver + settings. This fixes odd behaviors when pods include static libraries, ex. + Firebase Analytics. +* iOS Resolver - Added a workaround when app crashes on launch due to + `Library not loaded: @rpath/libswiftCore.dylib` when some pods includes Swift + framework. This is turned `OFF` by default and can be changed in iOS Resolver + settings. + +# Version 1.2.169 - Jan 20, 2022 +* General - Fixes #425 - Change to save `GvhProjectSettings.xml` without + Unicode byte order mark (BoM). +* Android Resolver - Remove reference to `jcenter()` +* iOS Resolver - Force setting `LANG` when executing Cocoapods in shell mode on + Mac. + +# Version 1.2.168 - Dec 9, 2021 +* All - Fixes #472 by removing the use of `System.Diagnostics.Debug.Assert` +* All - Fixed #477 by properly enabling EDM4U libraries for Unity 2021.2+ when + the package is installed through `.tgz` + +# Version 1.2.167 - Oct 6, 2021 +* All - Moved versioned `.dll` in EDM4U to a versioned folder and remove their + version postfix in their filename. For instance, `IOSResolver.dll` will be + placed at `ExternalDependencyManager/Editor/1.2.167/Google.IOSResolver.dll`. +* Android Resolver - Fixed #243 by only using the highest version in + `mainTemplate.gradle` when duplicated dependencies are presented. +* Android Resolver - Added supports to x86_64 to ABI list for Android apps on + Chrome OS. + +# Version 1.2.166 - Jun 30, 2021 +* All - Fixed #440 and fixed #447 by specifying the parameter type while calling + `GetApplicationIdentifier()` Unity API using reflection, due to a new + overloaded method introduced in Unity 2021.2. +* Android Resolver - Fixed #442 by patching `Dependency.IsGreater()` when the + version strings end '+'. + +# Version 1.2.165 - Apr 28, 2021 +## Bug Fixes +* Version Handler - Fixed #431 by replacing the use of `HttpUtility.UrlEncode()` + which causes NullReferenceException in certain version of Unity. +* Android Resolver - Check that androidSdkRootPath directory exists before using + as sdkPath. +* Android Resolver - Fixed Android Resolver integration tests with Unity + 2019.3+. + +# Version 1.2.164 - Feb 4, 2021 +## New Features +* Android Resolver - Added support for Android packages with classifier in their + namespaces. +* iOS Resolver - Added new settings in iOS Resolver to configure generated + Podfile. +* iOS Resolver - Added a new attribute `addToAllTargets` in Dependencies.xml. + +## Bug Fixes +* iOS Resolver - Fixed XML parsing for `bitcodeEnabled` attribute in + Dependencies.xml. + +# Version 1.2.163 - Dec 15, 2020 +## Bug Fixes +* Version Handler - Fixed measurement reporting + +# Version 1.2.162 - Nov 19, 2020 +## Bug Fixes +* Version Handler - Improved #413 by preventing Version Handler from running + from static constructor when it is disabled. +* Package Manager Resolver - Remove GPR + +# Version 1.2.161 - Oct 12, 2020 +## Bug Fixes +* Android Resolver - Fixed the issue that Android Resolver does not resolve + again before build in Unity 2020 if it failed to resolve previously. + +# Version 1.2.160 - Sep 30, 2020 +## Bug Fixes +* Android Resolver - Fixed a regression that gradleResolver can be null until + Initialize() is called. +* Android Resolver - Fixed a regression that Android Resolver failed in Unity + 2019.3+ due to `gradleTemplate.properties` not enabled when + `mainTemplate.gradle` is not enabled at all. + +# Version 1.2.159 - Sep 11, 2020 +## Bug Fixes +* Android Resolver - Fixed #322 where the Unity editor will lose its target SDK + setting between Unity restarts if `>28` is selected in 2019. This is due to + Unity AndroidSdkVersions enum does not contain values above 28. +* Android Resolver - Fixed #360 where building Android app with Untiy 2019.3+ + may fail due to Jetifier and AndroidX not enabled properly in generated + Gradle project. This fix requires the user to enable + `Custom Gradle Properties Template` found under + `Player Settings > Settings for Android > Publishing Settings`. + +# Version 1.2.158 - Sep 3, 2020 +## Bug Fixes +* Version Handler: Fixed editor freeze when `-executeMethod` is used in + non-batch mode. +* Android Resolver: Normalized file paths when generating local Maven repo + since the path may contains a mix of forward and backward slash on Windows. +* Export Unity Package: Fixed generation of .unitypackage with tarfile on + Windows. + +# Version 1.2.157 - Aug 6, 2020 +## Bug Fixes +* Android Resolver: Delay initialization until active build target is Android + and the editor is not in play mode. +* iOS Resolver: Delay initialization until active build target is iOS + and the editor is not in play mode. +* Export Unity Package: Workaround directory creation racy if multiple export + operations are spawned at the same time. + +# Version 1.2.156 - June 10, 2020 +## Bug Fixes +* Android Resolver: Fixed that the generated local repo assets contains + redundent labels which are causing Version Handler to failed while + uninstalling packages. +* Android Resolver: Fixed that the repo url injected into mainTemplate.gradle + is incorrect when Unity is configured to export gradle project. +* Android Resolver: Limited to only create local Maven repo when the source + repo contains ".srcaar" file. + +## Changes +* All: Described EDM4U analytics data usage in readme. + +# Version 1.2.155 - May 14, 2020 +## Bug Fixes +* All: Fixed compiler error when build with Unity 5.4 or below due to the + usage of Rect.zero. +* All: Ignore cases when checking command line arguments. + +# Version 1.2.154 - May 14, 2020 +## Bug Fixes +* All: Make each MultiSelectWindow for different purposes to have its own + unique window. + +## Changes +* All: Replace all dialog with DialogWindow which is implemented from + EditorWindow. +* Package Manager Resolver: Clarify how manifest.json will be changed in Package + Manager Resolver window. + +# Version 1.2.153 - Apr 24, 2020 +## Bug Fixes +* Android Resolver: Fixed an exception when repainting the Android resolution + window in Unity 2019.3.x. + +# Version 1.2.152 - Apr 17, 2020 +## Bug Fixes +* Version Handler: Fixed exception when waiting for enabled editor DLLs to + load. +* Android Resolver: Fixed regression when using a Custom Gradle Template + on Windows. + +# Version 1.2.151 - Apr 16, 2020 +## Bug Fixes +* Version Handler: When waiting for newly enabled editor DLLs to load, ignore + all DLLs that do not have a file-system location. +* Android Resolver: Fixed resolution when using a Custom Gradle Template with + libraries stored in a local maven repository distributed with a plugin + installed with the Unity Package Manager. + +# Version 1.2.150 - Apr 9, 2020 +## Bug Fixes +* All: The new packaging script when run on MacOS was generating a + .unitypackage archive that could not be read by Unity on Windows. + This release simply repackages the plugin with tar/gzip to fix the problem. + +# Version 1.2.149 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed spurious error message when resuming + migration after installing a UPM package. + +# Version 1.2.148 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed an exception when resuming migration + after installing a UPM package. + +# Version 1.2.147 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed alias traversal bug which caused problems when + migrating from installed .unitypackage files to UPM packages. + +# Version 1.2.146 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed exception in manifest parsing when a manifest is + detected with no aliases. + +# Version 1.2.145 - Apr 2, 2020 +## New Features +* Package Manager Resolver: Added a method to migrate Version Handler + managed packages installed via `.unitypackage` to Unity Package Manager + packages. This is initially used to migrate the External Dependency Manager + to UPM. + +## Changes +* All: Verbose logging is now no longer automatically enabled in batch mode + across all components. Instead logging can be configured using each + component's verbose logging setting or by using the `-gvh_log_debug` command + line flag when starting Unity. +* Version Handler: Sped up version handler updates when the app domain isn't + reloaded. + +## Bug Fixes +* Version Handler: Fixed the display of the obsolete files clean up dialog + when the asset database refreshes. +* Version Handler: Improved reliability of callback from + the VersionHandler.UpdateCompleteMethods event when an asset database + refresh occurs. +* Version Handler: Fixed duplicate exportPath labels when 'Assets/' is the + root of paths assigned to files. +* Version Handler: Handle empty lines in manifest files. + +# Version 1.2.144 - Mar 23, 2020 +## Changed +* iOS Resolver: Removed the ability to configure the Xcode target a Cocoapod + is added to. + +## Bug Fixes +* iOS Resolver: Reverted support for adding Cocoapods to multiple targets as + it caused a regression (exception thrown during post-build step) in some + versions of Unity. + +# Version 1.2.143 - Mar 20, 2020 +## Bug Fixes +* Android Resolver: Fixed caching of resolution state which was causing + the resolver to always run when no dependencies had changed. + +# Version 1.2.142 - Mar 19, 2020 +## Changes +* Package Manager Resolver: Enabled auto-add by default. + +# Version 1.2.141 - Mar 19, 2020 +## Bug Fixes +* Fixed a bug when retrieving project settings. If a plugin was configured + to fetch project settings, if a setting was fetched (e.g "foo") and this + setting existed in the system settings but not the project settings the + system value would override the default value leading to unexpected + behavior. +* Fixed a warning when caching web request classes in Unity 5.6. + +# Version 1.2.140 - Mar 19, 2020 +## Bug Fixes +* Fixed measurement reporting in Unity 5.x. +* Version Handler: Fixed NullReferenceException when an asset doesn't have + an AssetImporter. + +# Version 1.2.139 - Mar 18, 2020 +## Changed +* Added documentation to the built plugin. + +# Version 1.2.138 - Mar 17, 2020 +## New Features +* Package Manager Resolver: Added the Package Manager Resolver + component that allows developers to easily boostrap Unity Package Manager + (UPM) registry addition using unitypackage plugins. +* Version Handler: Added a window that allows plugins to managed by the + Version Handler to be uninstalled. +* Version Handler: Added support for displaying installed plugins. +* Version Handler: Added support for moving files in plugins to their install + locations (if the plugin has been configured to support this). +* iOS Resolver: Added the ability to configure the Xcode target a Cocoapod is + added to. + +## Bug Fixes +* Fixed upgrade from version 1.2.137 and below after the plugin rename to + EDM4U broke the upgrade process. +* Android Resolver: Worked around PlayerSettings.Android.targetSdkVersion + returning empty names for some values in 2019.x. +* Version Handler: Fixed the display of the obsolete files clean up window. +* Version Handler: Fixed managed file check when assets are modified in the + project after plugin import. + +# Version 1.2.137 - Mar 6, 2020 +## Changed +* Renamed package to External Package Manager for Unity (EDM4U). + We changed this to reflect what this plugin is doing today which is far more + than the original scope which just consisted of importing jar files from the + Android SDK maven repository. + Scripts that used to pull `play-services-resolver*.unitypackage` will now have + to request `external-dependency-manager*.unitypackage` instead. + We'll still be shipping a `play-services-resolver*_manifest.txt` file to + handle upgrading from older versions of the plugin. + +## New Features +* All Components: Added reporting of usage so that we can remotely detect + errors and target improvements. +* Android Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. +* iOS Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. + +## Bug Fixes +* Version Handler: Disabled attempts to disable asset metadata modification + when assets are in a Unity Package Manager managed package. + +# Version 1.2.136 - Feb 19, 2019 +## Bug Fixes +* Android Resolver: Fixed OpenJDK path discovery in Unity 2019.3.1. + +# Version 1.2.135 - Dec 5, 2019 +## Bug Fixes +* All Components: Fixed stack overflow when loading project settings. + +# Version 1.2.134 - Dec 4, 2019 +## Bug Fixes +* All Components: Fixed an issue which caused project settings to be cleared + when running in batch mode. + +# Version 1.2.133 - Nov 18, 2019 +## Bug Fixes +* All Components: Failure to save project settings will now report an error + to the log rather than throwing an exception. + +# Version 1.2.132 - Nov 11, 2019 +## Bug Fixes +* Android Resolver: Worked around expansion of DIR_UNITYPROJECT on Windows + breaking Gradle builds when used as part of a file URI. +* Android Resolver: mainTemplate.gradle is only written if it needs to be + modified. + +# Version 1.2.131 - Oct 29, 2019 +## Bug Fixes +* Version Handler: Improved execution of events on the main thread in batch + mode. +* Version Handler: Improved log level configuration at startup. +* Version Handler: Improved performance of class lookup in deferred method + calls. +* Version Handler: Fixed rename to enable / disable for editor assets. +* iOS Resolver: Improved log level configuration at startup. +* Android Resolver: Improved local maven repo path reference in + mainTemplate.gradle using DIR_UNITYPROJECT. DIR_UNITYPROJECT by Unity + to point to the local filesystem path of the Unity project when Unity + generates the Gradle project. + +# Version 1.2.130 - Oct 23, 2019 +## New Features +* iOS Resolver: Added support for modifying the Podfile before `pod install` + is executed. + +## Bug Fixes +* Version Handler: Fixed invalid classname error when calling + `VersionHandler.UpdateVersionedAssets()`. + +# Version 1.2.129 - Oct 2, 2019 +## Bug Fixes +* iOS Resolver: Changed Cocoapod integration in Unity 2019.3+ to + only add Pods to the UnityFramework target. + +# Version 1.2.128 - Oct 1, 2019 +## Bug Fixes +* iOS Resolver: Fixed Cocoapod project integration mode with Unity + 2019.3+. + +# Version 1.2.127 - Sep 30, 2019 +## Changes +* Android Resolver: All Android Resolver settings File paths are now + serialized with POSIX directory separators. + +# Version 1.2.126 - Sep 27, 2019 +## Changes +* Android Resolver: File paths are now serialized with POSIX directory + separators. +## Bug Fixes +* Android Resolver: Fixed resolution when the parent directory of a Unity + project contains a Gradle project (i.e `settings.gradle` file). + +# Version 1.2.125 - Sep 23, 2019 +## Bug Fixes +* All components: Silenced a warning about not being able to set the console + encoding to UTF8. +* Android Resolver: Worked around broken AndroidSDKTools class in some + versions of Unity. +* iOS Resolver: Fixed iOS target SDK version check +* Version Handler: Changed clean up obsolete files window so that it doesn't + exceed the screen size. + +# Version 1.2.124 - Jul 28, 2019 +## Bug Fixes +* All components: Fixed regression with source control integration when using + Unity 2019.1+. + +# Version 1.2.123 - Jul 23, 2019 +## New Features +* All components: Source control integration for project settings. +## Changes +* Android Resolver: Removed AAR cache as it now makes little difference to + incremental resolution performance. +* Android Resolver: Improved embedded resource management so that embedded + resources should upgrade when the plugin is updated without restarting + the Unity editor. +## Bug Fixes +* Version Handler: Fixed InvokeMethod() and InvokeStaticMethod() when calling + methods that have interface typed arguments. + +# Version 1.2.122 - Jul 2, 2019 +## Bug Fixes +* iOS Resolver: Worked around Unity not loading the iOS Resolver DLL as it + referenced the Xcode extension in a public interface. The iOS Resolver + DLL still references the Xcode extension internally and just handles + missing type exceptions dynamically. + +# Version 1.2.121 - Jun 27, 2019 +## Bug Fixes +* Android Resolver: Fixed warning about missing Packages folder when loading + XML dependencies files in versions of Unity without the package manager. +* Android Resolver: Fixed resolution window progress bar exceeding 100%. +* Android Resolver: If AndroidX is detected in the set of resolved libraries, + the user will be prompted to enable the Jetifier. +* Android Resolver: Improved text splitting in text area windows. +* iOS Resolver: Added support for Unity's breaking changes to the Xcode API + in 2019.3.+. Cocoapods are now added to build targets, Unity-iPhone and + UnityFramework in Unity 2019.3+. + +# Version 1.2.120 - Jun 26, 2019 +## New Features +* Android Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +* Android Resolver: Resolution window is now closed if resolution runs as + a pre-build step. +* iOS Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +## Bug Fixes +* Android Resolver: Fixed generation of relative repo paths when using + mainTemplate.gradle resolver. +* Android Resolver: Fixed copy of .srcaar to .aar files in repos embedded in a + project when a project path has characters (e.g whitespace) that are escaped + during conversion to URIs. +* Android Resolver: Fixed auto-resolution always running if the Android SDK + is managed by Unity Hub. + +# Version 1.2.119 - Jun 19, 2019 +## Bug Fixes +* Android Resolver: Fixed error reported when using Jetifier integration + in Unity 2018+ if the target SDK is set to "highest installed". + +# Version 1.2.118 - Jun 18, 2019 +## New Features +* Android Resolver: Added initial + [Jetifier](https://developer.android.com/studio/command-line/jetifier) + integration which simplifies + [migration](ttps://developer.android.com/jetpack/androidx/migrate) + to Jetpack ([AndroidX](https://developer.android.com/jetpack/androidx)) + libraries in cases where all dependencies are managed by the Android + Resolver. + This can be enabled via the `Use Jetifier` option in the + `Assets > Play Services Resolver > Android Resolver > Settings` menu. + Caveats: + - If your project contains legacy Android Support Library .jar and .aar + files, these files will need to be removed and replaced with references to + artifacts on Maven via `*Dependencies.xml` files so that the Jetifier + can map them to Jetpack (AndroidX) libraries. + For example, remove the file `support-v4-27.0.2.jar` and replace it with + `` in a + `*Dependencies.xml` file. + - If your project contains .jar or .aar files that use the legacy Android + Support Libraries, these will need to be moved into a local Maven repo + [See this guide](https://maven.apache.org/guides/mini/guide-3rd-party-jars-local.html) + and then these files should be removed from your Unity project and instead + referenced via `*Dependencies.xml` files so that the Jetifier can + patch them to reference the Jetpack lirbaries. + +## Bug Fixes +* Android Resolver: Disabled version locking of com.android.support:multidex + does not use the same versioning scheme as other legacy Android support + libraries. +* Version Handler: Made Google.VersionHandler.dll's asset GUID stable across + releases. This faciliates error-free import into projects where + Google.VersionHandler.dll is moved from the default install location. + +# Version 1.2.117 - Jun 12, 2019 +## Bug Fixes +* Android Resolver: Fix copying of .srcaar to .aar files for + mainTemplate.gradle resolution. PluginImporter configuration was previously + not being applied to .aar files unless the Unity project was saved. + +# Version 1.2.116 - Jun 7, 2019 +## Bug Fixes +* Android Resolver: Fixed resolution of Android dependencies without version + specifiers. +* Android Resolver: Fixed Maven repo not found warning in Android Resolver. +* Android Resolver: Fixed Android Player directory not found exception in + Unity 2019.x when the Android Player isn't installed. + +# Version 1.2.115 - May 28, 2019 +## Bug Fixes +* Android Resolver: Fixed exception due to Unity 2019.3.0a4 removing + x86 from the set of supported ABIs. + +# Version 1.2.114 - May 27, 2019 +## New Features +* Android Resolver: Added support for ABI stripping when using + mainTemplate.gradle. This only works with AARs stored in repos + on the local filesystem. + +# Version 1.2.113 - May 24, 2019 +## New Features +* Android Resolver: If local repos are moved, the plugin will search the + project for matching directories in an attempt to correct the error. +* Version Handler: Files can be now targeted to multiple build targets + using multiple "gvh_" asset labels. +## Bug Fixes +* Android Resolver: "implementation" or "compile" are now added correctly + to mainTemplate.gradle in Unity versions prior to 2019. + +# Version 1.2.112 - May 22, 2019 +## New Features +* Android Resolver: Added option to disable addition of dependencies to + mainTemplate.gradle. + See `Assets > Play Services Resolver > Android Resolver > Settings`. +* Android Resolver: Made paths to local maven repositories in + mainTemplate.gradle relative to the Unity project when a project is not + being exported. +## Bug Fixes +* Android Resolver: Fixed builds with mainTemplate.gradle integration in + Unity 2019. +* Android Resolver: Changed dependency inclusion in mainTemplate.gradle to + use "implementation" or "compile" depending upon the version of Gradle + included with Unity. +* Android Resolver: Gracefully handled exceptions if the console encoding + can't be modified. +* Android Resolver: Now gracefully fails if the AndroidPlayer directory + can't be found. + +# Version 1.2.111 - May 9, 2019 +## Bug Fixes +* Version Handler: Fixed invocation of methods with named arguments. +* Version Handler: Fixed occasional hang when the editor is compiling + while activating plugins. + +# Version 1.2.110 - May 7, 2019 +## Bug Fixes +* Android Resolver: Fixed inclusion of some srcaar artifacts in builds with + Gradle builds when using mainTemplate.gradle. + +# Version 1.2.109 - May 6, 2019 +## New Features: +* Added links to documentation from menu. +* Android Resolver: Added option to auto-resolve Android libraries on build. +* Android Resolver: Added support for packaging specs of Android libraries. +* Android Resolver: Pop up a window when displaying Android dependencies. + +## Bug Fixes +* Android Resolver: Support for Unity 2019 Android SDK and JDK install locations +* Android Resolver: e-enable AAR explosion if internal builds are enabled. +* Android Resolver: Gracefully handle exceptions on file deletion. +* Android Resolver: Fixed Android Resolver log spam on load. +* Android Resolver: Fixed save of Android Resolver PromptBeforeAutoResolution + setting. +* Android Resolver: Fixed AAR processing failure when an AAR without + classes.jar is found. +* Android Resolver: Removed use of EditorUtility.DisplayProgressBar which + was occasionally left displayed when resolution had completed. +* Version Handler: Fixed asset rename to disable when a disabled file exists. + +# Version 1.2.108 - May 3, 2019 +## Bug Fixes: +* Version Handler: Fixed occasional hang on startup. + +# Version 1.2.107 - May 3, 2019 +## New Features: +* Version Handler: Added support for enabling / disabling assets that do not + support the PluginImporter, based upon build target selection. +* Android Resolver: Added support for the global specification of maven repos. +* iOS Resolver: Added support for the global specification of Cocoapod sources. + +# Version 1.2.106 - May 1, 2019 +## New Features +* iOS Resolver: Added support for development pods in Xcode project integration + mode. +* iOS Resolver: Added support for source pods with resources in Xcode project + integration mode. + +# Version 1.2.105 - Apr 30, 2019 +## Bug fixes +* Android Resolver: Fixed reference to Java tool path in logs. +* Android and iOS Resolvers: Changed command line execution to emit a warning + rather than throwing an exception and failing, when it is not possible to + change the console input and output encoding to UTF-8. +* Android Resolver: Added menu option and API to delete resolved libraries. +* Android Resolver: Added menu option and API to log the repos and libraries + currently included in the project. +* Android Resolver: If Plugins/Android/mainTemplate.gradle file is present and + Gradle is selected as the build type, resolution will simply patch the file + with Android dependencies specified by plugins in the project. + +# Version 1.2.104 - Apr 10, 2019 +## Bug Fixes +* Android Resolver: Changed Android ABI selection method from using whitelisted + Unity versions to type availability. This fixes an exception on resolution + in some versions of Unity 2017.4. + +# Version 1.2.103 - Apr 2, 2019 +## Bug Fixes +* Android Resolver: Whitelisted Unity 2017.4 and above with ARM64 support. +* Android Resolver: Fixed Java version check to work with Java SE 12 and above. + +# Version 1.2.102 - Feb 13, 2019 +## Bug Fixes +* Android Resolver: Fixed the text overflow on the Android Resolver + prompt before initial run to fit inside the buttons for + smaller screens. + +# Version 1.2.101 - Feb 12, 2019 +## New Features +* Android Resolver: Prompt the user before the resolver runs for the + first time and allow the user to elect to disable from the prompt. +* Android Resolver: Change popup warning when resolver is disabled + to be a console warning. + +# Version 1.2.100 - Jan 25, 2019 +## Bug Fixes +* Android Resolver: Fixed AAR processing sometimes failing on Windows + due to file permissions. + +# Version 1.2.99 - Jan 23, 2019 +## Bug Fixes +* Android Resolver: Improved performance of project property polling. +* Version Handler: Fixed callback of VersionHandler.UpdateCompleteMethods + when the update process is complete. + +# Version 1.2.98 - Jan 9, 2019 +## New Features +* iOS Resolver: Pod declaration properties can now be set via XML pod + references. For example, this can enable pods for a subset of build + configurations. +## Bug Fixes +* iOS Resolver: Fixed incremental builds after local pods support caused + regression in 1.2.96. + +# Version 1.2.97 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Reduced memory allocation for logic that monitors build + settings when auto-resolution is enabled. If auto-resolution is disabled, + almost all build settings are no longer polled for changes. + +# Version 1.2.96 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Fixed repacking of AARs to exclude .meta files. +* Android Resolver: Only perform auto-resolution on the first scene while + building. +* Android Resolver: Fixed parsing of version ranges that include whitespace. +* iOS Resolver: Added support for local development pods. +* Version Handler: Fixed Version Handler failing to rename some files. + +# Version 1.2.95 - Oct 23, 2018 +## Bug Fixes: +* Android Resolver: Fixed auto-resolution running in a loop in some scenarios. + +# Version 1.2.94 - Oct 22, 2018 +## Bug Fixes +* iOS Resolver: Added support for PODS_TARGET_SRCROOT in source Cocoapods. + +# Version 1.2.93 - Oct 22, 2018 +## Bug Fixes +* Android Resolver: Fixed removal of Android libraries on auto-resolution when + `*Dependencies.xml` files are deleted. + +# Version 1.2.92 - Oct 2, 2018 +## Bug Fixes +* Android Resolver: Worked around auto-resolution hang on Windows if + resolution starts before compilation is finished. + +# Version 1.2.91 - Sep 27, 2018 +## Bug Fixes +* Android Resolver: Fixed Android Resolution when the selected build target + isn't Android. +* Added C# assembly symbols the plugin to simplify debugging bug reports. + +# Version 1.2.90 - Sep 21, 2018 +## Bug Fixes +* Android Resolver: Fixed transitive dependency selection of version locked + packages. + +# Version 1.2.89 - Aug 31, 2018 +## Bug Fixes +* Fixed FileLoadException in ResolveUnityEditoriOSXcodeExtension an assembly + can't be loaded. + +# Version 1.2.88 - Aug 29, 2018 +## Changed +* Improved reporting of resolution attempts and conflicts found in the Android + Resolver. +## Bug Fixes +* iOS Resolver now correctly handles sample code in CocoaPods. Previously it + would add all sample code to the project when using project level + integration. +* Android Resolver now correctly handles Gradle conflict resolution when the + resolution results in a package that is compatible with all requested + dependencies. + +# Version 1.2.87 - Aug 23, 2018 +## Bug Fixes +* Fixed Android Resolver "Processing AARs" dialog getting stuck in Unity 5.6. + +# Version 1.2.86 - Aug 22, 2018 +## Bug Fixes +* Fixed Android Resolver exception in OnPostProcessScene() when the Android + platform isn't selected. + +# Version 1.2.85 - Aug 17, 2018 +## Changes +* Added support for synchronous resolution in the Android Resolver. + PlayServicesResolver.ResolveSync() now performs resolution synchronously. +* Auto-resolution in the Android Resolver now results in synchronous resolution + of Android dependencies before the Android application build starts via + UnityEditor.Callbacks.PostProcessSceneAttribute. + +# Version 1.2.84 - Aug 16, 2018 +## Bug Fixes +* Fixed Android Resolver crash when the AndroidResolverDependencies.xml + file can't be written. +* Reduced log spam when a conflicting Android library is pinned to a + specific version. + +# Version 1.2.83 - Aug 15, 2018 +## Bug Fixes +* Fixed Android Resolver failures due to an in-accessible AAR / JAR explode + cache file. If the cache can't be read / written the resolver now continues + with reduced performance following recompilation / DLL reloads. +* Fixed incorrect version number in plugin manifest on install. + This was a minor issue since the version handler rewrote the metadata + after installation. + +# Version 1.2.82 - Aug 14, 2018 +## Changed +* Added support for alphanumeric versions in the Android Resolver. + +## Bug Fixes +* Fixed Android Resolver selection of latest duplicated library. +* Fixed Android Resolver conflict resolution when version locked and non-version + locked dependencies are specified. +* Fixed Android Resolver conflict resolution when non-existent artifacts are + referenced. + +# Version 1.2.81 - Aug 9, 2018 +## Bug Fixes +* Fixed editor error that would occur when when + `PlayerSettings.Android.targetArchitectures` was set to + `AndroidArchitecture.All`. + +# Version 1.2.80 - Jul 24, 2018 +## Bug Fixes +* Fixed project level settings incorrectly falling back to system wide settings + when default property values were set. + +# Version 1.2.79 - Jul 23, 2018 +## Bug Fixes +* Fixed AndroidManifest.xml patching on Android Resolver load in Unity 2018.x. + +# Version 1.2.78 - Jul 19, 2018 +## Changed +* Added support for overriding conflicting dependencies. + +# Version 1.2.77 - Jul 19, 2018 +## Changed +* Android Resolver now supports Unity's 2018 ABI filter (i.e arm64-v8a). +* Reduced Android Resolver build option polling frequency. +* Disabled Android Resolver auto-resolution in batch mode. Users now need + to explicitly kick off resolution through the API. +* All Android Resolver and Version Handler dialogs are now disabled in batch + mode. +* Verbose logging for all plugins is now enabled by default in batch mode. +* Version Handler bootstrapper has been improved to no longer call + UpdateComplete multiple times. However, since Unity can still reload the + app domain after plugins have been enabled, users still need to store their + plugin state to persistent storage to handle reloads. + +## Bug Fixes +* Android Resolver no longer incorrectly adds MANIFEST.MF files to AARs. +* Android Resolver auto-resolution jobs are now unscheduled when an explicit + resolve job is started. + +# Version 1.2.76 - Jul 16, 2018 +## Bug Fixes +* Fixed variable replacement in AndroidManifest.xml files in the Android + Resolver. + Version 1.2.75 introduced a regression which caused all variable replacement + to replace the *entire* property value rather than the component of the + property that referenced a variable. For example, + given "applicationId = com.my.app", "${applicationId}.foo" would be + incorrectly expanded as "com.my.app" rather than "com.my.app.foo". This + resulted in numerous issues for Android builds where content provider + initialization would fail and services may not start. + +## Changed +* Gradle prebuild experimental feature has been removed from the Android + Resolver. The feature has been broken for some time and added around 8MB + to the plugin size. +* Added better support for execution of plugin components in batch mode. + In batch mode UnityEditor.update is sometimes never called - like when a + single method is executed - so the new job scheduler will execute all jobs + synchronously from the main thread. + +# Version 1.2.75 - Jun 20, 2018 +## New Features +* Android Resolver now monitors the Android SDK path when + auto-resolution is enabled and triggers resolution when the path is + modified. + +## Changed +* Android auto-resolution is now delayed by 3 seconds when the following build + settings are changed: + - Target ABI. + - Gradle build vs. internal build. + - Project export. +* Added a progress bar display when AARs are being processed during Android + resolution. + +## Bug Fixes +* Fixed incorrect Android package version selection when a mix of + version-locked and non-version-locked packages are specified. +* Fixed non-deterministic Android package version selection to select + the highest version of a specified package rather than the last + package specification passed to the Gradle resolution script. + +# Version 1.2.74 - Jun 19, 2018 +## New Features +* Added workaround for broken AndroidManifest.xml variable replacement in + Unity 2018.x. By default ${applicationId} variables will be replaced by + the bundle ID in the Plugins/Android/AndroidManifest.xml file. The + behavior can be disabled via the Android Resolver settings menu. + +# Version 1.2.73 - May 30, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory on + Windows. + +# Version 1.2.72 - May 23, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory. + +# Version 1.2.71 - May 10, 2018 +## Bug Fixes +* Fixed resolution of Android dependencies when the `Assets/Plugins/Android` + directory is named in a different case e.g `Assets/plugins/Android`. + +# Version 1.2.70 - May 7, 2018 +## Bug Fixes +* Fixed bitcode flag being ignored for iOS pods. + +# Version 1.2.69 - May 7, 2018 +## Bug Fixes +* Fixed escaping of local repository paths in Android Resolver. + +# Version 1.2.68 - May 3, 2018 +## Changes +* Added support for granular builds of Google Play Services. + +# Version 1.2.67 - May 1, 2018 +## Changes +* Improved support for iOS source-only pods in Unity 5.5 and below. + +# Version 1.2.66 - April 27, 2018 +## Bug Fixes +* Fixed Version Handler renaming of Linux libraries with hyphens in filenames. + Previously, libraries named Foo-1.2.3.so were not being renamed to + libFoo-1.2.3.so on Linux which could break native library loading on some + versions of Unity. + +# Version 1.2.65 - April 26, 2018 +## Bug Fixes +* Fix CocoaPods casing in logs and comments. + +# Version 1.2.64 - Mar 16, 2018 +## Bug Fixes +* Fixed bug in download_artifacts.gradle (used by Android Resolver) which + reported a failure if required artifacts already exist. + +# Version 1.2.63 - Mar 15, 2018 +## Bug Fixes +* Fixed iOS Resolver include search paths taking precedence over system headers + when using project level resolution. +* Fixed iOS Resolver includes relative to library root, when using project level + resolution. + +# Version 1.2.62 - Mar 12, 2018 +## Changes +* Improved error reporting when a file can't be moved to trash by the + Version Handler. +## Bug Fixes +* Fixed Android Resolver throwing NullReferenceException when the Android SDK + path isn't set. +* Fixed Version Handler renaming files with underscores if the + "Rename to Canonical Filenames" setting is enabled. + +# Version 1.2.61 - Jan 22, 2018 +## Bug Fixes +* Fixed Android Resolver reporting non-existent conflicting dependencies when + Gradle build system is enabled. + +# Version 1.2.60 - Jan 12, 2018 +## Changes +* Added support for Maven / Ivy version specifications for Android packages. +* Added support for Android SNAPSHOT packages. + +## Bug Fixes +* Fixed Openjdk version check. +* Fixed non-deterministic Android package resolution when two packages contain + an artifact with the same name. + +# Version 1.2.59 - Oct 19, 2017 +## Bug Fixes +* Fixed execution of Android Gradle resolution script when it's located + in a path with whitespace. + +# Version 1.2.58 - Oct 19, 2017 +## Changes +* Removed legacy resolution method from Android Resolver. + It is now only possible to use the Gradle or Gradle prebuild resolution + methods. + +# Version 1.2.57 - Oct 18, 2017 +## Bug Fixes +* Updated Gradle wrapper to 4.2.1 to fix issues using Gradle with the + latest Openjdk. +* Android Gradle resolution now also uses gradle.properties to pass + parameters to Gradle in an attempt to workaround problems with + command line argument parsing on Windows 10. + +# Version 1.2.56 - Oct 12, 2017 +## Bug Fixes +* Fixed Gradle artifact download with non-version locked artifacts. +* Changed iOS resolver to only load dependencies at build time. + +# Version 1.2.55 - Oct 4, 2017 +## Bug Fixes +* Force Android Resolution when the "Install Android Packages" setting changes. + +# Version 1.2.54 - Oct 4, 2017 +## Bug Fixes +* Fixed execution of command line tools on Windows when the path to the tool + contains a single quote (apostrophe). In this case we fallback to executing + the tool via the system shell. + +# Version 1.2.53 - Oct 2, 2017 +## New Features +* Changed Android Resolver "resolution complete" dialog so that it now displays + failures. +* Android Resolver now detects conflicting libraries that it does not manage + warning the user if they're newer than the managed libraries and prompting + the user to clean them up if they're older or at the same version. + +## Bug Fixes +* Improved Android Resolver auto-resolution speed. +* Fixed bug in the Gradle Android Resolver which would result in resolution + succeeding when some dependencies are not found. + +# Version 1.2.52 - Sep 25, 2017 +## New Features +* Changed Android Resolver's Gradle resolution to resolve conflicting + dependencies across Google Play services and Android Support library packages. + +# Version 1.2.51 - Sep 20, 2017 +## Changes +* Changed iOS Resolver to execute the CocoaPods "pod" command via the shell + by default. Some developers customize their shell environment to use + custom ssh certs to access internal git repositories that host pods so + executing "pod" via the shell will work for these scenarios. + The drawback of executing "pod" via the shell could potentially cause + users problems if they break their shell environment. Though users who + customize their shell environments will be able to resolve these issues. + +# Version 1.2.50 - Sep 18, 2017 +## New Features +* Added option to disable the Gradle daemon in the Android Resolver. + This daemon is now disabled by default as some users are getting into a state + where multiple daemon instances are being spawned when changing dependencies + which eventually results in Android resolution failing until all daemon + processes are manually killed. + +## Bug Fixes +* Android resolution is now always executed if the user declines the update + of their Android SDK. This ensure users can continue to use out of date + Android SDK packages if they desire. + +# Version 1.2.49 - Sep 18, 2017 +## Bug Fixes +* Removed modulemap parsing in iOS Resolver. + The framework *.modulemap did not need to be parsed by the iOS Resolver + when injecting Cocoapods into a Xcode project. Simply adding a modular + framework to a Xcode project results in Xcode's Clang parsing the associated + modulemap and injecting any compile and link flags into the build process. + +# Version 1.2.48 - Sep 12, 2017 +## New Features +* Changed settings to be per-project by default. + +## Bug Fixes +* Added Google maven repository to fix GradlePrebuild resolution with Google + components. +* Fixed Android Resolution failure with spaces in paths. + +# Version 1.2.47 - Aug 29, 2017 +## New Features +* Android and iOS dependencies can now be specified using *Dependencies.xml + files. This is now the preferred method for registering dependencies, + we may remove the API for dependency addition in future. +* Added "Reset to Defaults" button to each settings dialog to restore default + settings. +* Android Resolver now validates the configured JDK is new enough to build + recently released Android libraries. +## Bug Fixes +* Fixed a bug that caused dependencies with the "LATEST" version specification + to be ignored when using the Gradle mode of the Android Resolver. +* Fixed a race condition when running Android Resolution. +* Fixed Android Resolver logging if a PlayServicesSupport instance is created + with no logging enabled before the Android Resolver is initialized. +* Fixed iOS resolver dialog in Unity 4. +* Fixed iOS Cocoapod Xcode project integration in Unity 4. + +# Version 1.2.46 - Aug 22, 2017 +## Bug Fixes +* GradlePrebuild Android resolver on Windows now correctly locates dependent + data files. + +# Version 1.2.45 - Aug 22, 2017 +## Bug Fixes +* Improved Android package auto-resolution and fixed clean up of stale + dependencies when using Gradle dependency resolution. + +# Version 1.2.44 - Aug 21, 2017 +## Bug Fixes +* Enabled autoresolution for Gradle Prebuild. +* Made the command line dialog windows have selectable text. +* Fixed incorrect "Android Settings" dialog disabled groups. +* Updated PlayServicesResolver android platform detection to use the package + manager instead of the 'android' tool. +* UnityCompat reflection methods 'GetAndroidPlatform' and + 'GetAndroidBuildToolsVersion' are now Obsolete due to dependence on the + obsolete 'android' build tool. + +# Version 1.2.43 - Aug 18, 2017 +## Bug Fixes +* Fixed Gradle resolution in the Android Resolver when running + PlayServicesResolver.Resolve() in parallel or spawning multiple + resolutions before the previous resolve completed. + +# Version 1.2.42 - Aug 17, 2017 +## Bug Fixes +* Fixed Xcode project level settings not being applied by IOS Resolver when + Xcode project pod integration is enabled. + +# Version 1.2.41 - Aug 15, 2017 +## Bug Fixes +* IOS Resolver's Xcode workspace pod integration is now disabled when Unity + Cloud Build is detected. Unity Cloud Build does not follow the same build + process as the Unity editor and fails to open the generated xcworkspace at + this time. + +# Version 1.2.40 - Aug 15, 2017 +## Bug Fixes +* Moved Android Resolver Gradle Prebuild scripts into Google.JarResolver.dll. + They are now extracted from the DLL when required. +* AARs / JARs are now cleaned up when switching the Android resolution + strategy. + +# Version 1.2.39 - Aug 10, 2017 +## New Features +* Android Resolver now supports resolution with Gradle. This enables support + for non-local artifacts. +## Bug Fixes +* Android Resolver's Gradle Prebuild now uses Android build tools to determine + the Android platform tools version rather than relying upon internal Unity + APIs. +* Android Resolver's Gradle Prebuild now correctly strips binaries that are + not required for the target ABI. + +# Version 1.2.38 - Aug 7, 2017 +## Bug Fixes +* Fixed an issue in VersionHandler where disabled targets are ignored if + the "Any Platform" flag is set on a plugin DLL. + +# Version 1.2.37 - Aug 3, 2017 +## New Features +* Exposed GooglePlayServices.PlayServicesResolver.Resolve() so that it's + possible for a script to be notified when AAR / Jar resolution is complete. + This makes it easier to setup a project to build from the command line. + +# Version 1.2.36 - Aug 3, 2017 +## New Features +* VersionHandler.UpdateCompleteMethods allows a user to provide a list of + methods to be called when VersionHandlerImpl has completed an update. + This makes it easier to import a plugin and wait for VersionHandler to + execute prior executing a build. + +# Version 1.2.35 - Jul 28, 2017 +## New Features +* VersionHandler will now rename Linux libraries so they can target Unity + versions that require different file naming. Libraries need to be labelled + gvh_linuxlibname-${basename} in order to be considered for renaming. + e.g gvh\_linuxlibname-MyLib will be named MyLib.so in Unity 5.5 and below and + libMyLib.so in Unity 5.6 and above. + +# Version 1.2.34 - Jul 28, 2017 +## Bug Fixes +* Made VersionHandler bootstrap module more robust when calling static + methods before the implementation DLL is loaded. + +# Version 1.2.33 - Jul 27, 2017 +## New Features +* Added a bootstrap module for VersionHandler so the implementation + of the VersionHandler module can be versioned without resulting in + a compile error when imported at different versions across multiple + plugins. + +# Version 1.2.32 - Jul 20, 2017 +## New Features +* Added support for build target selection based upon .NET framework + version in the VersionHandler. + When applying either gvh\_dotnet-3.5 or gvh\_dotnet-4.5 labels to + assets, the VersionHandler will only enable the asset for the + specified set of build targets when the matching .NET framework version + is selected in Unity 2017's project settings. This allows assets + to be provided in a plugin that need to differ based upon .NET version. + +# Version 1.2.31 - Jul 5, 2017 +## Bug Fixes +* Force expansion of AARs with native components when using Unity 2017 + with the internal build system. In contrast to Unity 5.x, Unity 2017's + internal build system does not include native libraries included in AARs. + Forcing expansion of AARs with native components generates an + Ant / Eclipse project for each AAR which is correctly included by Unity + 2017's internal build system. + +# Version 1.2.30 - Jul 5, 2017 +## Bug Fixes +* Fixed Cocoapods being installed when the build target isn't iOS. +* Added support for malformed AARs with missing classes.jar. + +# Version 1.2.29 - Jun 16, 2017 +## New Features +* Added support for the Android sdkmanager tool. + +# Version 1.2.28 - Jun 8, 2017 +## Bug Fixes +* Fixed non-shell command line execution (regression from + Cocoapod installation patch). + +# Version 1.2.27 - Jun 7, 2017 +## Bug Fixes +* Added support for stdout / stderr redirection when executing + commands in shell mode. + This fixes CocoaPod tool installation when shell mode is + enabled. +* Fixed incremental builds when additional sources are specified + in the Podfile. + +# Version 1.2.26 - Jun 7, 2017 +## Bug Fixes +* Fixed a crash when importing Version Handler into Unity 4.7.x. + +# Version 1.2.25 - Jun 7, 2017 +## Bug Fixes +* Fixed an issue in the Jar Resolver which incorrectly notified + event handlers of bundle ID changes when the currently selected + (not active) build target changed in Unity 5.6 and above. + +# Version 1.2.24 - Jun 6, 2017 +## New Features +* Added option to control file renaming in Version Handler settings. + Disabling file renaming (default option) significantly increases + the speed of file version management operations with the downside + that any files that are referenced directly by canonical filename + rather than asset ID will no longer be valid. +* Improved logging in the Version Handler. +## Bug Fixes +* Fixed an issue in the Version Handler which caused it to not + re-enable plugins when re-importing a custom package with disabled + version managed files. + +# Version 1.2.23 - May 26, 2017 +## Bug Fixes +* Fixed a bug with gradle prebuild resolver on windows. + +# Version 1.2.22 - May 19, 2017 +## Bug Fixes +* Fixed a bug in the iOS resolver with incremental builds. +* Fixed misdetection of Cocoapods support with Unity beta 5.6. + +# Version 1.2.21 - May 8, 2017 +## Bug Fixes +* Fix for https://github.com/googlesamples/unity-jar-resolver/issues/48 + Android dependency version number parsing when "-alpha" (etc.) are + included in dependency (AAR / JAR) versions. + +# Version 1.2.20 - May 8, 2017 +## Bug Fixes +* Attempted to fix + https://github.com/googlesamples/unity-jar-resolver/issues/48 + where a NullReferenceException could occur if a target file does not + have a valid version string. + +# Version 1.2.19 - May 4, 2017 +## Bug Fixes +* Fixed Jar Resolver exploding and deleting AAR files it isn't managing. + +# Version 1.2.18 - May 4, 2017 +## New Features +* Added support for preserving Unity pods such as when GVR is enabled. + +# Version 1.2.17 - Apr 20, 2017 +## Bug Fixes +* Fixed auto-resolution when an Android application ID is modified. + +# Version 1.2.16 - Apr 17, 2017 +## Bug Fixes +* Fixed Unity version number parsing on machines with a locale that uses + "," for decimal points. +* Fixed null reference exception if JDK path isn't set. + +# Version 1.2.15 - Mar 17, 2017 +## New Features +* Added warning when the Jar Resolver's background resolution is disabled. +## Bug Fixes +* Fixed support of AARs with native libraries when using Gradle. +* Fixed extra repository paths when resolving dependencies. + +# Version 1.2.14 - Mar 7, 2017 +## New Features +* Added experimental Android resolution using Gradle. + This alternative resolver supports proguard stripping with Unity's + internal build system. +* Added Android support for single ABI builds when using AARs include + native libraries. +* Disabled Android resolution on changes to all .cs and .js files. + File patterns that are monitored for auto-resolution can be added + using PlayServicesResolver.AddAutoResolutionFilePatterns(). +* Added tracking of resolved AARs and JARs so they can be cleaned up + if they're no longer referenced by a project. +* Added persistence of AAR / JAR version replacement for each Unity + session. +* Added settings dialog to the iOS resolver. +* Integrated Cocoapod tool installation in the iOS resolver. +* Added option to run pod tool via the shell. +## Bug Fixes +* Fixed build of some source Cocoapods (e.g Protobuf). +* VersionHandler no longer prompts to delete obsolete manifests. +* iOS resolver handles Cocoapod installation when using Ruby < 2.2.2. +* Added workaround for package version selection when including + Google Play Services on Android. +* Fixed support for pods that reference static libraries. +* Fixed support for resource-only pods. + +# Version 1.2.12 - Feb 14, 2017 +## Bug Fixes +* Fixed re-explosion of AARs when the bundle ID is modified. + +# Version 1.2.11 - Jan 30, 2017 +## New Features +* Added support for Android Studio builds. +* Added support for native (C/C++) shared libraries in AARs. + +# Version 1.2.10 - Jan 11, 2017 +## Bug Fixes +* Fixed SDK manager path retrieval. +* Also, report stderr when it's not possible to run the "pod" tool. +* Handle exceptions thrown by Unity.Cecil on asset rename +* Fixed IOSResolver to handle PlayerSettings.iOS.targetOSVersionString + +# Version 1.2.9 - Dec 7, 2016 +## Bug Fixes +* Improved error reporting when "pod repo update" fails. +* Added detection of xml format xcode projects generated by old Cocoapods + installations. + +# Version 1.2.8 - Dec 6, 2016 +## Bug Fixes +* Increased speed of JarResolver resolution. +* Fixed JarResolver caches getting out of sync with requested dependencies + by removing the caches. +* Fixed JarResolver explode cache always being rewritten even when no + dependencies change. + +# Version 1.2.7 - Dec 2, 2016 +## Bug Fixes +* Fixed VersionHandler build errors with Unity 5.5, due to the constantly + changing BuildTarget enum. +* Added support for Unity configured JDK Path rather than requiring + JAVA_HOME to be set in the Jar Resolver. + +# Version 1.2.6 - Nov 15, 2016 +## Bug Fixes +* Fixed IOSResolver errors when iOS support is not installed. +* Added fallback to "pod" executable search which queries the Ruby Gems + package manager for the binary install location. + +# Version 1.2.5 - Nov 3, 2016 +## Bug Fixes +* Added crude support for source only Cocoapods to the IOSResolver. + +# Version 1.2.4 - Oct 27, 2016 +## Bug Fixes +* Automated resolution of out of date pod repositories. + +# Version 1.2.3 - Oct 25, 2016 +## Bug Fixes +* Fixed exception when reporting conflicting dependencies. + +# Version 1.2.2 - Oct 17, 2016 +## Bug Fixes +* Fixed issue working with Unity 5.5 +* Fixed issue with PlayServicesResolver corrupting other iOS dependencies. +* Updated build script to use Unity distributed tools for building. + +# Version 1.2.1 - Jul 25, 2016 +## Bug Fixes +* Removed 1.2 Resolver and hardcoded whitelist of AARs to expand. +* Improved error reporting when the "jar" executable can't be found. +* Removed the need to set JAVA_HOME if "jar" is in the user's path. +* Fixed spurious copying of partially matching AARs. +* Changed resolver to only copy / expand when source AARs change. +* Auto-resolution of dependencies is now performed when the Android + build target is selected. + +## New Features +* Expand AARs that contain manifests with variable expansion like + ${applicationId}. +* Added optional logging in the JarResolverLib module. +* Integration with the Android SDK manager for dependencies that + declare required Android SDK packages. + +# Version 1.2.0 - May 11 2016 +## Bug Fixes +* Handles resolving dependencies when the artifacts are split across 2 repos. +* #4 Misdetecting version for versions like 1.2-alpha. These are now string + compared if alphanumeric +* Removed resolver creation via reflection since it did not work all the time. + Now a resolver needs to be loaded externally (which is existing behavior). + +## New Features +* Expose PlayServicesResolver properties to allow for script access. +* Explodes firebase-common and firebase-measurement aar files to support + ${applicationId} substitution. + +# Version 1.1.1 - 25 Feb 2016 +## Bug Fixes +* #1 Spaces in project path not handled when exploding Aar file. +* #2 Script compilation error: TypeLoadException. + +# Version 1.1.0 - 5 Feb 2016 +## New Features +* Adds friendly alert when JAVA_HOME is not set on Windows platforms. +* Adds flag for disabling background resolution. +* Expands play-services-measurement and replaces ${applicationId} with the + bundle Id. + + ## Bug Fixes +* Fixes infinite loop of resolution triggered by resolution. diff --git a/Gameton-06/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta b/Gameton-06/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta new file mode 100644 index 00000000..96d825d5 --- /dev/null +++ b/Gameton-06/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 15066d50e81445ed9e318d0c2beede4e +labels: +- gvh +- gvh_version-9.6.0 +- gvhp_exportpath-ExternalDependencyManager/Editor/CHANGELOG.md +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll b/Gameton-06/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll new file mode 100644 index 00000000..7323ed94 --- /dev/null +++ b/Gameton-06/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:de48970ed5e5d98a55a82105757e95bfa361d81700e4379dce7a75366059acb3 +size 15360 diff --git a/Gameton-06/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta b/Gameton-06/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta new file mode 100644 index 00000000..27f9cb8e --- /dev/null +++ b/Gameton-06/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta @@ -0,0 +1,38 @@ +fileFormatVersion: 2 +guid: 61c24b9980ea49ae90c8b62fb489de77 +labels: +- gvh +- gvh_version-9.6.0 +- gvhp_exportpath-ExternalDependencyManager/Editor/Google.VersionHandler.dll +- gvhp_targets-editor +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 1 + platformData: + - first: + Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/ExternalDependencyManager/Editor/LICENSE b/Gameton-06/Assets/ExternalDependencyManager/Editor/LICENSE new file mode 100644 index 00000000..6258cc47 --- /dev/null +++ b/Gameton-06/Assets/ExternalDependencyManager/Editor/LICENSE @@ -0,0 +1,245 @@ +Copyright (C) 2014 Google Inc. + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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You should install EDM4U +to test out the package during development. + +Updated releases are available on +[GitHub](https://github.com/googlesamples/unity-jar-resolver) + +## Requirements + +The *Android Resolver* and *iOS Resolver* components of the plugin only work +with Unity version 4.6.8 or higher. + +The *Version Handler* component only works with Unity 5.x or higher as it +depends upon the `PluginImporter` UnityEditor API. + +The *Package Manager Resolver* component only works with Unity 2018.4 or above, +when [scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html) support +was added to the Package Manager. + +## Getting Started + +Check out [troubleshooting](troubleshooting-faq.md) if you need help. + +### Install via OpenUPM + +EDM4U is available on +[OpenUPM](https://openupm.com/packages/com.google.external-dependency-manager/): + +```shell +openupm add com.google.external-dependency-manager +``` + +### Install via git URL +1. Open Package Manager +2. Click on the + icon on the top left corner of the "Package Manager" screen +3. Click on "Install package from git url..." +4. Paste: https://github.com/googlesamples/unity-jar-resolver.git?path=upm + +### Install via Google APIs for Unity + +EDM4U is available both in UPM and legacy `.unitypackage` formats on +[Google APIs for Unity](https://developers.google.com/unity/archive#external_dependency_manager_for_unity). + +You may install the UPM version (.tgz) as a +[local UPM package](https://docs.unity3d.com/Manual/upm-ui-local.html). + +You can also install EDM4U in your project as a `.unitypackage`. This is not +recommended due to potential conflicts. + +### Conflict Resolution + +For historical reasons, a package maintainer may choose to embed EDM4U in their +package for ease of installation. This will create a conflict when you try to +install EDM4U with the steps above, or with another package with embedded EDM4U. +If your project imported a `.unitypackage` that has a copy of EDM4U embedded in +it, you may safely delete it from your Assets folder. If your project depends on +another UPM package with EDM4U, please reach out to the package maintainer and +ask them to replace it with a dependency to this package. In the meantime, you +can workaround the issue by copying the package to your Packages folder (to +create an +[embedded package](https://docs.unity3d.com/Manual/upm-concepts.html#Embedded)) +and perform the steps yourself to avoid a dependency conflict. + +### Config file + +To start adding dependencies to your project, copy and rename the +[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml) +file into your plugin and add the dependencies your project requires. + +The XML file needs to be under an `Editor` directory and match the name +`*Dependencies.xml`. For example, `MyPlugin/Editor/MyPluginDependencies.xml`. + +## Usages + +### Android Resolver + +The Android Resolver copies specified dependencies from local or remote Maven +repositories into the Unity project when a user selects Android as the build +target in the Unity editor. + +For example, to add the Google Play Games library +(`com.google.android.gms:play-services-games` package) at version `9.8.0` to the +set of a plugin's Android dependencies: + +```xml + + + + + extra-google-m2repository + + + + +``` + +The version specification (last component) supports: + +* Specific versions e.g `9.8.0` + +* Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most + recent version + +* Latest version using `LATEST` or `+`. We do *not* recommend using this + unless you're 100% sure the library you depend upon will not break your + Unity plugin in future + +The above example specifies the dependency as a component of the Android SDK +manager such that the Android SDK manager will be executed to install the +package if it's not found. If your Android dependency is located on Maven +central it's possible to specify the package simply using the `androidPackage` +element: + +```xml + + + + + +``` + +#### Auto-resolution + +By default the Android Resolver automatically monitors the dependencies you have +specified and the `Plugins/Android` folder of your Unity project. The resolution +process runs when the specified dependencies are not present in your project. + +The *auto-resolution* process can be disabled via the `Assets > External +Dependency Manager > Android Resolver > Settings` menu. + +Manual resolution can be performed using the following menu options: + +* `Assets > External Dependency Manager > Android Resolver > Resolve` + +* `Assets > External Dependency Manager > Android Resolver > Force Resolve` + +#### Deleting libraries + +Resolved packages are tracked via asset labels by the Android Resolver. They can +easily be deleted using the `Assets > External Dependency Manager > Android +Resolver > Delete Resolved Libraries` menu item. + +#### Android Manifest Variable Processing + +Some AAR files (for example play-services-measurement) contain variables that +are processed by the Android Gradle plugin. Unfortunately, Unity does not +perform the same processing when using Unity's Internal Build System, so the +Android Resolver plugin handles known cases of this variable substitution by +exploding the AAR into a folder and replacing `${applicationId}` with the +`bundleID`. + +Disabling AAR explosion and therefore Android manifest processing can be done +via the `Assets > External Dependency Manager > Android Resolver > Settings` +menu. You may want to disable explosion of AARs if you're exporting a project to +be built with Gradle/Android Studio. + +#### ABI Stripping + +Some AAR files contain native libraries (.so files) for each ABI supported by +Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does not +strip native libraries for unused ABIs. To strip unused ABIs, the Android +Resolver plugin explodes an AAR into a folder and removes unused ABIs to reduce +the built APK size. Furthermore, if native libraries are not stripped from an +APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a libraries) +Android may attempt to load the wrong library for the current runtime ABI +completely breaking your plugin when targeting some architectures. + +AAR explosion and therefore ABI stripping can be disabled via the `Assets > +External Dependency Manager > Android Resolver > Settings` menu. You may want to +disable explosion of AARs if you're exporting a project to be built with +Gradle/Android Studio. + +#### Resolution Strategies + +By default the Android Resolver will use Gradle to download dependencies prior +to integrating them into a Unity project. This works with Unity's internal build +system and Gradle/Android Studio project export. + +It's possible to change the resolution strategy via the `Assets > External +Dependency Manager > Android Resolver > Settings` menu. + +##### Download Artifacts with Gradle + +Using the default resolution strategy, the Android resolver executes the +following operations: + +- Remove the result of previous Android resolutions. E.g Delete all files and + directories labeled with "gpsr" under `Plugins/Android` from the project. + +- Collect the set of Android dependencies (libraries) specified by a project's + `*Dependencies.xml` files. + +- Run `download_artifacts.gradle` with Gradle to resolve conflicts and, if + successful, download the set of resolved Android libraries (AARs, JARs). + +- Process each AAR/JAR so that it can be used with the currently selected + Unity build system (e.g Internal vs. Gradle, Export vs. No Export). This + involves patching each reference to `applicationId` in the + `AndroidManifest.xml` with the project's bundle ID. This means resolution + must be run again if the bundle ID has changed. + +- Move the processed AARs to `Plugins/Android` so they will be included when + Unity invokes the Android build. + +##### Integrate into mainTemplate.gradle + +Unity 5.6 introduced support for customizing the `build.gradle` used to build +Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is +enabled, rather than downloading artifacts before the build, Android resolution +results in the execution of the following operations: + +- Remove the result of previous Android resolutions. E.g Delete all files and + directories labeled with "gpsr" under `Plugins/Android` from the project and + remove sections delimited with `// Android Resolver * Start` and `// Android + Resolver * End` lines. + +- Collect the set of Android dependencies (libraries) specified by a project's + `*Dependencies.xml` files. + +- Rename any `.srcaar` files in the build to `.aar` and exclude them from + being included directly by Unity in the Android build as + `mainTemplate.gradle` will be patched to include them instead from their + local maven repositories. + +- Inject the required Gradle repositories into `mainTemplate.gradle` at the + line matching the pattern `.*apply plugin: + 'com\.android\.(application|library)'.*` or the section starting at the line + `// Android Resolver Repos Start`. If you want to control the injection + point in the file, the section delimited by the lines `// Android Resolver + Repos Start` and `// Android Resolver Repos End` should be placed in the + global scope before the `dependencies` section. + +- Inject the required Android dependencies (libraries) into + `mainTemplate.gradle` at the line matching the pattern `***DEPS***` or the + section starting at the line `// Android Resolver Dependencies Start`. If + you want to control the injection point in the file, the section delimited + by the lines `// Android Resolver Dependencies Start` and `// Android + Resolver Dependencies End` should be placed in the `dependencies` section. + +- Inject the packaging options logic, which excludes architecture specific + libraries based upon the selected build target, into `mainTemplate.gradle` + at the line matching the pattern `android +{` or the section starting at the + line `// Android Resolver Exclusions Start`. If you want to control the + injection point in the file, the section delimited by the lines `// Android + Resolver Exclusions Start` and `// Android Resolver Exclusions End` should + be placed in the global scope before the `android` section. + +#### Dependency Tracking + +The Android Resolver creates the +`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set +of resolved dependencies in a project. This is used by the auto-resolution +process to only run the expensive resolution process when necessary. + +#### Displaying Dependencies + +It's possible to display the set of dependencies the Android Resolver would +download and process in your project via the `Assets > External Dependency +Manager > Android Resolver > Display Libraries` menu item. + +### iOS Resolver + +The iOS resolver component of this plugin manages +[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and the +`pod` tool is executed as a post build process step to add dependencies to the +Xcode project exported by Unity. + +Dependencies for iOS are added by referring to CocoaPods. + +For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled: + +```xml + + + + + +``` + +#### Integration Strategies + +The `CocoaPods` are either: + +* Downloaded and injected into the Xcode project file directly, rather than + creating a separate xcworkspace. We call this `Xcode project` integration. + +* If the Unity version supports opening a xcworkspace file, the `pod` tool is + used as intended to generate a xcworkspace which references the CocoaPods. + We call this `Xcode workspace` integration. + +The resolution strategy can be changed via the `Assets > External Dependency +Manager > iOS Resolver > Settings` menu. + +##### Appending text to generated Podfile + +In order to modify the generated Podfile you can create a script like this: + +```csharp +using System.IO; + +using UnityEditor; +using UnityEditor.Callbacks; +using UnityEngine; + +public class PostProcessIOS : MonoBehaviour +{ + // Must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and + // that it's added before "pod install" (50). + [PostProcessBuildAttribute(45)] + private static void PostProcessBuild_iOS(BuildTarget target, string buildPath) + { + if (target == BuildTarget.iOS) + { + using (StreamWriter sw = File.AppendText(buildPath + "/Podfile")) + { + // E.g. add an app extension + sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend"); + } + } + } +} +``` + +### Package Manager Resolver + +Adding registries to the +[Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) is a +manual process. The Package Manager Resolver (PMR) component of this plugin +makes it easy for plugin maintainers to distribute new PM registry servers and +easy for plugin users to manage PM registry servers. + +#### Adding Registries + +For example, to add a registry for plugins in the scope `com.coolstuff`: + +```xml + + + + com.coolstuff + + + +``` + +When PMR is loaded it will prompt the developer to add the registry to their +project if it isn't already present in the `Packages/manifest.json` file. + +For more information, see Unity's documentation on +[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html). + +#### Managing Registries + +It's possible to add and remove registries that are specified via PMR XML +configuration files via the following menu options: + +* `Assets > External Dependency Manager > Package Manager Resolver > Add + Registries` will prompt the user with a window which allows them to add + registries discovered in the project to the Package Manager. + +* `Assets > External Dependency Manager > Package Manager Resolver > Remove + Registries` will prompt the user with a window which allows them to remove + registries discovered in the project from the Package Manager. + +* `Assets > External Dependency Manager > Package Manager Resolver > Modify + Registries` will prompt the user with a window which allows them to add or + remove registries discovered in the project. + +#### Migration + +PMR can migrate Version Handler packages installed in the `Assets` folder to PM +packages. This requires the plugins to implement the following: + +* `.unitypackage` must include a Version Handler manifests that describes the + components of the plugin. If the plugin has no dependencies the manifest + would just include the files in the plugin. + +* The PM package JSON provided by the registry must include a keyword (in the + `versions.VERSION.keyword` list) that maps the PM package to a Version + Handler package using the format `vh-name:VERSION_HANDLER_MANIFEST_NAME` + where `VERSION_HANDLER_MANIFEST_NAME` is the name of the manifest defined in + the `.unitypackage`. For more information see the description of the + `gvhp_manifestname` asset label in the [Version Handler](#version-handler) + section. + +When using the `Assets > External Dependency Manager > Package Manager +Resolver > Migrate Packages` menu option, PMR then will: + +* List all Version Handler manager packages in the project. + +* Search all available packages in the PM registries and fetch keywords + associated with each package parsing the Version Handler manifest names for + each package. + +* Map each installed Version Handler package to a PM package. + +* Prompt the user to migrate the discovered packages. + +* Perform package migration for all selected packages if the user clicks the + `Apply` button. + +#### Configuration + +PMR can be configured via the `Assets > External Dependency Manager > Package +Manager Resolver > Settings` menu option: + +* `Add package registries` when enabled, when the plugin loads or registry + configuration files change, this will prompt the user to add registries that + are not present in the Package Manager. + +* `Prompt to add package registries` will cause a developer to be prompted + with a window that will ask for confirmation before adding registries. When + this is disabled registries are added silently to the project. + +* `Prompt to migrate packages` will cause a developer to be prompted with a + window that will ask for confirmation before migrating packages installed in + the `Assets` directory to PM packages. + +* `Enable Analytics Reporting` when enabled, reports the use of the plugin to + the developers so they can make imrpovements. + +* `Verbose logging` when enabled prints debug information to the console which + can be useful when filing bug reports. + +### Version Handler + +The Version Handler component of this plugin manages: + +* Shared Unity plugin dependencies. + +* Upgrading Unity plugins by cleaning up old files from previous versions. + +* Uninstallation of plugins that are distributed with manifest files. + +* Restoration of plugin assets to their original install locations if assets + are tagged with the `exportpath` label. + +Since the Version Handler needs to modify Unity asset metadata (`.meta` files), +to enable/disable components, rename and delete asset files it does not work +with Package Manager installed packages. It's still possible to include EDM4U in +Package Manager packages, the Version Handler component simply won't do anything +to PM plugins in this case. + +#### Using Version Handler Managed Plugins + +If a plugin is imported at multiple different versions into a project, if the +Version Handler is enabled, it will automatically check all managed assets to +determine the set of assets that are out of date and assets that should be +removed. To disable automatic checking managed assets disable the `Enable +version management` option in the `Assets > External Dependency Manager > +Version Handler > Settings` menu. + +If version management is disabled, it's possible to check managed assets +manually using the `Assets > External Dependency Manager > Version Handler > +Update` menu option. + +##### Listing Managed Plugins + +Plugins managed by the Version Handler, those that ship with manifest files, can +displayed using the `Assets > External Dependency Manager > Version Handler > +Display Managed Packages` menu option. The list of plugins are written to the +console window along with the set of files used by each plugin. + +##### Uninstalling Managed Plugins + +Plugins managed by the Version Handler, those that ship with manifest files, can +be removed using the `Assets > External Dependency Manager > Version Handler > +Uninstall Managed Packages` menu option. This operation will display a window +that allows a developer to select a set of plugins to remove which will remove +all files owned by each plugin excluding those that are in use by other +installed plugins. + +Files managed by the Version Handler, those labeled with the `gvh` asset label, +can be checked to see whether anything needs to be upgraded, disabled or removed +using the `Assets > External Dependency Manager > Version Handler > Update` menu +option. + +##### Restore Install Paths + +Some developers move assets around in their project which can make it harder for +plugin maintainers to debug issues if this breaks Unity's +[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules. If +assets are labeled with their original install/export path (see +`gvhp_exportpath` below), Version Handler can restore assets to their original +locations when using the `Assets > External Dependency Manager > Version +Handler > Move Files To Install Locations` menu option. + +##### Settings + +Some behavior of the Version Handler can be configured via the `Assets > +External Dependency Manager > Version Handler > Settings` menu option. + +* `Enable version management` controls whether the plugin should automatically + check asset versions and apply changes. If this is disabled the process + should be run manually when installing or upgrading managed plugins using + `Assets > External Dependency Manager > Version Handler > Update`. + +* `Rename to canonical filenames` is a legacy option that will rename files to + remove version numbers and other labels from filenames. + +* `Prompt for obsolete file deletion` enables the display of a window when + obsolete files are deleted allowing the developer to select which files to + delete and those to keep. + +* `Allow disabling files via renaming` controls whether obsolete or disabled + files should be disabled by renaming them to `myfilename_DISABLED`. Renaming + to disable files is required in some scenarios where Unity doesn't support + removing files from the build via the PluginImporter. + +* `Enable Analytics Reporting` enables/disables usage reporting to plugin + developers to improve the product. + +* `Verbose logging` enables *very* noisy log output that is useful for + debugging while filing a bug report or building a new managed plugin. + +* `Use project settings` saves settings for the plugin in the project rather + than system-wide. + +#### Redistributing a Managed Plugin + +The Version Handler employs a couple of methods for managing version selection, +upgrade and removal of plugins. + +* Each plugin can ship with a manifest file that lists the files it includes. + This makes it possible for Version Handler to calculate the difference in + assets between the most recent release of a plugin and the previous release + installed in a project. If a files are removed the Version Handler will + prompt the user to clean up obsolete files. + +* Plugins can ship using assets with unique names, unique GUIDs and version + number labels. Version numbers can be attached to assets using labels or + added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt). + This allows the Version Handler to determine which set of files are the same + file at different versions, select the most recent version and prompt the + developer to clean up old versions. + +Unity plugins can be managed by the Version Handler using the following steps: + +1. Add the `gvh` asset label to each asset (file) you want Version Handler to + manage. + +1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the + version of the plugin you're releasing (e.g 1.2.3). + +1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the + export path of the file when the `.unitypackage` is created. This is used to + track files if they're moved around in a project by developers. + +1. Optional: Add `gvh_targets-editor` label to each editor DLL in your plugin + and disable `editor` as a target platform for the DLL. The Version Handler + will enable the most recent version of this DLL when the plugin is imported. + +1. Optional: If your plugin is included in other Unity plugins, you should add + the version number to each filename and change the GUID of each asset. This + allows multiple versions of your plugin to be imported into a Unity project, + with the Version Handler component activating only the most recent version. + +1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt` that + lists all the files in your plugin relative to the project root. Then add + the `gvh_manifest` label to the asset to indicate this file is a plugin + manifest. + +1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file to + provide a human readable name for your package. If this isn't provided the + name of the manifest file will be used as the package name. NAME can match + the pattern `[0-9]+[a-zA-Z -]` where a leading integer will set the priority + of the name where `0` is the highest priority and preferably used as the + display name. The lowest value (i.e highest priority name) will be used as + the display name and all other specified names will be aliases of the + display name. Aliases can refer to previous names of the package allowing + renaming across published versions. + +1. Redistribute EDM4U Unity plugin with your plugin. See the + [Plugin Redistribution](#plugin-redistribution) section for details. + +If you follow these steps: + +* When users import a newer version of your plugin, files referenced by the + older version's manifest are cleaned up. + +* The latest version of the plugin will be selected when users import multiple + packages that include your plugin, assuming the steps in + [Plugin Redistribution](#plugin-redistribution) are followed. + +## Background + +Many Unity plugins have dependencies upon Android specific libraries, iOS +CocoaPods, and sometimes have transitive dependencies upon other Unity plugins. +This causes the following problems: + +* Integrating platform specific (e.g Android and iOS) libraries within a Unity + project can be complex and a burden on a Unity plugin maintainer. +* The process of resolving conflicting dependencies on platform specific + libraries is pushed to the developer attempting to use a Unity plugin. The + developer trying to use your plugin is very likely to give up when faced + with Android or iOS specific build errors. +* The process of resolving conflicting Unity plugins (due to shared Unity + plugin components) is pushed to the developer attempting to use your Unity + plugin. In an effort to resolve conflicts, the developer will very likely + attempt to resolve problems by deleting random files in your plugin, report + bugs when that doesn't work and finally give up. + +EDM4U provides solutions for each of these problems. + +### Android Dependency Management + +The *Android Resolver* component of this plugin will download and integrate +Android library dependencies and handle any conflicts between plugins that share +the same dependencies. + +Without the Android Resolver, typically Unity plugins bundle their AAR and JAR +dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google Play +Games Android library would redistribute the library and its transitive +dependencies in the folder `SomePlugin/Android/`. When a user imports +`SomeOtherPlugin` that includes the same libraries (potentially at different +versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and +`SomeOtherPlugin` will see an error when building for Android that can be hard +to interpret. + +Using the Android Resolver to manage Android library dependencies: + +* Solves Android library conflicts between plugins. +* Handles all of the various processing steps required to use Android + libraries (AARs, JARs) in Unity 4.x and above projects. Almost all versions + of Unity have - at best - partial support for AARs. +* (Experimental) Supports minification of included Java components without + exporting a project. + +### iOS Dependency Management + +The *iOS Resolver* component of this plugin integrates with +[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries and +frameworks into the Xcode project Unity generates when building for iOS. Using +CocoaPods allows multiple plugins to utilize shared components without forcing +developers to fix either duplicate or incompatible versions of libraries +included through multiple Unity plugins in their project. + +### Package Manager Registry Setup + +The [Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) makes +use of [NPM](https://www.npmjs.com/) registry servers for package hosting and +provides ways to discover, install, upgrade and uninstall packages. This makes +it easier for developers to manage plugins within their projects. + +However, installing additional package registries requires a few manual steps +that can potentially be error prone. The *Package Manager Resolver* component of +this plugin integrates with [PM](https://docs.unity3d.com/Manual/Packages.html) +to provide a way to auto-install PM package registries when a `.unitypackage` is +installed which allows plugin maintainers to ship a `.unitypackage` that can +provide access to their own PM registry server to make it easier for developers +to manage their plugins. + +### Unity Plugin Version Management + +Finally, the *Version Handler* component of this plugin simplifies the process +of managing transitive dependencies of Unity plugins and each plugin's upgrade +process. + +For example, without the Version Handler plugin, if: + +* Unity plugin `SomePlugin` includes `EDM4U` plugin at version 1.1. +* Unity plugin `SomeOtherPlugin` includes `EDM4U` plugin at version 1.2. + +The version of `EDM4U` included in the developer's project depends upon the +order the developer imports `SomePlugin` or `SomeOtherPlugin`. + +This results in: + +* `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin` + is imported. +* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then `SomePlugin` + is imported. + +The Version Handler solves the problem of managing transitive dependencies by: + +* Specifying a set of packaging requirements that enable a plugin at different + versions to be imported into a Unity project. +* Providing activation logic that selects the latest version of a plugin + within a project. + +When using the Version Handler to manage `EDM4U` included in `SomePlugin` and +`SomeOtherPlugin`, from the prior example, version 1.2 will always be the +version activated in a developer's Unity project. + +Plugin creators are encouraged to adopt this library to ease integration for +their customers. For more information about integrating EDM4U into your own +plugin, see the [Plugin Redistribution](#plugin-redistribution) section of this +document. + +## Analytics + +The External Dependency Manager for Unity plugin by default logs usage to Google +Analytics. The purpose of the logging is to quantitatively measure the usage of +functionality, to gather reports on integration failures and to inform future +improvements to the developer experience of the External Dependency Manager +plugin. Note that the analytics collected are limited to the scope of the EDM4U +plugin’s usage. + +For details of what is logged, please refer to the usage of +`EditorMeasurement.Report()` in the source code. + +## Plugin Redistribution + +If you are a package maintainer and your package depends on EDM4U, it is highly +recommended to use the UPM format and add EDM4U as a dependency. If you must +include it in your `.unitypackage`, redistributing `EDM4U` inside your own +plugin might ease the integration process for your users. + +If you wish to redistribute `EDM4U` inside your plugin, you **must** follow +these steps when importing the `external-dependency-manager-*.unitypackage`, and +when exporting your own plugin package: + +1. Import the `external-dependency-manager-*.unitypackage` into your plugin + project by + [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), + ensuring that you add the `-gvh_disable` option. +1. Export your plugin by + [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), + ensuring that you: + - Include the contents of the `Assets/PlayServicesResolver` and + `Assets/ExternalDependencyManager` directory. + - Add the `-gvh_disable` option. + +You **must** specify the `-gvh_disable` option in order for the Version Handler +to work correctly! + +For example, the following command will import the +`external-dependency-manager-1.2.46.0.unitypackage` into the project +`MyPluginProject` and export the entire Assets folder to +`MyPlugin.unitypackage`: + +```shell +Unity -gvh_disable \ + -batchmode \ + -importPackage external-dependency-manager-1.2.46.0.unitypackage \ + -projectPath MyPluginProject \ + -exportPackage Assets MyPlugin.unitypackage \ + -quit +``` + +### Background + +The *Version Handler* component relies upon deferring the load of editor DLLs so +that it can run first and determine the latest version of a plugin component to +activate. The build of `EDM4U` plugin has Unity asset metadata that is +configured so that the editor components are not initially enabled when it's +imported into a Unity project. To maintain this configuration when importing the +`external-dependency-manager.unitypackage` into a Unity plugin project, you +*must* specify the command line option `-gvh_disable` which will prevent the +Version Handler component from running and changing the Unity asset metadata. + +## Building from Source + +To build this plugin from source you need the following tools installed: * Unity +2021 and below (with iOS and Android modules installed) * Java 11 + +You can build the plugin by running the following from your shell (Linux / OSX): + +```shell +./gradlew build + +``` + +or Windows: + +```shell +./gradlew.bat build +``` + +If Java 11 is not your default Java command, add +`-Dorg.gradle.java.home=` to the command above. + +## Testing + +You can run the tests by running the following from your shell (Linux / OSX): + +```shell +./gradlew test +``` + +or Windows: + +```shell +./gradlew.bat test +``` + +The following properties can be set to narrow down the tests to run or change +the test run behavior. + +* `INTERACTIVE_MODE_TESTS_ENABLED` - Default to `1`. Set to `1` to enable + interactive mode tests, which requires GPU on the machine. Otherwise, only + run tests in the batch mode. +* `INCLUDE_TEST_TYPES` - Default to empty string, which means to include every + type of the test. To narrow down the types of test to run, set this + properties with a list of case-insensitive type strings separated by comma. + For instance, `-PINCLUDE_TEST_TYPES="Python,NUnit"` means to include only + Python tests and NUnit tests. See `TestTypeEnum` in `build.gradle` for + available options. +* `EXCLUDE_TEST_TYPES` - Default to empty string, which means to exclude none. + To add types of tests to exclude, set this properties with a list of + case-insensitive type strings separated by comma. For instance, + `-PEXCLUDE_TEST_TYPES="Python,NUnit"` means to exclude Python tests and + NUnit tests. See `TestTypeEnum` in `build.gradle` for available options. +* `INCLUDE_TEST_MODULES` - Default to empty string, which means to include the + tests for every modules. To narrow down modules to test, set this properties + with a list of case-insensitive module strings separated by comma. For + instance, `-PINCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests + for tools and Android Resolver only. See `TestModuleEnum` in `build.gradle` + for available options. +* `EXCLUDE_TEST_MODULES` - Default to empty string, which means to exclude + none. To add modules to exclude, set this properties with a list of + case-insensitive module strings separated by comma. For instance, + `-PEXCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests for any + modules other than tools and Android Resolver. See `TestModuleEnum` in + `build.gradle` for available options. +* `EXCLUDE_TESTS` - Default to empty string, which means to exclude none. To + add tests to exclude, set this properties with a list of case-insensitive + test names separated by comma. For instance, + `-PEXCLUDE_TESTS="testGenGuids,testDownloadArtifacts"` means to run tests + except the tests with name of `testGenGuids` and `testDownloadArtifacts`. +* `CONTINUE_ON_FAIL_FOR_TESTS_ENABLED` - Default to `1`. Set to `1` to + continue running the next test when the current one fails. Otherwise, the + build script stops whenever any test fails. + +For instance, by running the following command, it only runs the Unity +integration tests that does not requires GPU, but exclude tests for Android +Resolver module and iOS Resolver module. + +```shell +./gradlew test \ + -PINTERACTIVE_MODE_TESTS_ENABLED=0 \ + -PINCLUDE_TEST_TYPES="Integration" \ + -PEXCLUDE_TEST_MODULES="AndroidResolver,iOSResolver" +``` + +## Releasing + +Each time a new build of this plugin is checked into the source tree you need to +do the following: + +* Bump the plugin version variable `pluginVersion` in `build.gradle` +* Update `CHANGELOG.md` with the new version number and changes included in + the release. +* Build the release using `./gradlew release` which performs the following: + * Updates `external-dependency-manager-*.unitypackage` + * Copies the unpacked plugin to the `exploded` directory. + * Updates template metadata files in the `plugin` directory. The GUIDs of + all asset metadata is modified due to the version number change. 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TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -522,7 +522,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -543,7 +543,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -564,7 +564,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -585,7 +585,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -606,7 +606,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 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TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -753,7 +753,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -774,7 +774,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -795,7 +795,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -816,7 +816,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -837,7 +837,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 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pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1320,7 +1320,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1341,7 +1341,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1362,7 +1362,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1383,7 +1383,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1404,7 +1404,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1425,7 +1425,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1446,7 +1446,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1467,7 +1467,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1488,7 +1488,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1509,7 +1509,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1530,7 +1530,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1551,7 +1551,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1572,7 +1572,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1593,7 +1593,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1614,7 +1614,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1635,7 +1635,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1656,7 +1656,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1677,7 +1677,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1698,7 +1698,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1719,7 +1719,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1740,7 +1740,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1761,10 +1761,13 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] - physicsShape: [] + physicsShape: + - - {x: -8, y: -8} + - {x: 8, y: -8} + - {x: 8, y: 6} tessellationDetail: 0 bones: [] spriteID: fd285ad4e62a95e41b84581b2a82774a @@ -1782,10 +1785,15 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] - physicsShape: [] + physicsShape: + - - {x: 1, y: 2} + - {x: -8, y: 6} + - {x: -8, y: -8} + - {x: 8, y: -8} + - {x: 8, y: 6} tessellationDetail: 0 bones: [] spriteID: d600fe92cdf977b44b4a24e529041f07 @@ -1803,10 +1811,14 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] - physicsShape: [] + physicsShape: + - - {x: 0, y: 2} + - {x: -8, y: 6} + - {x: -8, y: -8} + - {x: 7, y: -8} tessellationDetail: 0 bones: [] spriteID: d68190f330f6c6a4f8bd6a78e5824ee5 @@ 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y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1950,7 +1962,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1971,7 +1983,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1992,7 +2004,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2013,7 +2025,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2034,7 +2046,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2055,10 +2067,13 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] - physicsShape: [] + physicsShape: + - - {x: -8, y: -8} + - {x: 8, y: -8} + - {x: 8, y: 8} tessellationDetail: 0 bones: [] spriteID: 10f32351522da0646ad394a39fe54756 @@ -2076,7 +2091,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2097,7 +2112,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2118,7 +2133,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2139,10 +2154,14 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] - physicsShape: [] + physicsShape: + - - {x: 1, y: 1} + - {x: -8, y: 8} + - {x: -8, y: -8} + - {x: 8, y: -8} tessellationDetail: 0 bones: [] spriteID: 46eb5188d67d4ac48a9a4744d08b7c9e @@ -2160,7 +2179,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2181,7 +2200,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2202,7 +2221,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2223,7 +2242,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2244,7 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@@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -165,7 +165,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -186,7 +186,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -207,7 +207,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -228,7 +228,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -249,7 +249,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, 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TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -396,7 +396,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -417,7 +417,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -438,7 +438,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -459,7 +459,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -480,7 +480,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -501,7 +501,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -522,7 +522,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -543,7 +543,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -564,7 +564,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -585,7 +585,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -606,7 +606,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -627,7 +627,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -648,7 +648,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -669,7 +669,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -690,7 +690,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -711,7 +711,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -732,7 +732,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -753,7 +753,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -774,7 +774,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -795,7 +795,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -816,7 +816,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -837,7 +837,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -858,7 +858,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -879,7 +879,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -900,7 +900,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -921,7 +921,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -942,7 +942,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -963,7 +963,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -984,7 +984,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1005,7 +1005,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1026,7 +1026,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1047,7 +1047,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1068,7 +1068,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1089,7 +1089,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1110,7 +1110,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1131,7 +1131,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1152,7 +1152,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1173,7 +1173,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1194,7 +1194,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1215,7 +1215,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1236,7 +1236,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1257,7 +1257,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1278,7 +1278,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1299,7 +1299,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1320,7 +1320,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1341,7 +1341,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1362,7 +1362,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1383,7 +1383,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1404,7 +1404,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1425,7 +1425,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1446,7 +1446,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1467,7 +1467,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1488,7 +1488,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1509,7 +1509,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1530,7 +1530,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1551,7 +1551,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1572,7 +1572,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1593,7 +1593,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1614,7 +1614,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1635,7 +1635,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1656,7 +1656,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1677,7 +1677,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1698,7 +1698,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1719,7 +1719,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1740,7 +1740,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1761,7 +1761,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1782,7 +1782,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1803,7 +1803,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1824,7 +1824,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1845,7 +1845,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1866,7 +1866,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1887,7 +1887,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1908,7 +1908,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1929,7 +1929,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1950,7 +1950,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1971,10 +1971,13 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, 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{x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1530,7 +1550,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1551,7 +1571,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1572,7 +1592,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1593,7 +1613,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1614,7 +1634,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1635,7 +1655,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1656,7 +1676,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1677,7 +1697,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1698,7 +1718,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1719,7 +1739,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1740,7 +1760,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1761,7 +1781,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1782,7 +1802,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1803,7 +1823,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1824,7 +1844,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1845,7 +1865,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1866,7 +1886,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1887,7 +1907,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1908,7 +1928,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1929,7 +1949,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1950,7 +1970,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1971,7 +1991,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -1992,7 +2012,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2013,7 +2033,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2034,7 +2054,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2055,7 +2075,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2076,7 +2096,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2097,7 +2117,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2118,7 +2138,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2139,7 +2159,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2160,7 +2180,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2181,7 +2201,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2202,7 +2222,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2223,7 +2243,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2244,7 +2264,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2265,7 +2285,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2286,7 +2306,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2307,7 +2327,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2328,7 +2348,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2349,7 +2369,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2370,7 +2390,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2391,7 +2411,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2412,7 +2432,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2433,7 +2453,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2454,7 +2474,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2475,7 +2495,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2496,7 +2516,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2517,7 +2537,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2538,7 +2558,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2559,7 +2579,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2580,7 +2600,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2601,7 +2621,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2622,7 +2642,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2643,7 +2663,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2664,7 +2684,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2685,7 +2705,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2706,7 +2726,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2727,7 +2747,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2748,7 +2768,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2769,7 +2789,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2790,7 +2810,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2811,7 +2831,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2832,7 +2852,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2853,7 +2873,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2874,7 +2894,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2895,7 +2915,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2916,7 +2936,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2937,7 +2957,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2958,7 +2978,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2979,7 +2999,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3000,7 +3020,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3021,7 +3041,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3042,7 +3062,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3063,7 +3083,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3084,7 +3104,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3105,7 +3125,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3126,7 +3146,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3147,7 +3167,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3168,7 +3188,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3189,7 +3209,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3210,7 +3230,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3231,7 +3251,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3252,7 +3272,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3273,7 +3293,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3294,7 +3314,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3315,7 +3335,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3336,7 +3356,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3357,7 +3377,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3378,7 +3398,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3399,7 +3419,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3420,7 +3440,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3441,7 +3461,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3462,7 +3482,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3483,7 +3503,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3504,7 +3524,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3525,7 +3545,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3546,7 +3566,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3567,7 +3587,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3588,7 +3608,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3609,7 +3629,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3630,7 +3650,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3651,7 +3671,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3672,7 +3692,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3693,7 +3713,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3714,7 +3734,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3735,7 +3755,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3756,7 +3776,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3777,7 +3797,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3798,7 +3818,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3819,7 +3839,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3840,7 +3860,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3861,7 +3881,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3882,7 +3902,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3903,7 +3923,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3924,7 +3944,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3945,7 +3965,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3966,7 +3986,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -3987,7 +4007,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4008,7 +4028,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4029,7 +4049,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4050,7 +4070,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4071,7 +4091,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4092,7 +4112,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4113,7 +4133,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4134,7 +4154,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4155,7 +4175,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4176,7 +4196,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4197,7 +4217,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4218,7 +4238,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4239,7 +4259,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4260,7 +4280,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4281,7 +4301,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4302,7 +4322,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4323,7 +4343,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4344,7 +4364,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4365,7 +4385,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4386,7 +4406,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4407,7 +4427,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4428,7 +4448,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4449,7 +4469,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4470,7 +4490,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4491,7 +4511,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4512,7 +4532,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4533,7 +4553,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4554,7 +4574,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4575,7 +4595,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4596,7 +4616,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4617,7 +4637,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4638,7 +4658,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4659,7 +4679,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4680,7 +4700,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4701,7 +4721,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4722,7 +4742,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4743,7 +4763,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4764,7 +4784,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4785,7 +4805,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4806,7 +4826,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4827,7 +4847,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4848,7 +4868,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4869,7 +4889,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4890,7 +4910,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4911,7 +4931,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4932,7 +4952,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4953,7 +4973,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4974,7 +4994,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -4995,7 +5015,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5016,7 +5036,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5037,7 +5057,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5058,7 +5078,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5079,7 +5099,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5100,7 +5120,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5121,7 +5141,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5142,7 +5162,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5163,7 +5183,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5184,7 +5204,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5205,7 +5225,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5226,7 +5246,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5247,7 +5267,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5268,7 +5288,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5289,7 +5309,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5310,7 +5330,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5331,7 +5351,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5352,7 +5372,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5373,7 +5393,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5394,7 +5414,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5415,7 +5435,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5436,7 +5456,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5457,7 +5477,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5478,7 +5498,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5499,7 +5519,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5520,7 +5540,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5541,7 +5561,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5562,7 +5582,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5583,7 +5603,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5604,7 +5624,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5625,7 +5645,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5646,7 +5666,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5667,7 +5687,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5688,7 +5708,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5709,7 +5729,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5730,7 +5750,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5751,7 +5771,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5772,7 +5792,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5793,7 +5813,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5814,7 +5834,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5835,7 +5855,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5856,7 +5876,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5877,7 +5897,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5898,7 +5918,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5919,7 +5939,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5940,7 +5960,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5961,7 +5981,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -5982,7 +6002,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6003,7 +6023,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6024,7 +6044,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6045,7 +6065,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6066,7 +6086,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6087,7 +6107,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6108,7 +6128,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6129,7 +6149,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6150,7 +6170,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6171,7 +6191,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6192,7 +6212,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6213,7 +6233,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6234,7 +6254,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6255,7 +6275,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6276,7 +6296,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6297,7 +6317,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6318,7 +6338,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6339,7 +6359,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6360,7 +6380,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6381,7 +6401,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6402,7 +6422,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6423,7 +6443,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6444,7 +6464,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6465,7 +6485,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6486,7 +6506,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6507,7 +6527,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6528,7 +6548,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6549,7 +6569,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6570,7 +6590,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6591,7 +6611,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6612,7 +6632,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6633,7 +6653,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6654,7 +6674,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6675,7 +6695,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6696,7 +6716,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6717,7 +6737,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6738,7 +6758,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6759,7 +6779,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6780,7 +6800,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6801,7 +6821,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6822,7 +6842,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6843,7 +6863,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6864,7 +6884,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6885,7 +6905,7 @@ TextureImporter: width: 16 height: 16 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -6906,7 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b/Gameton-06/Assets/Gameton/Art/Material/Sprite-Outline.shader deleted file mode 100644 index f37d9555..00000000 --- a/Gameton-06/Assets/Gameton/Art/Material/Sprite-Outline.shader +++ /dev/null @@ -1,81 +0,0 @@ -Shader "Sprites/Outline" -{ - Properties - { - [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} - _Color ("Tint", Color) = (1,1,1,1) - [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 - [HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1) - [HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1) - [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} - [PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0 - - // Add values to determine if outlining is enabled and outline color. - [PerRendererData] _Outline("Outline", Float) = 0 - [PerRendererData] _OutlineColor("Outline Color", Color) = (1,1,1,1) - [PerRendererData] _OutlineSize("Outline Size", int) = 1 - } - - SubShader - { - Tags - { - "Queue"="Transparent" - 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a/Gameton-06/Assets/Gameton/Art/Material/SpriteOutline.cs b/Gameton-06/Assets/Gameton/Art/Material/SpriteOutline.cs deleted file mode 100644 index c29716be..00000000 --- a/Gameton-06/Assets/Gameton/Art/Material/SpriteOutline.cs +++ /dev/null @@ -1,61 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using Unity.VisualScripting; -using UnityEngine; - -namespace TON -{ - [ExecuteInEditMode] - public class SpriteOutline : MonoBehaviour - { - public Color color = Color.white; - - [Range(0, 16)] - public int outlineSize = 1; - - private SpriteRenderer spriteRenderer; - - void OnEnable() - { - spriteRenderer = GetComponent(); - - // UpdateOutline(true); - } - - // void OnDisable() - // { - // UpdateOutline(false); - // } - - // void Update() - // { - // UpdateOutline(true); - // } - - void OnTriggerEnter2D(Collider2D other) - { - if (other.CompareTag("Player")) // 플레이어가 접근하면 - { - UpdateOutline(true); - } - } - - void OnTriggerExit2D(Collider2D other) - { - if (other.CompareTag("Player")) // 플레이어가 나가면 - { - UpdateOutline(false); - } - } - - void UpdateOutline(bool outline) - { - MaterialPropertyBlock mpb = new MaterialPropertyBlock(); - spriteRenderer.GetPropertyBlock(mpb); - mpb.SetFloat("_Outline", outline ? 1f : 0); - mpb.SetColor("_OutlineColor", color); - mpb.SetFloat("_OutlineSize", outlineSize); - spriteRenderer.SetPropertyBlock(mpb); - } - } -} diff --git a/Gameton-06/Assets/Gameton/Art/Material/SpriteOutline.cs.meta b/Gameton-06/Assets/Gameton/Art/Material/SpriteOutline.cs.meta deleted file mode 100644 index bb2ade19..00000000 --- a/Gameton-06/Assets/Gameton/Art/Material/SpriteOutline.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5a4f80448bcd1dc408e6351abed25238 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Art/Material/SpriteOutline.mat 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"content": "숲 분위기가 심상치 않은걸?\n분명 강력한 수호의 힘으로 보호받고 있었을텐데.. 이상하다.." + }, + { + "background": 3, + "speaker": "me", + "content": "이건...?\n(종이에는 \"용의 저주로 병들고 있는 숲을 구원할 용사를 구합니다!!\"라는 문구가 적혀있다)" + }, + { + "background": 3, + "speaker": "me", + "content": "숲을 구할 용사가 필요하다니...\n내가 몬스터들을 무찔러서 우리 숲을 구해야겠어~~~!!" + }, + { + "background": 4, + "speaker": "me", + "content": "우리 숲을 위해서, 용이 내린 저주를 꼭 풀어내고야 말꺼야!!" + } +] diff --git a/Gameton-06/Assets/Gameton/Resources/GameData/intro_story.json.meta b/Gameton-06/Assets/Gameton/Resources/GameData/intro_story.json.meta new file mode 100644 index 00000000..cbf86353 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Resources/GameData/intro_story.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: abec5cc4563091741b018ecfd549398c +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Resources/GameData/monster.json b/Gameton-06/Assets/Gameton/Resources/GameData/monster.json index 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public void TryAutoLogin() + { + string customID = GetOrCreateCustomID(); + + Backend.BMember.CustomLogin(customID, PASSWORD, callback => + { + if (callback.IsSuccess()) + { + Debug.Log("자동 로그인 성공! " + customID); + IsLoggedIn = true; + OnLoginComplete?.Invoke(true, "로그인 성공"); + } + else + { + Debug.Log("로그인 실패, 회원가입 시도: " + callback.GetMessage()); + signUpRetryCount = 0; + TryAutoSignUp(customID); + } + }); + } + + /// + /// 자동 회원가입 시도 + /// + private void TryAutoSignUp(string customID) + { + Backend.BMember.CustomSignUp(customID, PASSWORD, callback => + { + if (callback.IsSuccess()) + { + Debug.Log("자동 회원가입 성공!"); + IsLoggedIn = true; + OnSignUpComplete?.Invoke(true, "회원가입 성공"); + } + else + { + Debug.LogError("자동 회원가입 실패: " + callback.GetMessage()); + HandleSignUpError(); + } + }); + } + + /// + /// 커스텀 ID 생성 또는 가져오기 + /// + private string GetOrCreateCustomID(bool forceNew = false) + { + string savedID = PlayerPrefs.GetString(CUSTOM_ID_KEY, string.Empty); + + if (string.IsNullOrEmpty(savedID) || forceNew) + { + string deviceID = SystemInfo.deviceUniqueIdentifier; + string appID = Application.identifier; + savedID = $"{appID}_{deviceID}_{DateTime.Now.Ticks}"; + + PlayerPrefs.SetString(CUSTOM_ID_KEY, savedID); + PlayerPrefs.Save(); + } + + return savedID; + } + + /// + /// 닉네임 변경 + /// + public void ChangeNickname(string newNickname, Action callback) + { + + Backend.BMember.UpdateNickname(newNickname, bro => + { + if (bro.IsSuccess()) + { + Debug.Log("닉네임 변경 성공: " + newNickname); + callback?.Invoke(true, bro.GetCode()); + } + else + { + Debug.LogError("닉네임 변경 실패: " + bro.GetMessage()); + callback?.Invoke(false, bro.GetStatusCode()); + } + }); + } + + /// + /// 회원가입 오류 처리 + /// + private void HandleSignUpError() + { + if (signUpRetryCount < MAX_RETRY_COUNT) + { + signUpRetryCount++; + Debug.Log($"회원가입 재시도 중... ({signUpRetryCount}/{MAX_RETRY_COUNT})"); + + // 이벤트 호출로 외부에서 회원가입 재시도 처리하도록 함 + OnSignUpComplete?.Invoke(false, "재시도 중"); + + // 새 ID로 재시도 + string newCustomID = GetOrCreateCustomID(true); + TryAutoSignUp(newCustomID); + } + else + { + OnSignUpComplete?.Invoke(false, "최대 재시도 횟수 초과"); + } + } + + /// + /// 로그아웃 + /// + public void Logout() + { + Backend.BMember.Logout(); + IsLoggedIn = false; + } + } +} \ No newline at end of file diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendAuthManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendAuthManager.cs.meta new file mode 100644 index 00000000..a33cfffc --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendAuthManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4a196c27378aac149847085bba5be075 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendCashDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendCashDataManager.cs new file mode 100644 index 00000000..d09ae2f0 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendCashDataManager.cs @@ -0,0 +1,118 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using BackEnd; + +namespace TON +{ + /// + /// 뒤끝 서버 재화 데이터 관리 담당 클래스 + /// + public class BackendCashDataManager + { + // 테이블 이름 상수 + private const string CASH_TABLE = "CASH_DATA"; + + + // PlayerDataManager에서 재화 데이터 로드 + public void LoadMyCashData(System.Action onComplete) + { + CashData cashData = new CashData(); + + Backend.PlayerData.GetMyData(CASH_TABLE, callback => + { + if (callback.IsSuccess() == false) + { + Debug.Log("데이터 읽기 중에 문제가 발생했습니다 : " + callback.ToString()); + onComplete?.Invoke(cashData); // 에러 상황에서도 기본 데이터 반환 + return; + } + + // 불러오기에는 성공했으나 데이터가 존재하지 않는 경우 + if (callback.IsSuccess() && callback.FlattenRows().Count <= 0) + { + Debug.Log("데이터가 존재하지 않습니다"); + InsertInitData(() => + { + // 초기 데이터 삽입 후 다시 데이터를 불러옴 + LoadDataAfterInsert(onComplete); + }); + return; + } + + // 1개 이상 데이터를 불러온 경우 + if (callback.FlattenRows().Count > 0) + { + cashData.fish = int.Parse(callback.FlattenRows()[0]["fish"].ToString()); + cashData.gold = int.Parse(callback.FlattenRows()[0]["gold"].ToString()); + onComplete?.Invoke(cashData); // 성공 시 데이터 반환 + } + }); + } + + // 데이터 삽입 후 다시 불러오는 메소드 + private void LoadDataAfterInsert(System.Action onComplete) + { + Backend.PlayerData.GetMyData(CASH_TABLE, callback => + { + CashData cashData = new CashData(); + + if (callback.IsSuccess() && callback.FlattenRows().Count > 0) + { + cashData.fish = int.Parse(callback.FlattenRows()[0]["fish"].ToString()); + cashData.gold = int.Parse(callback.FlattenRows()[0]["gold"].ToString()); + } + + onComplete?.Invoke(cashData); + }); + } + + /// + /// 캐릭터 초기 생성 시 row 삽입 + /// + public void InsertInitData(System.Action onComplete = null) + { + Param param = new Param(); + param.Add("gold", 0); + param.Add("fish", 0); + + Backend.PlayerData.InsertData(CASH_TABLE, param, callback => + { + if (callback.IsSuccess()) + { + Debug.Log("초기 데이터 삽입 성공"); + } + else + { + Debug.LogError("초기 데이터 삽입 실패: " + callback.ToString()); + } + + onComplete?.Invoke(); + }); + } + + public void UpdateFishData(int fish, System.Action onComplete = null) + { + Param param = new Param(); + param.Add("fish", fish); + + Backend.PlayerData.UpdateMyLatestData(CASH_TABLE, param, callback => + { + CashData updatedData = new CashData { fish = fish }; + onComplete?.Invoke(updatedData); + }); + } + + public void UpdateGoldData(int gold, System.Action onComplete = null) + { + Param param = new Param(); + param.Add("gold", gold); + + Backend.PlayerData.UpdateMyLatestData(CASH_TABLE, param, callback => + { + CashData updatedData = new CashData { gold = gold }; + onComplete?.Invoke(updatedData); + }); + } + } +} \ No newline at end of file diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendCashDataManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendCashDataManager.cs.meta new file mode 100644 index 00000000..d4f38126 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendCashDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7af50547bf0c623478090ca1a2a45822 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendClearDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendClearDataManager.cs new file mode 100644 index 00000000..ae46ed84 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendClearDataManager.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using BackEnd; +using UnityEngine; + +namespace TON +{ + /// + /// 뒤끝 서버 게임 클리어 데이터 관리 담당 클래스 + /// + public class BackendClearDataManager + { + // 테이블 이름 상수 + private const string CLEAR_TABLE = "CLEAR_DATA"; + + /// + /// 캐릭터 게임 클리어 시 row 삽입 + /// + public void InsertInitData(ClearData clearData) + { + Param param = new Param(); + param.Add("score", clearData.score); + param.Add("wave", clearData.wave); + param.Add("play_time", clearData.playTime); + param.Add("nickname", PlayerDataManager.Singleton.player.name); + + Backend.PlayerData.InsertData(CLEAR_TABLE, param, callback => + { + if (callback.IsSuccess()) + { + Debug.Log("BackendClearDataManager 데이터 삽입 성공"); + } + else + { + Debug.LogError("BackendClearDataManager 데이터 삽입 실패: " + callback.ToString()); + } + + }); + } + + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendClearDataManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendClearDataManager.cs.meta new file mode 100644 index 00000000..71da2679 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendClearDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 54ac7e52b096e94489086a4bd8431f38 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendHeartDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendHeartDataManager.cs new file mode 100644 index 00000000..ba7d4235 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendHeartDataManager.cs @@ -0,0 +1,96 @@ +using System.Collections; +using System.Collections.Generic; +using BackEnd; +using UnityEngine; + +namespace TON +{ + /// + /// 뒤끝 서버 유저 입장권(하트) 데이터 관리 담당 클래스 + /// + public class BackendHeartDataManager + { + private const string HEART_TABLE = "HEART_DATA"; + + public void LoadMyHeartData(System.Action onComplete) + { + HeartData heartData = new HeartData(); + + Backend.PlayerData.GetMyData(HEART_TABLE, callback => + { + if (callback.IsSuccess() == false) + { + Debug.Log("데이터 읽기 중에 문제가 발생했습니다 : " + callback.ToString()); + Main.Singleton.SystemQuit(); + return; + } + + // 불러오기에는 성공했으나 데이터가 존재하지 않는 경우 + if (callback.IsSuccess() && callback.FlattenRows().Count <= 0) + { + Debug.Log("데이터가 존재하지 않습니다"); + onComplete.Invoke(null); + return; + } + + // 정상적으로 플레이어 데이터를 불러온 경우 + if (callback.FlattenRows().Count > 0) + { + heartData.currentHearts = int.Parse(callback.FlattenRows()[0]["currentHearts"].ToString()); + + heartData.lastHeartTime = callback.FlattenRows()[0]["lastHeartTime"].ToString(); + onComplete?.Invoke(heartData); // 성공 시 데이터 반환 + } + }); + } + + + /// + /// 캐릭터 초기 생성 시 row 삽입 + /// + public void CreateNewPlayerHeart(HeartData heartData, System.Action onComplete = null) + { + Param param = new Param(); + param.Add("currentHearts", heartData.currentHearts); + param.Add("lastHeartTime"); + + + Backend.PlayerData.InsertData(HEART_TABLE, param, callback => + { + if (callback.IsSuccess()) + { + Debug.Log("하트 입장권 생성 성공"); + onComplete?.Invoke(true); + } + else + { + Debug.LogError("하트 입장권 생성 실패: " + callback.ToString()); + onComplete?.Invoke(false); + } + + }); + } + + public void UpdatePlayerHeartData(HeartData heartData, System.Action onComplete = null) + { + Param param = new Param(); + param.Add("currentHearts", heartData.currentHearts); + param.Add("lastHeartTime", $"{heartData.lastHeartTime}"); + + Backend.PlayerData.UpdateMyLatestData(HEART_TABLE, param, (callback) => + { + if (callback.IsSuccess()) + { + Debug.Log("하트 입장권 업데이트 성공"); + onComplete?.Invoke(true); + } + else + { + Debug.LogError("하트 입장권 업데이트 실패: " + callback.ToString()); + onComplete?.Invoke(false); + } + }); + } + + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendHeartDataManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendHeartDataManager.cs.meta new file mode 100644 index 00000000..00903293 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendHeartDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 017508e8e83a9f24b9af7526937a4693 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendInitializer.cs b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendInitializer.cs new file mode 100644 index 00000000..94212e33 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendInitializer.cs @@ -0,0 +1,53 @@ +using UnityEngine; +using BackEnd; + +namespace TON +{ + /// + /// 뒤끝 서버 초기화 및 연결 담당 클래스 + /// + public class BackendInitializer + { + // 초기화 성공 여부 + public bool IsInitialized { get; private set; } + + // 초기화 이벤트 델리게이트 + public delegate void InitializeEvent(bool isSuccess); + public event InitializeEvent OnInitialized; + + /// + /// 뒤끝 서버 초기화 + /// + public void Initialize() + { + var bro = Backend.Initialize(); + + if (bro.IsSuccess()) + { + Debug.Log("뒤끝 서버 초기화 성공: " + bro); + IsInitialized = true; + OnInitialized?.Invoke(true); + } + else + { + Debug.LogError("뒤끝 서버 초기화 실패: " + bro); + IsInitialized = false; + OnInitialized?.Invoke(false); + } + } + + /// + /// 서버 상태 확인 + /// + public bool CheckServerStatus() + { + var bro = Backend.Utils.GetServerStatus(); + if (bro.StatusCode == 2) + { + Debug.LogWarning("서버 점검 중입니다."); + return false; + } + return true; + } + } +} \ No newline at end of file diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendInitializer.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendInitializer.cs.meta new file mode 100644 index 00000000..f251c2ef --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendInitializer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a7b42633cce5a6d4a989b0a01d5b1e97 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendItemDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendItemDataManager.cs new file mode 100644 index 00000000..16151c51 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendItemDataManager.cs @@ -0,0 +1,115 @@ +using System.Collections; +using System.Collections.Generic; +using BackEnd; +using UnityEngine; + +namespace TON +{ + /// + /// 뒤끝 서버 사용자 소모 아이템 데이터 관리 담당 클래스 + /// + public class BackendItemDataManager + { + // 테이블 이름 상수 + private const string USER_ITEM_TABLE = "USER_ITEM_DATA"; + + public void LoadMyItemData(System.Action onComplete) + { + UserItemData userItemData = new UserItemData(); + + Backend.PlayerData.GetMyData(USER_ITEM_TABLE, callback => + { + if (callback.IsSuccess() == false) + { + Debug.Log("데이터 읽기 중에 문제가 발생했습니다 : " + callback.ToString()); + onComplete?.Invoke(userItemData); // 에러 상황에서 기본 객체 반환 + return; + } + + // 불러오기에는 성공했으나 데이터가 존재하지 않는 경우 + if (callback.IsSuccess() && callback.FlattenRows().Count <= 0) + { + Debug.Log("데이터가 존재하지 않습니다"); + InsertInitData(() => + { + // 초기 데이터 삽입 후 다시 데이터를 불러옴 + LoadDataAfterInsert(onComplete); + }); + return; + } + + // 1개 이상 데이터를 불러온 경우 + if (callback.FlattenRows().Count > 0) + { + userItemData.hpPotion = int.Parse(callback.FlattenRows()[0]["hp_potion"].ToString()); + userItemData.mpPotion = int.Parse(callback.FlattenRows()[0]["mp_potion"].ToString()); + onComplete?.Invoke(userItemData); // 성공 시 데이터 반환 + } + }); + } + + // 데이터 삽입 후 다시 불러오는 메소드 + private void LoadDataAfterInsert(System.Action onComplete) + { + Backend.PlayerData.GetMyData(USER_ITEM_TABLE, callback => + { + UserItemData userItemData = new UserItemData(); + + if (callback.IsSuccess() && callback.FlattenRows().Count > 0) + { + userItemData.hpPotion = int.Parse(callback.FlattenRows()[0]["hp_potion"].ToString()); + userItemData.mpPotion = int.Parse(callback.FlattenRows()[0]["mp_potion"].ToString()); + } + + onComplete?.Invoke(userItemData); + }); + } + + /// + /// 캐릭터 초기 생성 시 row 삽입 + /// + public void InsertInitData(System.Action onComplete = null) + { + Param param = new Param(); + param.Add("hp_potion", 5); + param.Add("mp_potion", 5); + + Backend.PlayerData.InsertData(USER_ITEM_TABLE, param, callback => + { + if (callback.IsSuccess()) + { + Debug.Log("초기 데이터 삽입 성공"); + } + else + { + Debug.LogError("초기 데이터 삽입 실패: " + callback.ToString()); + } + + onComplete?.Invoke(); + }); + } + + public void UpdateHpData(int count) + { + Param param = new Param(); + param.Add("hp_potion", count); + + Backend.PlayerData.UpdateMyLatestData(USER_ITEM_TABLE, param, callback => + { + UserItemData updatedData = new UserItemData { hpPotion = count }; + }); + } + + public void UpdateMpData(int count) + { + Param param = new Param(); + param.Add("mp_potion", count); + + Backend.PlayerData.UpdateMyLatestData(USER_ITEM_TABLE, param, callback => + { + UserItemData updatedData = new UserItemData { mpPotion = count }; + }); + } + + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendItemDataManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendItemDataManager.cs.meta new file mode 100644 index 00000000..0f2494c5 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendItemDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b1502b07ba467a2408412ceb984db71c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendManager.cs b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendManager.cs new file mode 100644 index 00000000..7dbcea5d --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendManager.cs @@ -0,0 +1,129 @@ +using System; +using UnityEngine; +using BackEnd; + +namespace TON +{ + /// + /// 랭킹 데이터 관리를 위한 뒤끝 서버 매니저 + /// + public class BackendManager : SingletonBase + { + // 하위 매니저 인스턴스 + private BackendInitializer initializer; + private BackendAuthManager authManager; + + // 초기화 완료 여부 + public bool IsInitialized => initializer?.IsInitialized ?? false; + public bool IsLoggedIn => authManager?.IsLoggedIn ?? false; + + // 에러 발생 시 콜백 + public event Action OnErrorOccurred; + + public void Initalize() + { + // 각 매니저 초기화 + initializer = new BackendInitializer(); + authManager = new BackendAuthManager(); + + // 이벤트 등록 + initializer.OnInitialized += HandleInitializeResult; + authManager.OnLoginComplete += HandleLoginResult; + authManager.OnSignUpComplete += HandleSignUpResult; + + // 초기화 시작 + initializer.Initialize(); + } + + // 초기화 결과 처리 + private void HandleInitializeResult(bool isSuccess) + { + if (isSuccess) + { + // 서버 상태 확인 후 로그인 시도 + if (initializer.CheckServerStatus()) + { + authManager.TryAutoLogin(); + } + else + { + ShowErrorAndQuitGame("서버 점검 중입니다. 잠시 후 다시 시도해주세요."); + } + } + else + { + ShowErrorAndQuitGame("서버 연결에 실패했습니다. 네트워크 상태를 확인하고 다시 시도해주세요."); + } + } + + // 로그인 결과 처리 + private void HandleLoginResult(bool isSuccess, string message) + { + if (isSuccess) + { + Debug.Log("로그인 성공!"); + + PlayerDataManager.Singleton.Initalize(); + StageManager.Singleton.Initialize(); + } + else + { + Debug.LogWarning("로그인 실패: " + message); + // 로그인 실패는 회원가입 시도로 이어지므로 별도 처리 안함 + } + } + + // 회원가입 결과 처리 + private void HandleSignUpResult(bool isSuccess, string message) + { + if (isSuccess) + { + Debug.Log("회원가입 성공!"); + + authManager.TryAutoLogin(); + } + else if (message == "최대 재시도 횟수 초과") + { + ShowErrorAndQuitGame("서버 연결에 실패했습니다. 네트워크 상태를 확인하고 다시 시도해주세요."); + } + } + + // 닉네임 변경 함수 (외부에서 호출) + public void ChangeNickname(string newNickname, Action callback) + { + authManager.ChangeNickname(newNickname, callback); + } + + // 로그아웃 함수 (필요 시 추가) + public void Logout() + { + authManager.Logout(); + } + + private void ShowErrorAndQuitGame(string errorMessage) + { + Debug.LogError("게임 종료: " + errorMessage); + OnErrorOccurred?.Invoke(errorMessage); + + // 팝업 UI 표시 후 게임 종료 로직 + ShowErrorPopup(errorMessage, () => + { +#if UNITY_EDITOR + UnityEditor.EditorApplication.isPlaying = false; +#else + Application.Quit(); +#endif + }); + } + + private void ShowErrorPopup(string message, Action onConfirm) + { + // TODO: 에러 팝업 UI 구현 + // ErrorPopupManager.Instance.ShowPopup(message, onConfirm); + + // 임시 구현 (실제로는 UI 구현 필요) + Debug.LogError("에러 팝업: " + message); + onConfirm?.Invoke(); // 바로 콜백 실행 (실제로는 사용자 확인 후 실행) + } + } +} \ No newline at end of file diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendManager.cs.meta new file mode 100644 index 00000000..07ea9085 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 997aacd350268d041bba7f34cf767394 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendPlayerDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendPlayerDataManager.cs new file mode 100644 index 00000000..e883a87b --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendPlayerDataManager.cs @@ -0,0 +1,114 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using BackEnd; + +namespace TON +{ + /// + /// 뒤끝 서버 유저 데이터 관리 담당 클래스 + /// + public class BackendPlayerDataManager + { + // 테이블 이름 상수 + private const string USER_TABLE = "USER_DATA"; + + // PlayerDataManager에서 플레이어 데이터 로드 + public void LoadMyPlayerData(System.Action onComplete) + { + PlayerData playerData = new PlayerData(); + + Backend.PlayerData.GetMyData(USER_TABLE, callback => + { + if (callback.IsSuccess() == false) + { + Debug.Log("데이터 읽기 중에 문제가 발생했습니다 : " + callback.ToString()); + Main.Singleton.SystemQuit(); + return; + } + + // 불러오기에는 성공했으나 데이터가 존재하지 않는 경우 + if (callback.IsSuccess() && callback.FlattenRows().Count <= 0) + { + Debug.Log("데이터가 존재하지 않습니다"); + onComplete.Invoke(null); + return; + } + + // 정상적으로 플레이어 데이터를 불러온 경우 + if (callback.FlattenRows().Count > 0) + { + playerData.type = callback.FlattenRows()[0]["type"].ToString(); + playerData.name = callback.FlattenRows()[0]["name"].ToString(); + playerData.level = int.Parse(callback.FlattenRows()[0]["level"].ToString()); + playerData.experience = int.Parse(callback.FlattenRows()[0]["experience"].ToString()); + playerData.hp = int.Parse(callback.FlattenRows()[0]["hp"].ToString()); + playerData.mp = int.Parse(callback.FlattenRows()[0]["mp"].ToString()); + playerData.attackPower = float.Parse(callback.FlattenRows()[0]["attackPower"].ToString()); + playerData.defensivePower = float.Parse(callback.FlattenRows()[0]["defensivePower"].ToString()); + playerData.critical = int.Parse(callback.FlattenRows()[0]["critical"].ToString()); + onComplete?.Invoke(playerData); // 성공 시 데이터 반환 + } + }); + } + + + /// + /// 캐릭터 초기 생성 시 row 삽입 + /// + public void CreateNewPlayer(PlayerData playerData, System.Action onComplete = null) + { + Param param = new Param(); + param.Add("type", playerData.type); + param.Add("name", playerData.name); + param.Add("level", playerData.level); + param.Add("experience", playerData.experience); + param.Add("hp", playerData.hp); + param.Add("mp", playerData.mp); + param.Add("attackPower", playerData.attackPower); + param.Add("defensivePower", playerData.defensivePower); + param.Add("critical", playerData.critical); + + Backend.PlayerData.InsertData(USER_TABLE, param, callback => + { + if (callback.IsSuccess()) + { + Debug.Log("캐릭터 생성 성공"); + onComplete?.Invoke(true); + } + else + { + Debug.LogError("캐릭터 생성 실패: " + callback.ToString()); + onComplete?.Invoke(false); + } + + }); + } + + + public void UpdatePlayerData(PlayerData playerData, System.Action onComplete = null) + { + Param param = new Param(); + param.Add("level", playerData.level); + param.Add("experience", playerData.experience); + param.Add("hp", playerData.hp); + param.Add("mp", playerData.mp); + param.Add("attackPower", playerData.attackPower); + param.Add("defensivePower", playerData.defensivePower); + + Backend.PlayerData.UpdateMyLatestData(USER_TABLE, param, (callback) => + { + if (callback.IsSuccess()) + { + Debug.Log("캐릭터 업데이트 성공"); + onComplete?.Invoke(true); + } + else + { + Debug.LogError("캐릭터 업데이트 실패: " + callback.ToString()); + onComplete?.Invoke(false); + } + }); + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendPlayerDataManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendPlayerDataManager.cs.meta new file mode 100644 index 00000000..5f9c766a --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendPlayerDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0eeb12a360b37e54c8dd15fae106c8c1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendRankDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendRankDataManager.cs new file mode 100644 index 00000000..99461b7b --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendRankDataManager.cs @@ -0,0 +1,226 @@ +using System.Collections; +using System.Collections.Generic; +using BackEnd; +using UnityEngine; + +namespace TON +{ + /// + /// 뒤끝 서버 게임 클리어 데이터 관리 담당 클래스 + /// + public class BackendRankDataManager + { + // 테이블 이름 상수 + private const string RANK_TABLE = "RANK_DATA"; + + + // 내 게임 클리어 데이터 조회 + public void LoadMyRankData(System.Action onComplete) + { + ClearData clearData = new ClearData(); + + Backend.PlayerData.GetMyData(RANK_TABLE, callback => + { + if (callback.IsSuccess() == false) + { + Debug.Log("데이터 읽기 중에 문제가 발생했습니다 : " + callback.ToString()); + onComplete?.Invoke(null); + return; + } + + // 불러오기에는 성공했으나 데이터가 존재하지 않는 경우 + if (callback.IsSuccess() && callback.FlattenRows().Count <= 0) + { + Debug.Log("데이터가 존재하지 않습니다"); + InsertInitData(clearData, () => + { + // 초기 데이터 삽입 후 다시 데이터를 불러옴 + LoadDataAfterInsert(onComplete); + }); + return; + } + + // 1개 이상 데이터를 불러온 경우 + if (callback.FlattenRows().Count > 0) + { + clearData.nickname = callback.FlattenRows()[0]["nickname"].ToString(); + clearData.score = int.Parse(callback.FlattenRows()[0]["score"].ToString()); + clearData.wave = int.Parse(callback.FlattenRows()[0]["wave"].ToString()); + clearData.playTime = float.Parse(callback.FlattenRows()[0]["play_time"].ToString()); + + onComplete?.Invoke(clearData); // 성공 시 데이터 반환 + } + }); + } + + // 데이터 삽입 후 다시 불러오는 메소드 + private void LoadDataAfterInsert(System.Action onComplete) + { + Backend.PlayerData.GetMyData(RANK_TABLE, callback => + { + ClearData clearData = new ClearData(); + + if (callback.IsSuccess() && callback.FlattenRows().Count > 0) + { + clearData.nickname = callback.FlattenRows()[0]["nickname"].ToString(); + clearData.score = int.Parse(callback.FlattenRows()[0]["score"].ToString()); + clearData.wave = int.Parse(callback.FlattenRows()[0]["wave"].ToString()); + clearData.playTime = float.Parse(callback.FlattenRows()[0]["play_time"].ToString()); + } + + onComplete?.Invoke(clearData); + }); + } + + /// + /// 캐릭터 초기 생성 시 row 삽입 + /// + private void InsertInitData(ClearData clearData, System.Action onComplete = null) + { + if (PlayerDataManager.Singleton.player == null) + { + return; + } + + Param param = new Param(); + param.Add("score", clearData.score); + param.Add("wave", clearData.wave); + param.Add("play_time", clearData.playTime); + param.Add("nickname", PlayerDataManager.Singleton.player.name); + + Backend.PlayerData.InsertData(RANK_TABLE, param, callback => + { + if (callback.IsSuccess()) + { + Debug.Log("초기 랭크 데이터 삽입 성공"); + } + else + { + Debug.LogError("초기 랭크 데이터 삽입 실패: " + callback.ToString()); + } + + onComplete?.Invoke(); + }); + } + + /// + /// 플레이 랭크 정보 업데이트 + /// + private void UpdateRankData(ClearData clearData, System.Action onComplete = null) + { + Param param = new Param(); + param.Add("score", clearData.score); + param.Add("wave", clearData.wave); + param.Add("play_time", clearData.playTime); + param.Add("nickname", clearData.nickname); + + Backend.PlayerData.UpdateMyLatestData(RANK_TABLE, param, callback => + { + if (callback.IsSuccess()) + { + Debug.Log("랭크 정보 업데이트 성공"); + onComplete?.Invoke(); + } + else + { + Debug.LogError("랭크 정보 업데이트 실패: " + callback.ToString()); + } + + }); + } + + /// + /// 캐릭터 플레이 랭크 정보 비교 후 업데이트 메소드 실행 + /// + public void CheckUpdateRankData(ClearData clearData, System.Action onComplete = null) + { + // 먼저 현재 테이블에서 최근 데이터를 가져옵니다 + Backend.GameData.GetMyData(RANK_TABLE, new Where(), 1, callback => + { + if (callback.IsSuccess()) + { + // 기존 데이터가 있는지 확인 + if (callback.FlattenRows().Count > 0) + { + // 최근 데이터 추출 + var latestData = callback.FlattenRows()[0]; + int latestWave = int.Parse(latestData["wave"].ToString()); + long latestScore = long.Parse(latestData["score"].ToString()); + float latestPlayTime = float.Parse(latestData["play_time"].ToString()); + + // 신규 데이터와 비교하여 업데이트 여부 결정 + bool shouldUpdate = false; + + // 업데이트 조건 설정 (예: 웨이브가 높거나, 웨이브가 같으면서 점수가 높거나, 웨이브와 점수가 같으면서 플레이 시간이 짧을 때) + if (clearData.wave > latestWave) + { + shouldUpdate = true; + } + else if (clearData.wave == latestWave && clearData.score > latestScore) + { + shouldUpdate = true; + } + else if (clearData.wave == latestWave && clearData.score == latestScore && clearData.playTime < latestPlayTime) + { + shouldUpdate = true; + } + + if (shouldUpdate) + { + UpdateRankData(clearData, onComplete); + } + else + { + Debug.Log("기존 기록이 더 좋아 업데이트하지 않음"); + } + } + else + { + // 기존 데이터가 없으면 무조건 삽입 + InsertInitData(clearData, onComplete); + } + } + else + { + Debug.LogError("기존 데이터 조회 실패: " + callback.ToString()); + } + }); + } + + + /// + /// 플레이어 랭킹 리스트 불러오기 + /// + public void GetRankData(System.Action onComplete = null) + { + // 가져올 필드 지정 (모든 필드를 가져오려면 null 사용) + string[] select = new string[] { "nickname", "wave", "score", "play_time" }; + + // 결과 제한 수 (100개) + int limit = 100; + + // 데이터 비동기 요청 + Backend.GameData.Get(RANK_TABLE, new Where(), select, limit, null, TableSortOrder.DESC, bro => + { + // 요청 성공 확인 + if (bro.IsSuccess()) + { + // 데이터 처리 + LitJson.JsonData rankData = bro.Rows(); + Debug.Log("가져온 데이터 수: " + rankData.Count); + + onComplete?.Invoke(rankData); + } + else + { + // 오류 처리 + Debug.LogError($"랭크 데이터 가져오기 실패: {bro.GetMessage()}"); + Debug.LogError($"랭크 데이터 가져오기 실패: {bro.GetErrorCode()}"); + Debug.LogError($"랭크 데이터 가져오기 실패: {bro.GetStatusCode()}"); + } + }); + + } + + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendRankDataManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendRankDataManager.cs.meta new file mode 100644 index 00000000..1e10bf86 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendRankDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8d3822a94a615414a8ca1cf53985f8c4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendSkillDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendSkillDataManager.cs new file mode 100644 index 00000000..d72683e1 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendSkillDataManager.cs @@ -0,0 +1,133 @@ +using System.Collections; +using System.Collections.Generic; +using BackEnd; +using UnityEngine; + +namespace TON +{ + /// + /// 뒤끝 서버 사용자 스킬 슬롯 데이터 관리 담당 클래스 + /// + public class BackendSkillDataManager + { + // 테이블 이름 상수 + private const string SKILL_TABLE = "USER_SKILL_DATA"; + + // 내 스킬 슬롯롯 데이터 조회 + public void LoadMySkillData(System.Action onComplete) + { + UserSkillData userSkillData = new UserSkillData(); + + Backend.PlayerData.GetMyData(SKILL_TABLE, callback => + { + if (callback.IsSuccess() == false) + { + Debug.Log("스킬 슬롯 정보 읽기 중에 문제가 발생했습니다 : " + callback.ToString()); + onComplete?.Invoke(userSkillData); + return; + } + + // 불러오기에는 성공했으나 데이터가 존재하지 않는 경우 + if (callback.IsSuccess() && callback.FlattenRows().Count <= 0) + { + Debug.Log("데이터가 존재하지 않습니다"); + InsertInitData(userSkillData, () => + { + // 초기 데이터 삽입 후 다시 데이터를 불러옴 + LoadDataAfterInsert(onComplete); + }); + return; + } + + if (callback.IsSuccess()) + { + // 데이터를 SkillData 객체로 변환합니다. + userSkillData.slot_1 = callback.FlattenRows()[0]["slot_1"].ToString() ?? string.Empty; + userSkillData.slot_2 = callback.FlattenRows()[0]["slot_2"].ToString() ?? string.Empty; + userSkillData.slot_3 = callback.FlattenRows()[0]["slot_3"].ToString() ?? string.Empty; + onComplete?.Invoke(userSkillData); + } + else + { + Debug.LogError("Failed to load skill data: " + callback.GetMessage()); + onComplete?.Invoke(null); + } + }); + + } + + // 데이터 삽입 후 다시 불러오는 메소드 + private void LoadDataAfterInsert(System.Action onComplete) + { + Backend.PlayerData.GetMyData(SKILL_TABLE, callback => + { + UserSkillData skillData = new UserSkillData(); + + if (callback.IsSuccess() && callback.FlattenRows().Count > 0) + { + skillData.slot_1 = callback.FlattenRows()[0]["slot_1"].ToString() ?? string.Empty; + skillData.slot_2 = callback.FlattenRows()[0]["slot_2"].ToString() ?? string.Empty; + skillData.slot_3 = callback.FlattenRows()[0]["slot_3"].ToString() ?? string.Empty; + } + + onComplete?.Invoke(skillData); + }); + } + + + /// + /// 스킬 슬롯 데이터 초기 row 삽입 + /// + private void InsertInitData(UserSkillData skillData, System.Action onComplete = null) + { + if (PlayerDataManager.Singleton.player == null) + { + return; + } + + Param param = new Param(); + param.Add("slot_1", skillData.slot_1); + param.Add("slot_2", skillData.slot_2); + param.Add("slot_3", skillData.slot_3); + + Backend.PlayerData.InsertData(SKILL_TABLE, param, callback => + { + if (callback.IsSuccess()) + { + Debug.Log("초기 스킬 데이터 삽입 성공"); + } + else + { + Debug.LogError("초기 스킬 데이터 삽입 실패: " + callback.ToString()); + } + + onComplete?.Invoke(); + }); + } + + /// + /// 스킬 슬롯 정보 업데이트 + /// + public void UpdateSkillData(UserSkillData skillData, System.Action onComplete = null) + { + Param param = new Param(); + param.Add("slot_1", skillData.slot_1 ?? string.Empty); + param.Add("slot_2", skillData.slot_2 ?? string.Empty); + param.Add("slot_3", skillData.slot_3 ?? string.Empty); + + Backend.PlayerData.UpdateMyLatestData(SKILL_TABLE, param, callback => + { + if (callback.IsSuccess()) + { + Debug.Log("스킬 정보 업데이트 성공"); + onComplete?.Invoke(); + } + else + { + Debug.LogError("스킬 정보 업데이트 실패: " + callback.ToString()); + } + + }); + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/BackendSkillDataManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendSkillDataManager.cs.meta new file mode 100644 index 00000000..2197ed86 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/BackendSkillDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 04490730ace91bd4bb4659c90cebc8b3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/UnityMainThreadDispatcher.cs b/Gameton-06/Assets/Gameton/Scripts/Backend/UnityMainThreadDispatcher.cs new file mode 100644 index 00000000..6231162a --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/UnityMainThreadDispatcher.cs @@ -0,0 +1,55 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + /// + /// 메인 스레드에서 서버 콜백 함수를 실행하도록 하기 위한 유틸 클래스 + /// + public class UnityMainThreadDispatcher : MonoBehaviour + { + private static UnityMainThreadDispatcher _instance; + private readonly Queue _executionQueue = new Queue(); + + public static UnityMainThreadDispatcher Instance() + { + if (_instance == null) + { + var go = new GameObject("UnityMainThreadDispatcher"); + _instance = go.AddComponent(); + DontDestroyOnLoad(go); + } + return _instance; + } + + private void Awake() + { + if (_instance == null) + { + _instance = this; + DontDestroyOnLoad(gameObject); + } + } + + public void Enqueue(Action action) + { + lock (_executionQueue) + { + _executionQueue.Enqueue(action); + } + } + + private void Update() + { + lock (_executionQueue) + { + while (_executionQueue.Count > 0) + { + _executionQueue.Dequeue().Invoke(); + } + } + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Backend/UnityMainThreadDispatcher.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Backend/UnityMainThreadDispatcher.cs.meta new file mode 100644 index 00000000..2f20a378 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Backend/UnityMainThreadDispatcher.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1334147e9d1908b4fba948ea4d88d64c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Camera/CameraFollow.cs b/Gameton-06/Assets/Gameton/Scripts/Camera/CameraFollow.cs new file mode 100644 index 00000000..0c8d58c2 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Camera/CameraFollow.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Cinemachine; + +namespace TON +{ + + public class CameraFollow : MonoBehaviour + { + private CinemachineVirtualCamera vcam; + + void Awake() + { + vcam = GetComponent(); + if (vcam == null) + { + Debug.LogError("Cinemachine Virtual Camera component is missing!"); + } + } + + public void SetFollowTarget(Transform target) + { + if (vcam != null) + { + vcam.Follow = target; + } + } + } + +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Camera/CameraFollow.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Camera/CameraFollow.cs.meta new file mode 100644 index 00000000..56d3b3d3 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Camera/CameraFollow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 58f4ec2a370c10c44a9a548e6cfd2d74 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Camera/CameraResolution.cs b/Gameton-06/Assets/Gameton/Scripts/Camera/CameraResolution.cs new file mode 100644 index 00000000..d88da0d3 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Camera/CameraResolution.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + public class CameraResolution : MonoBehaviour + { + private void Start() + { + SetResolution(); // 초기에 게임 해상도 고정 + } + + /* 해상도 설정하는 함수 */ + public void SetResolution() + { + int setWidth = 1920; // 사용자 설정 너비 + int setHeight = 1080; // 사용자 설정 높이 + + int deviceWidth = Screen.width; // 기기 너비 저장 + int deviceHeight = Screen.height; // 기기 높이 저장 + + Screen.SetResolution(setWidth, (int)(((float)deviceHeight / deviceWidth) * setWidth), true); // SetResolution 함수 제대로 사용하기 + + if ((float)setWidth / setHeight < (float)deviceWidth / deviceHeight) // 기기의 해상도 비가 더 큰 경우 + { + float newWidth = ((float)setWidth / setHeight) / ((float)deviceWidth / deviceHeight); // 새로운 너비 + Camera.main.rect = new Rect((1f - newWidth) / 2f, 0f, newWidth, 1f); // 새로운 Rect 적용 + } + else // 게임의 해상도 비가 더 큰 경우 + { + float newHeight = ((float)deviceWidth / deviceHeight) / ((float)setWidth / setHeight); // 새로운 높이 + Camera.main.rect = new Rect(0f, (1f - newHeight) / 2f, 1f, newHeight); // 새로운 Rect 적용 + } + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Camera/CameraResolution.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Camera/CameraResolution.cs.meta new file mode 100644 index 00000000..0bf4ee24 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Camera/CameraResolution.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eadc9322e4859cf439f92413ff4636d9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs b/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs index ad371741..b35580f6 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs @@ -7,27 +7,45 @@ namespace TON public class CharacterBase : MonoBehaviour, IDamage { - [SerializeField] // - private PlayerData playerData; - public float currentHP; - public float maxHP; - public float currentSP; - public float maxSP; + [SerializeField] private PlayerData playerData; + [SerializeField] private float currentHP; + [SerializeField] private float currentSP; + private float maxHP; + private float maxSP; - public float speed; - public float jumpForce = 5f; // 점프 힘 + [SerializeField] private float speed; + [SerializeField] private float jumpForce = 5f; // 점프 힘 + [SerializeField] private float airControl; // 점프 힘 + + [SerializeField] private Transform groundCheck; // GroundCheck 위치 설정 + [SerializeField] private float groundCheckRadius = 0.2f; + [SerializeField] private LayerMask groundLayer; + [SerializeField] private WallChecker wallChecker; + + + [SerializeField] private int jumpLimit = 5; + private int jumpCount = 0; private bool isGrounded = true; // 플레이어가 바닥에 있는지 여부를 판단 + private bool isAttack = false; // 플레이어가 기본 공격중인지 판단단 private float lastDirection = 1f; // 기본적으로 오른쪽(1) 바라보는 상태 - + private VariableJoystick joystick; + private Animator animator; public Transform firePoint; // 스킬 발사 위치 public CollisionDetector attackCollider; // 기본 공격 감지를 위한 자식 오브젝트 - - public Animator animator; - - private VariableJoystick joystick; public Rigidbody2D rb; + // ingame UI의 캐릭터 stat 적용을 위한 이벤트 + public event System.Action OnHPChanged; + public event System.Action OnSPChanged; + + [SerializeField] private float mpRecoveryRate = 1f; // MP 회복량 + [SerializeField] private float mpRecoveryInterval = 3f; // 회복 간격(초) + [SerializeField] private bool isRecovering = false; + + public AudioClip _attackSound; + public AudioClip _deathSound; + public AudioClip _hitSound; public void Start() { @@ -35,7 +53,6 @@ namespace TON joystick = ControllerUI.Instance.joystick; ControllerUI.Instance.linkedCharactor = this; - attackCollider.EnableCollider(false); // 기본 공격 Enable 비활성화 Initialize(); @@ -43,35 +60,47 @@ namespace TON public void Initialize() { - // int playerIndex = PlayerPrefs.GetInt("SelectedPlayerIndex", 0); - PlayerDataManager.Singleton.SetCurrentUserData(); + jumpCount = 0; playerData = PlayerDataManager.Singleton.player; currentHP = maxHP = playerData.hp; currentSP = maxSP = playerData.mp; + + OnHPChanged?.Invoke(currentHP, maxHP); + OnSPChanged?.Invoke(currentSP, maxSP); } - - // 경험치 추가 및 레벨업 처리 - public void AddExp(int amount) + // 게임이 실행 중이지 않을 때도 항상 기즈모를 보여줍니다 + private void OnDrawGizmos() { - bool leveledUp = PlayerDataManager.Singleton.UpdateExpericence(amount); + if (groundCheck == null) return; - if (leveledUp) - { - // TODO: 레벨업 시 처리할 내용 추가 - Debug.Log($"레벨업! "); - } + // 기본 색상을 흰색으로 설정 + Gizmos.color = Color.red; + // OverlapCircle의 범위를 와이어프레임 원으로 표시 + Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius); + } - // 경험치와 변경된 데이터를 파일에 업데이트 한다. - PlayerDataManager.Singleton.UpdatePlayerData(); + private bool CheckIsGrounded() + { + return Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer); } public void FixedUpdate() { + isGrounded = CheckIsGrounded(); + + if (isGrounded) + { + jumpCount = 0; + } + + // 무한 기본공격 적용되지 않도록 기본공격 모션 중에 이동 제한 + if (isAttack) + return; // 키보드 입력과 조이스틱 입력 통합 - float horizontalInput = Input.GetAxis("Horizontal"); // 키보드 좌우 입력 + float horizontalInput = Input.GetAxis("Horizontal"); if (joystick != null && Mathf.Abs(joystick.Horizontal) > 0.01f) { horizontalInput = joystick.Horizontal; // 조이스틱 입력 우선 @@ -80,13 +109,42 @@ namespace TON // 걷는 애니메이션 적용 animator.SetBool("IsMoving", Mathf.Abs(horizontalInput) > 0f); - // 좌우 이동 처리 (X축 속도 설정) - float newVelocityX = horizontalInput * speed; + // 측면 충돌 체크 + if (!isGrounded && wallChecker.IsWallTouching) + { + // 벽을 밀고 있을 때는 수평 이동 제한 + rb.velocity = new Vector2(0, rb.velocity.y); + } + else + { + // 기본 이동 속도 계산 + float newVelocityX = horizontalInput * speed; - // Rigidbody2D의 속도 업데이트 (X축은 입력값 기반, Y축은 중력/점프 유지) - rb.velocity = new Vector2(newVelocityX, rb.velocity.y); + // 경사로 감지 + bool isOnSlope = false; + Vector2 rayOrigin = rb.position; + RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.down, 1.1f); - // 방향을 변경하는 로직 (0이 아닐 때만 방향 업데이트) + + float slopeAngle = Vector2.Angle(hit.normal, Vector2.up); + if (slopeAngle > 0 && slopeAngle <= 45f) + { + isOnSlope = true; + // 경사면 방향 벡터 계산 + Vector2 slopeDirection = new Vector2(hit.normal.y, -hit.normal.x); + rb.velocity = slopeDirection * (newVelocityX / Mathf.Cos(slopeAngle * Mathf.Deg2Rad)); + } + + // 경사가 아닐 경우 일반 이동 적용 + if (!isOnSlope) + { + rb.velocity = new Vector2(newVelocityX, rb.velocity.y); + } + + } + + + // 방향 전환 if (horizontalInput != 0) { Turn(horizontalInput); @@ -111,31 +169,26 @@ namespace TON public void Jump() { // 바닥에 있을 때만 점프 가능 - if (isGrounded) + if (jumpCount < jumpLimit) { // 점프: 기존 X축 속도 유지, Y축 속도를 점프 힘으로 설정 rb.velocity = new Vector2(rb.velocity.x, jumpForce); - - // 점프 상태로 설정 - isGrounded = false; - } - } - - // 바닥 충돌 감지 (2D Physics) - private void OnCollisionEnter2D(Collision2D collision) - { - // Ground 태그가 붙은 오브젝트와 충돌 시 바닥 상태로 전환 - if (collision.gameObject.CompareTag("Ground")) - { - isGrounded = true; + jumpCount++; } } public void Attack() { + // 이미 기본 공격중인 경우 공격 제한 + if (isAttack) + return; + + isAttack = true; // 공격 애니메이션 적용 animator.Play("Default Attack"); + SoundManager.instance.SFXPlay("Attack", _attackSound); + // 공격 범위 Collider 활성화 attackCollider.EnableCollider(true); @@ -145,20 +198,93 @@ namespace TON private void DisableAttackCollider() { + isAttack = false; attackCollider.EnableCollider(false); } - public void SkillAttack(string skillId) + + // MP 회복 코루틴 + private IEnumerator RecoverSP() { - // 스킬 매니저에서 스킬을 쏠 수 있는지 여부를 판단 + isRecovering = true; + + while (currentSP < maxSP) + { + yield return new WaitForSeconds(mpRecoveryInterval); + + if (currentSP < maxSP) + { + currentSP = Mathf.Min(maxSP, currentSP + mpRecoveryRate); + OnSPChanged?.Invoke(currentSP, maxSP); + } + } + + isRecovering = false; + } + + public void UsePotion(string type, System.Action callback) + { + + if (type.Equals("HP") && currentHP == maxHP) + { + callback?.Invoke(false); + return; + } + if (type.Equals("MP") && currentSP == maxSP) + { + callback?.Invoke(false); + return; + } + + switch (type) + { + case "HP": + if (currentHP < maxHP) // currentHP가 maxHP보다 작을 때만 실행 + { + currentHP = Mathf.Min(currentHP + (maxHP * 0.2f), maxHP); // maxHP를 초과하지 않도록 보정 + OnHPChanged?.Invoke(currentHP, maxHP); + } + break; + case "MP": + if (currentSP < maxSP) // currentSP가 maxSP보다 작을 때만 실행 + { + currentSP = Mathf.Min(currentSP + (maxSP * 0.2f), maxSP); // maxSP를를 초과하지 않도록 보정 + OnSPChanged?.Invoke(currentSP, maxSP); + } + break; + } + + callback?.Invoke(true); + } + + public void SkillAttack(SkillBase skillBase) + { + if (skillBase == null) return; + + string skillId = skillBase.SkillData.id; + + // 스킬을 사용할 수 있는 스킬포인트가 있는지 판단 + if (currentSP < skillBase.SkillData.mpConsumption) return; + + // 스킬 매니저에서 스킬을 쏠 수 있는지 여부를 판단 bool canExecute = SkillDataManager.Singleton.CanExecuteSkill(skillId); if (canExecute) { + // 스킬을 쓸 수 있는 상태 - 쿨타임이 돌지 않을때만 마나 소모 + currentSP -= skillBase.SkillData.mpConsumption; + OnSPChanged?.Invoke(currentSP, maxSP); + // 스킬 애니메이터 실행 animator.Play("Skill Attack"); - // 스킬 매니저에 스킬 발사 요청 + // 스킬 매니저에 스킬 발사 요청 SkillDataManager.Singleton.ExecuteSkill(skillId, firePoint, lastDirection); + + // RecoverSP 가 이미 진행중인 경우 이중으로 코루틴을 실행하지 않도록 함 + if (!isRecovering) + { + StartCoroutine(RecoverSP()); + } } } @@ -169,10 +295,15 @@ namespace TON currentHP -= damage; currentHP = Mathf.Clamp(currentHP, 0, maxHP); + OnHPChanged?.Invoke(currentHP, maxHP); + + SoundManager.instance.SFXPlay("Hit", _hitSound); + // 체력이 0 아래로 떨어지고 현 상태가 IsAlive 일때만 동작하도록 함 if (currentHP <= 0f && prevHP > 0) { - animator.SetTrigger("Dead Trigger"); + Dead(); + SoundManager.instance.SFXPlay("Death", _deathSound); } // 체력이 0 보다 클때만 피격 모션 실행 @@ -187,8 +318,15 @@ namespace TON public void Dead() { - gameObject.SetActive(false); + animator.SetTrigger("Dead Trigger"); + } + // 플레이어 사망 애니메이션 종료 후 호출 + public void DestroyDead() + { + PlayerDataManager.Singleton.PlayerDeadEvent(); + + gameObject.SetActive(false); } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/CollisionDetector .cs b/Gameton-06/Assets/Gameton/Scripts/Character/CollisionDetector .cs index d1813866..964fed4d 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/CollisionDetector .cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/CollisionDetector .cs @@ -29,12 +29,17 @@ namespace TON // TODO: 장비 공격력 반영 필요 // float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower); - // 몬스터 방어력 - float monsterDefencePower = collision.GetComponent().defencePower; - float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, 0, monsterDefencePower); + MonsterBase monsterBase = collision.GetComponent(); + // 몬스터가 이전 피격으로 이미 죽은 경우우 + if (monsterBase.currentHP <= 0) + return; + + // 몬스터 방어력 의도값 계산 + float calcMonsterDefence = monsterBase.defencePower / (monsterBase.defencePower + monsterBase.defenceIntention); + float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, 0, calcMonsterDefence); // 치명타 적용 (캐릭터는 적용) - damage = damageCalculator.ApplyCriticalDamage(damage); + damage = damageCalculator.ApplyCriticalDamage(damage, collision.transform.position); collision.GetComponent().ApplyDamage(damage); } diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/DamageEffect.cs b/Gameton-06/Assets/Gameton/Scripts/Character/DamageEffect.cs new file mode 100644 index 00000000..03d66251 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/DamageEffect.cs @@ -0,0 +1,59 @@ +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; + +namespace TON +{ + public class DamageEffect : PoolAble + { + public TextMeshProUGUI textMesh; + public float floatSpeed = 1.0f; + public float duration = 1.0f; + + private float timer = 0f; + + private void Awake() + { + // Canvas의 Render Mode가 World Space일 경우, Main Camera를 Event Camera로 설정 + Canvas canvas = gameObject.GetComponentInChildren(); + if (canvas.renderMode == RenderMode.WorldSpace && canvas.worldCamera == null) + { + canvas.worldCamera = Camera.main; // Main Camera 할당 + } + + } + + public void SetDamage(int damage, bool isCritical) + { + // 데미지 값에 따라 색상이나 크기 변경 가능 + textMesh.text = string.Format("{0:#,###}", damage); + + // 크리티컬 히트일 경우 색상 변경 + if (isCritical) + textMesh.color = Color.yellow; + else + textMesh.color = Color.white; + + // 타이머 리셋 + timer = 0f; + } + + void Update() + { + // 위로 떠오르는 효과 + transform.position += Vector3.up * floatSpeed * Time.deltaTime; + + // 시간에 따른 투명도 조절 + timer += Time.deltaTime; + float alpha = 1.0f - (timer / duration); + textMesh.color = new Color(textMesh.color.r, textMesh.color.g, textMesh.color.b, alpha); + + // 지속 시간이 지나면 비활성화 + if (timer >= duration) + { + gameObject.SetActive(false); + } + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/DamageEffect.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Character/DamageEffect.cs.meta new file mode 100644 index 00000000..d696a808 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/DamageEffect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8c86fdd904c9e8d41a93d1249c02a506 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartDataManager.cs index 048330db..ba7b13a5 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartDataManager.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartDataManager.cs @@ -8,116 +8,189 @@ namespace TON { public class HeartDataManager : SingletonBase { - public List heartDatas { get; private set; } public HeartData currentHeartData { get; private set; } - private int characterId; + + public int maxHearts = 5; + public int heartRechargeTime = 360; // 하트 충전 시간 6분 public int GetCurrentHearts() => currentHeartData.currentHearts; - public int GetMaxHearts() => currentHeartData.maxHearts; - public int GetHeartRechargeTime() => currentHeartData.heartRechargeTime; public DateTime GetLastHeartTime() => DateTime.Parse(currentHeartData.lastHeartTime); + private int limitRetryCount = 0; + private BackendHeartDataManager heartDataManager; - protected override void Awake() + private void OnEnable() { - base.Awake(); - LoadHeartData(); + heartDataManager = new BackendHeartDataManager(); } - private void LoadHeartData() + public void Initalize(System.Action onComplete) { - if (heartDatas != null) - { - heartDatas.Clear(); - } + LoadHeartData(onComplete); + } - JSONLoader.SaveJsonToPersistentData("heart"); - heartDatas = JSONLoader.LoadJsonFromPersistentData>("Heart"); - if (heartDatas == null) + private void LoadHeartData(System.Action onComplete) + { + // * 사용자 정보 서버에서 조회 + heartDataManager.LoadMyHeartData(heartData => { - heartDatas = new List(); - } + SetCurrentUserHeart(heartData, onComplete); + }); } // 캐릭터 생성 시 하트 초기값 생성 - public void CreateNewHeartSystem(int characterId) + public void CreateNewHeartSystem(System.Action onComplete = null) { - HeartData heartData = new HeartData(characterId); - heartDatas.Add(heartData); - Assert.IsTrue(JSONLoader.SaveUpdatedJsonToPersistentData(heartDatas, "heart")); - Debug.Log($"heartData test:: {heartData.currentHearts}"); - LoadHeartData(); + HeartData heartData = new HeartData(); + + heartDataManager.CreateNewPlayerHeart(heartData, isSuccess => + { + if (isSuccess) + { + Debug.Log("캐릭터 생성 시 하트 초기값 생성 성공"); + SetCurrentUserHeart(heartData, onComplete); + } + }); } - public void SetCurrentUserHeart() + public void SetCurrentUserHeart(HeartData heartData, System.Action onComplete = null) { - characterId = PlayerPrefs.GetInt("SelectedPlayerIndex", -1); - if (characterId > -1) + currentHeartData = heartData; + if (currentHeartData != null) { - currentHeartData = heartDatas[characterId]; - if (currentHeartData != null) - { - RechargeHearts(); - } - else - { - Debug.Log("하트 정보 불러오기 중 오류 발생 ::: 초기값으로 재정의 합니다."); - CreateNewHeartSystem(characterId); - } + RechargeHearts(); + onComplete?.Invoke(); } else { - Debug.LogError("유효하지 않은 캐릭터 정보입니다."); - } + if (limitRetryCount > 3) + { + Debug.LogError($"하트 정보를 정상적으로 불러올 수 없어 초기값을 강제 적용합니다."); + currentHeartData = new HeartData(); + onComplete?.Invoke(); + } + limitRetryCount++; + Debug.LogError($"하트 불러오기 중 오류 발생 ::: 재시도 {limitRetryCount}"); + CreateNewHeartSystem(onComplete); + } } // 하트 데이터 저장 public void SaveHeartData() { - heartDatas[characterId] = currentHeartData; - Assert.IsTrue(JSONLoader.SaveUpdatedJsonToPersistentData(heartDatas, "heart")); - LoadHeartData(); + heartDataManager.UpdatePlayerHeartData(currentHeartData, isSuccess => + { + if (isSuccess) + { + Debug.Log("하트 데이터 업데이트 성공"); + } + else + { + Debug.LogError("하트 데이터 업데이트 성공"); + } + }); } // 게임이 다시 실행될때 마지막 하트 소모 시간과 현재 시간을 계산해서 하트 충전량을 반영 public void RechargeHearts() { - if (currentHeartData.currentHearts >= currentHeartData.maxHearts) return; + if (currentHeartData.currentHearts >= maxHearts) return; + + DateTime lastTime; + bool hasValidTime = DateTime.TryParse(currentHeartData.lastHeartTime, out lastTime); + + if (!hasValidTime) + { + lastTime = DateTime.Now; // 기본값 설정 + currentHeartData.lastHeartTime = lastTime.ToString(); + } - DateTime lastTime = DateTime.Parse(currentHeartData.lastHeartTime); TimeSpan timePassed = DateTime.Now - lastTime; - int heartsToRecover = (int)(timePassed.TotalSeconds / currentHeartData.heartRechargeTime); + int heartsToRecover = (int)(timePassed.TotalSeconds / heartRechargeTime); if (heartsToRecover > 0) { - currentHeartData.currentHearts = Mathf.Min(currentHeartData.currentHearts + heartsToRecover, currentHeartData.maxHearts); - currentHeartData.lastHeartTime = DateTime.Now.ToString(); + int newHearts = Mathf.Min(currentHeartData.currentHearts + heartsToRecover, maxHearts); + + // 충전된 하트 수만큼 lastHeartTime을 재조정 + currentHeartData.currentHearts = newHearts; + + // 남은 충전 시간 유지: 충전된 만큼 lastHeartTime을 앞으로 이동 + currentHeartData.lastHeartTime = lastTime.AddSeconds(heartsToRecover * heartRechargeTime).ToString(); SaveHeartData(); } } - // 하트 소모 시 데이터 및 화면 UI를 업데이트트 + // 하트 소모 시 데이터 및 화면 UI를 업데이트 public void UseHeart() { if (currentHeartData.currentHearts > 0) { currentHeartData.currentHearts--; - currentHeartData.lastHeartTime = DateTime.Now.ToString(); - SaveHeartData(); + // 하트를 사용한 후 하트가 최대 개수보다 적을 때만 타이머 시작/업데이트 + if (currentHeartData.currentHearts < 5) + { + // lastHeartTime이 비어있거나 잘못된 경우를 대비하여 기본값 설정 + DateTime lastTime; + bool hasValidTime = DateTime.TryParse(currentHeartData.lastHeartTime, out lastTime); - FindObjectOfType().UpdateHeartUI(); // UI 업데이트 + TimeSpan timePassed = DateTime.Now - lastTime; + + // 재충전 시간이 지났거나, 비어있거나, 하트가 최대치였다가 감소했을 때 lastHeartTime 갱신 + if (!hasValidTime || timePassed.TotalSeconds >= heartRechargeTime || string.IsNullOrEmpty(currentHeartData.lastHeartTime)) + { + currentHeartData.lastHeartTime = DateTime.Now.ToString(); + } + } + + SaveHeartData(); + UpdateHeartSystem(); } } - // 데이터 파일에 저장된 마지막 하트 사용시간과 동기화화 + public static void UpdateHeartSystem() + { + HeartSystem heartSystem = FindObjectOfType(); + if (heartSystem != null) + { + heartSystem.UpdateHeartUI(); // UI 업데이트 + } + } + + // 사용자의 광고 시청, 생선 소모 등으로 하트 충전하는 경우 호출출 + public void AddHeart(int amount) + { + int previousHearts = currentHeartData.currentHearts; + currentHeartData.currentHearts += amount; + + // 하트가 5개 미만에서 5개 이상으로 변경되었을 때 타이머 초기화 + if (previousHearts < 5 && currentHeartData.currentHearts >= 5) + { + // 하트가 가득 찼으므로 lastHeartTime을 빈 문자열이나 특정 값으로 설정하여 타이머 중지 + currentHeartData.lastHeartTime = ""; + } + + SaveHeartData(); + UpdateHeartSystem(); + } + + // 데이터 파일에 저장된 마지막 하트 사용시간과 동기화 public int GetRemainingRechargeTime() { - if (currentHeartData.currentHearts >= currentHeartData.maxHearts) return 0; + if (currentHeartData.currentHearts >= maxHearts) return 0; + + DateTime lastTime; + bool hasValidTime = DateTime.TryParse(currentHeartData.lastHeartTime, out lastTime); + + if (!hasValidTime) + { + lastTime = DateTime.Now; // 기본값 설정 + currentHeartData.lastHeartTime = lastTime.ToString(); + } - DateTime lastTime = DateTime.Parse(currentHeartData.lastHeartTime); TimeSpan timePassed = DateTime.Now - lastTime; - int timeLeft = currentHeartData.heartRechargeTime - (int)timePassed.TotalSeconds; + int timeLeft = heartRechargeTime - (int)timePassed.TotalSeconds; return Mathf.Max(0, timeLeft); } diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartSystem.cs b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartSystem.cs index 6cfc836d..405d0daf 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartSystem.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartSystem.cs @@ -12,15 +12,29 @@ namespace TON public List heartImages; // 하트 UI 리스트 public Sprite fullHeartSprite; // 채워진 하트 public Sprite emptyHeartSprite; // 빈 하트 - private HeartData heartData; - public TextMeshProUGUI timerText; // 하트 충전 타이머 UI + public GameObject overHeartText; // 하트 충전 타이머 UI + private float lastUpdateTime; - private void Start() + private void OnEnable() { + lastUpdateTime = Time.realtimeSinceStartup; UpdateHeartUI(); // 시작 시 UI 갱신 - InvokeRepeating(nameof(UpdateTimer), 0, 1f); // 1초마다 업데이트 + } + + private void Update() + { + // 실제 시간 기반으로 일정 간격마다 업데이트 (Time.Scale = 0 에 영향받지 않도록) + float currentTime = Time.realtimeSinceStartup; + float deltaTime = currentTime - lastUpdateTime; + + // 1초마다 타이머 업데이트 (더 짧은 간격으로 설정 가능) + if (deltaTime >= 1.0f) + { + UpdateTimer(); + lastUpdateTime = currentTime; + } } public void UpdateHeartUI() @@ -31,13 +45,23 @@ namespace TON { heartImages[i].sprite = (i < currentHearts) ? fullHeartSprite : emptyHeartSprite; } + + if (currentHearts > HeartDataManager.Singleton.maxHearts) + { + overHeartText.SetActive(true); + overHeartText.GetComponent().text = $"+ {currentHearts - HeartDataManager.Singleton.maxHearts}"; + } + else + { + overHeartText.SetActive(false); + } } private void UpdateTimer() { - if (HeartDataManager.Singleton.GetCurrentHearts() >= HeartDataManager.Singleton.GetMaxHearts()) + if (HeartDataManager.Singleton.GetCurrentHearts() >= HeartDataManager.Singleton.maxHearts) { - timerText.text = "0:00"; + timerText.text = "6:00"; return; } @@ -45,12 +69,14 @@ namespace TON if (timeLeft <= 0) { + timerText.text = "0:00"; + HeartDataManager.Singleton.RechargeHearts(); UpdateHeartUI(); return; } - timerText.text = $"{timeLeft / 60:D2}:{timeLeft % 60:D2}"; // mm:ss 포맷 + timerText.text = $"{timeLeft / 60}:{timeLeft % 60:D2}"; // m:ss 포맷 } } } \ No newline at end of file diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/PlayerDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Character/PlayerDataManager.cs index bf809c09..2216ed4e 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/PlayerDataManager.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/PlayerDataManager.cs @@ -1,3 +1,4 @@ +using System; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -8,43 +9,155 @@ namespace TON public class PlayerDataManager : SingletonBase { // 사용자가 생성해둔 플레이어 데이터를 싱글톤으로 전역 사용하기 위함 - public List playersData { get; private set; } - public PlayerData player { get; private set; } + public int goldAmount { get; private set; } + public int fishAmount { get; private set; } + public UserItemData userItem { get; private set; } = new UserItemData(); - [SerializeField] - private int expVariable = 50; // 경험치 변수 (조정 가능) - [SerializeField] - private int attackGrowthFactor = 50; // 공격력 성장 변수 (조정 가능) - [SerializeField] - private int defensiveGrowthFactor = 200; // 방어력 성장 변수 (조정 가능) + public float defensiveIntention { get; private set; } = 50f; // 방어력 변수 (조정 가능) + public int requireLevelUpExp; // 경험치 변수 (조정 가능) + [SerializeField] private int expVariable = 50; // 경험치 변수 (조정 가능) + [SerializeField] private float attackGrowthFactor = 50f; // 공격력 성장 변수 (조정 가능) + + private BackendPlayerDataManager playerDataManager; + private BackendCashDataManager cashDataManager; + private BackendItemDataManager itemDataManager; + + private void OnEnable() + { + playerDataManager = new BackendPlayerDataManager(); + cashDataManager = new BackendCashDataManager(); + itemDataManager = new BackendItemDataManager(); + } + + public void bootstrapper() + { + player = new PlayerData(); + } public void Initalize() { LoadPlayerData(); + LoadPlayerCashData(); + LoadPlayerItemData(); } private void LoadPlayerData() { - if (playersData != null) + // * 사용자 정보 서버에서 조회 + playerDataManager.LoadMyPlayerData(player => { - playersData.Clear(); - } + SetPlayerData(player); + }); + } - JSONLoader.SaveJsonToPersistentData("player"); - playersData = JSONLoader.LoadJsonFromPersistentData>("player"); - if (playersData == null) + private void LoadPlayerCashData() + { + cashDataManager.LoadMyCashData(cashData => { - playersData = new List(); + // 데이터 로드 완료 후 실행될 코드 + goldAmount = cashData.gold; + fishAmount = cashData.fish; + Debug.Log($"로드된 골드: {cashData.gold}, 물고기: {cashData.fish}"); + }); + } + + private void LoadPlayerItemData() + { + itemDataManager.LoadMyItemData(userItemData => + { + userItem.hpPotion = userItemData.hpPotion; + userItem.mpPotion = userItemData.mpPotion; + Debug.Log($"로드된 hp포션: {userItemData.hpPotion}, mp포션: {userItemData.mpPotion}"); + }); + } + + public void UsePotion(string type) + { + switch (type) + { + case "HP": + userItem.hpPotion -= 1; + itemDataManager.UpdateHpData(userItem.hpPotion); + break; + case "MP": + userItem.mpPotion -= 1; + itemDataManager.UpdateMpData(userItem.mpPotion); + break; } } - // 공격력과 방어력 업데이트 - private void UpdateStats(int currentLevel) + public void AddPotion(string type, int amount) { - player.attackPower *= 1 + (currentLevel - 1) / attackGrowthFactor; - player.defensivePower *= 1 + (currentLevel - 1) / defensiveGrowthFactor; + switch (type) + { + case "HP": + userItem.hpPotion += amount; + itemDataManager.UpdateHpData(userItem.hpPotion); + break; + case "MP": + userItem.mpPotion += amount; + itemDataManager.UpdateMpData(userItem.mpPotion); + break; + } + } + + public void AddGold(int amount) + { + goldAmount += amount; + cashDataManager.UpdateGoldData(goldAmount, updatedData => + { + // TODO: UI 업데이트 로직 적용 + // UpdateUI(); + }); + } + public void UseGold(int amount, System.Action callback = null) + { + if (goldAmount - amount < 0) + { + // 골드 재화 사용 불가 팝업 + callback?.Invoke(false); + UIManager.Show(UIList.GoldPopup); + return; + } + + goldAmount -= amount; + cashDataManager.UpdateGoldData(goldAmount, updatedData => + { + callback?.Invoke(true); + }); + } + + public void AddFish(int amount) + { + fishAmount += amount; + cashDataManager.UpdateFishData(fishAmount, updatedData => + { + // TODO: UI 업데이트 로직 적용 + // UpdateUI(); + }); + } + public void UseFish(int amount, System.Action callback) + { + if (fishAmount - amount < 0) + { + callback?.Invoke(false); + return; + } + + fishAmount -= amount; + cashDataManager.UpdateFishData(fishAmount, updatedData => + { + callback?.Invoke(true); + }); + } + + // 공격력과 방어력 업데이트 + private void UpdateStats(int level) + { + player.attackPower = player.attackPower * (1 + level / attackGrowthFactor); + player.defensivePower = player.defensivePower * (1 + level / defensiveIntention); } // 현재 레벨에서 다음 레벨까지 필요한 경험치 계산 @@ -59,15 +172,15 @@ namespace TON player.experience += amount; // 추가된 경험치로 인한 현재 경험치가 레벨업에 필요한 경험치보다 크거나 같다면 레벨업 - int requireLevelUpExp = GetRequiredExp(player.level); + requireLevelUpExp = GetRequiredExp(player.level); if (player.experience >= requireLevelUpExp) { // 레벨업 후 초과된 경험치를 반영하기 위해 다시 계산 player.experience -= requireLevelUpExp; - // 레벨업으로 인한 공격력/방어력 업데이트 - UpdateStats(player.level); // 레벨 증가 player.level++; + // 레벨업으로 인한 공격력/방어력 업데이트 + UpdateStats(player.level); return true; } return false; @@ -75,27 +188,44 @@ namespace TON public void UpdatePlayerData() { - int index = playersData.FindIndex(x => x.id == player.id); - if (index > -1) + // 캐릭터 데이터 서버 업데이트 + playerDataManager.UpdatePlayerData(player, isSuccess => { - playersData[index] = player; - Assert.IsTrue(JSONLoader.SaveUpdatedJsonToPersistentData(playersData, "player")); - Initalize(); - } + if (isSuccess) + { + Initalize(); + } + }); } - public void SetCurrentUserData() + public void SetPlayerData(PlayerData playerData) { - int characterId = PlayerPrefs.GetInt("SelectedPlayerIndex", -1); - if (characterId > -1) + player = playerData; + + // 사용자 정보가 있을때만 레벨업 필요 초기값 세팅 + if (playerData != null) { - player = playersData[characterId]; - } - else - { - Debug.LogError("유효하지 않은 캐릭터 정보 입니다."); + requireLevelUpExp = GetRequiredExp(player.level); } } + // 플레이어가 사망했을때 호출 + public void PlayerDeadEvent() + { + Invoke(nameof(ShowGameEndUI), 0.5f); + + } + private void ShowGameEndUI() + { + UIManager.Show(UIList.GameWinUI); + } + + public void CreateNewPlayer(PlayerData player, System.Action onComplete = null) + { + playerDataManager.CreateNewPlayer(player, isSuccess => + { + onComplete?.Invoke(isSuccess); + }); + } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs b/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs index fb2f77ff..00ac17b2 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs @@ -4,48 +4,48 @@ using UnityEngine; namespace TON { - public static class PlayerSpawner + public class PlayerSpawner { - - public static void SpawnPlayerCharacter() + public static bool SpawnPlayerCharacter() { - List playerDatas = PlayerDataManager.Singleton.playersData; - // 저장된 인덱스 가져오기 - int selectedIndex = PlayerPrefs.GetInt("SelectedPlayerIndex", 0); + PlayerData playerData = PlayerDataManager.Singleton.player; - // 인덱스가 범위를 벗어나지 않는지 확인 - if (selectedIndex < 0 || selectedIndex >= playerDatas.Count) - { - Debug.LogError($"Invalid player index: {selectedIndex}"); - return; - } - - string prefabName = playerDatas[selectedIndex].type == "b" ? "TON.Player_B" : "TON.Player_W"; + string prefabName = playerData.type == "b" ? "TON.Player_B" : "TON.Player_W"; // Resources에서 프리팹 로드 GameObject characterPrefab = Resources.Load($"Player/{prefabName}"); if (characterPrefab == null) { - Debug.LogError($"Failed to load character prefab: {playerDatas[selectedIndex].type}"); - return; + Debug.LogError($"Failed to load character prefab: {playerData.type}"); + return false; } - // TON.Player 오브젝트 찾기 GameObject playerObj = GameObject.Find("TON.Player"); if (playerObj == null) { Debug.LogError("TON.Player not found in the scene!"); - return; + return false; } - // 기존 플레이어 제거 (필요 시) foreach (Transform child in playerObj.transform) { GameObject.Destroy(child.gameObject); } - // 캐릭터 프리팹을 TON.Player 위치에 배치 GameObject playerInstance = GameObject.Instantiate(characterPrefab, playerObj.transform.position, Quaternion.identity); playerInstance.transform.SetParent(playerObj.transform); + // 카메라가 새 플레이어를 따라가도록 설정 + CameraFollow cameraFollow = GameObject.FindObjectOfType(); + if (cameraFollow != null) + { + cameraFollow.SetFollowTarget(playerInstance.transform); + } + else + { + Debug.LogError("No CameraFollow script found in the scene!"); + return false; + } + + return true; } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/StateMachine/DeadStateMachine.cs b/Gameton-06/Assets/Gameton/Scripts/Character/StateMachine/DeadStateMachine.cs index 188109c1..aa5b4a47 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/StateMachine/DeadStateMachine.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/StateMachine/DeadStateMachine.cs @@ -15,7 +15,7 @@ namespace TON { if (animator.TryGetComponent(out CharacterBase character)) { - character.Dead(); + character.DestroyDead(); } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/WallChecker.cs b/Gameton-06/Assets/Gameton/Scripts/Character/WallChecker.cs new file mode 100644 index 00000000..b58e560e --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/WallChecker.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + public class WallChecker : MonoBehaviour + { + public bool IsWallTouching { get; private set; } + + private void OnTriggerStay2D(Collider2D collision) + { + IsWallTouching = collision.gameObject.layer == LayerMask.NameToLayer("Ground"); + } + + private void OnTriggerExit2D(Collider2D collision) + { + if (collision.gameObject.layer == LayerMask.NameToLayer("Ground")) + { + IsWallTouching = false; + } + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/WallChecker.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Character/WallChecker.cs.meta new file mode 100644 index 00000000..15421ffa --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/WallChecker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 75a6dd00ee9c3d7428cae5700b2cc666 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/AssetManager.cs b/Gameton-06/Assets/Gameton/Scripts/Common/AssetManager.cs index c6186f25..c57afa9b 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/AssetManager.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/AssetManager.cs @@ -1,9 +1,19 @@ +using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace TON { + public enum FaceStatue + { + Idle, + Angry, + Sad, + Oh, + Smile + } + public class AssetManager : SingletonBase { @@ -15,7 +25,61 @@ namespace TON public bool LoadSkillIcon(string skillId, out Sprite result) { - return LoadAsset($"UI/Skill Icon/skill_icon_{skillId}", out result); + string id = skillId.ToLower(); + return LoadAsset($"UI/SkillIcon/skill_icon_{id}", out result); } + + public bool LoadPlayerIcon(string playerType, FaceStatue status, out Sprite result) + { + var playerColor = playerType == "b" ? "Black" : "White"; + return LoadAsset($"Player/Character Face/{playerColor}_{status}", out result); + } + + public bool LoadMonsterWaveIcon(int wave, out Sprite result) + { + return LoadAsset($"UI/Monster Portrait/wave{wave}_monster", out result); + } + + public bool LoadRankPawIcon(int rank, out Sprite result) + { + if (rank < 4 && rank > 0) + { + // Rank 1, 2, 3일 때 실행할 코드 + return LoadAsset($"UI/RankingPaw/paw_{rank}th", out result); + } + else if (rank >= 4 && rank <= 20) + { + // Rank 4~20일 때 실행할 코드 + return LoadAsset($"UI/RankingPaw/paw_4th", out result); + } + else if (rank >= 21 && rank <= 50) + { + // Rank 21~50일 때 실행할 코드 + return LoadAsset($"UI/RankingPaw/paw_5th", out result); + } + else + { + // Rank 51 이상일 때 실행할 코드 + return LoadAsset($"UI/RankingPaw/paw_6th", out result); + } + } + + public bool LoadMyRankBoxImage(out Sprite result) + { + return LoadAsset($"UI/RankingPaw/my_rank_box", out result); + } + + public bool LoadIntroBackgroundImage(int index, out Sprite result) + { + return LoadAsset($"UI/Story Background/intro_background_{index}", out result); + } + + public bool LoadIntroVillagerImage(out Sprite result) + { + return LoadAsset($"UI/Story Background/villagers", out result); + } + + + } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/BootStrapper.cs b/Gameton-06/Assets/Gameton/Scripts/Common/BootStrapper.cs index fb6222c7..dcbea37e 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/BootStrapper.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/BootStrapper.cs @@ -43,23 +43,18 @@ namespace TON { Main.Singleton.Initialize(); - // List playersData = PlayerDataManager.Singleton.playersData; - PlayerDataManager.Singleton.Initalize(); - PlayerPrefs.SetInt("SelectedPlayerIndex", 0); - PlayerDataManager.Singleton.SetCurrentUserData(); - // HeartDataManager.Singleton.(); - // List skillDatas = SkillDataManager.Singleton.skillDatas; - SkillDataManager.Singleton.Initalize(); - // TODO : Custom Order After System Load - // UIManager.Show(UIList.IngameUI); - // UIManager.Show(UIList.LobbyUI); - // UIManager.Show(UIList.ControllerUI); - // ControllerUI.Instance.Initalize(); - // UIManager.Show(UIList.IngameOptionUI); - UIManager.Show(UIList.SkillSettingUI); - // UIManager.Show(UIList.CharaterCreateUI); // UIManager.Show(UIList.TitleUI); + // UIManager.Show(UIList.IntroUI); + // UIManager.Show(UIList.CharaterCreateUI); + // UIManager.Show(UIList.LobbyUI); + // UIManager.Show(UIList.IngameOptionUI); + // UIManager.Show(UIList.SkillSettingUI); + PlayerDataManager.Singleton.bootstrapper(); + UIManager.Show(UIList.ControllerUI); + ControllerUI.Instance.Initalize(); + // UIManager.Show(UIList.IngameUI); + // PlayerSpawner.SpawnPlayerCharacter(); } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/DamageCalculator.cs b/Gameton-06/Assets/Gameton/Scripts/Common/DamageCalculator.cs index 1bc84eb7..f73fc873 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/DamageCalculator.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/DamageCalculator.cs @@ -26,21 +26,35 @@ namespace TON // 4. 기본 데미지 계산 float baseDamage = (totalAttackPower * damageMultiplier) * defenseEffect; + // Debug.Log("기본 데미지 계산" + baseDamage); return Mathf.Round(baseDamage); // 소수점 제거 (선택 사항) } /// /// 치명타 적용 (치명타 확률이 0보다 클 경우에만 적용) /// - public float ApplyCriticalDamage(float damage) + public float ApplyCriticalDamage(float damage, Vector3 position) { + bool critical = false; if (Random.value < criticalChance) // Random.value는 0.0 ~ 1.0 사이의 랜덤 값 { damage *= criticalMultiplier; - Debug.Log("💥 치명타 발생! 💥"); + critical = true; + // Debug.Log("💥 치명타 발생! 💥" + damage); } - return Mathf.Round(damage); // 소수점 제거 + float value = Mathf.Round(damage); + + // 데미지 이펙트 출력 + ShowDamage((int)value, critical, position); + return value; + } + + public void ShowDamage(int damage, bool isCritical, Vector3 position) + { + GameObject damageText = ObjectPoolManager.Instance.GetEffect("DamageEffect"); + damageText.transform.position = new Vector3(position.x, position.y + 1f, position.z); + damageText.GetComponent().SetDamage(damage, isCritical); } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/JSONLoader.cs b/Gameton-06/Assets/Gameton/Scripts/Common/JSONLoader.cs index d7367d19..b12f7b68 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/JSONLoader.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/JSONLoader.cs @@ -64,29 +64,6 @@ namespace TON } } - /// 특정 데이터를 JSON 형식으로 저장하는 함수 - public static void SaveToFile(T data, string fileName) - { - string path = $"Assets/Gameton/Resources/{DATA_PATH}{fileName}.json"; - string json; - - // [리스트] 형식인지 확인 - if (typeof(T).IsGenericType && typeof(T).GetGenericTypeDefinition() == typeof(List<>)) - { - // 리스트 데이터를 감싸는 래퍼 클래스를 사용하여 JSON 변환 - Wrapper wrapper = new Wrapper { items = data }; - json = JsonUtility.ToJson(wrapper, true); - } - else - { - // 일반 객체는 그대로 JSON 변환 - json = JsonUtility.ToJson(data, true); - } - - File.WriteAllText(path, json); - Debug.Log($"파일 저장 성공 ::: {fileName}.json"); - } - /// Application.persistentDataPath 내의 파일 경로 생성성 private static string GetPersistentPath(string fileName) { @@ -121,7 +98,8 @@ namespace TON } else { - Debug.LogError($"❌ Resources에서 JSON 파일을 찾을 s수 없음: {path}"); + Debug.LogError($"❌ Resources에서 JSON 파일을 찾을 수 없음: {path}"); + File.WriteAllText(persistentPath, "[]"); } } @@ -131,7 +109,7 @@ namespace TON public static T LoadJsonFromPersistentData(string fileName) { string path = GetPersistentPath(fileName); - Debug.Log($"LoadJsonFromPersistentData : {path}"); + // Debug.Log($"LoadJsonFromPersistentData : {path}"); if (!File.Exists(path)) { @@ -179,8 +157,6 @@ namespace TON json = JsonUtility.ToJson(updatedData, true); } - Debug.Log($"SaveUpdatedJsonToPersistentData : {json}"); - // 파일 저장 File.WriteAllText(path, json); Debug.Log($"✅ JSON 데이터 업데이트 완료: {path}"); diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/Main.cs b/Gameton-06/Assets/Gameton/Scripts/Common/Main.cs index a1e4ea08..7dbc1628 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/Main.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/Main.cs @@ -11,8 +11,10 @@ namespace TON None, Empty, Title, - Ingame, + Intro, Lobby, + Stage, + Shop, } public class Main : SingletonBase
@@ -24,8 +26,8 @@ namespace TON if (isIniaialized) return; // 게임에 필요한 필수 시스템 초기화 + BackendManager.Singleton.Initalize(); UIManager.Singleton.Initalize(); - // TODO : GameDataModel.Singleton.Initalize(); isIniaialized = true; } @@ -47,13 +49,13 @@ namespace TON bool isSceneChangeProgress = false; SceneBase currentSceneController = null; - SceneType currentSceneType = SceneType.None; + public SceneType currentSceneType = SceneType.None; public void ChangeScene(SceneType sceneType, System.Action onSceneChangeCompletedCallback = null) { if (isSceneChangeProgress) return; - if (currentSceneType == sceneType) + if (currentSceneType == sceneType && currentSceneType != SceneType.Stage) return; currentSceneType = sceneType; @@ -62,19 +64,24 @@ namespace TON case SceneType.Title: StartCoroutine(ChangeScene(onSceneChangeCompletedCallback)); break; - case SceneType.Ingame: - StartCoroutine(ChangeScene(onSceneChangeCompletedCallback)); + case SceneType.Intro: + StartCoroutine(ChangeScene(onSceneChangeCompletedCallback)); break; case SceneType.Lobby: StartCoroutine(ChangeScene(onSceneChangeCompletedCallback)); break; + case SceneType.Shop: + StartCoroutine(ChangeScene(onSceneChangeCompletedCallback)); + break; + case SceneType.Stage: + StartCoroutine(ChangeScene(onSceneChangeCompletedCallback)); + break; } } private IEnumerator ChangeScene(System.Action onSceneChangeCompletedCallback = null) where T : SceneBase { UIManager.Show(UIList.LoadingUI); - yield return new WaitForSeconds(3f); isSceneChangeProgress = true; diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/OutlineShader.cs b/Gameton-06/Assets/Gameton/Scripts/Common/OutlineShader.cs deleted file mode 100644 index b1dabf34..00000000 --- a/Gameton-06/Assets/Gameton/Scripts/Common/OutlineShader.cs +++ /dev/null @@ -1,38 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace TON -{ - public class OutlineShader : MonoBehaviour - { - public Material outlineMaterial; // 아웃라인 쉐이더 머티리얼 - public Material originalMaterial; - public SpriteRenderer spriteRenderer; - - void Start() - { - spriteRenderer = GetComponentInChildren(); - if (spriteRenderer != null) - { - originalMaterial = spriteRenderer.material; - } - } - - void OnTriggerEnter2D(Collider2D other) - { - if (other.CompareTag("Player")) // 플레이어가 접근하면 - { - spriteRenderer.material = outlineMaterial; - } - } - - void OnTriggerExit2D(Collider2D other) - { - if (other.CompareTag("Player")) // 플레이어가 나가면 - { - spriteRenderer.material = originalMaterial; - } - } - } -} diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/OutlineShader.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Common/OutlineShader.cs.meta deleted file mode 100644 index e804b69c..00000000 --- a/Gameton-06/Assets/Gameton/Scripts/Common/OutlineShader.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b916e72c0fb53d646a81ead6f8252799 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/RectHelper.cs b/Gameton-06/Assets/Gameton/Scripts/Common/RectHelper.cs new file mode 100644 index 00000000..0fc48df7 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Common/RectHelper.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + public class RectHelper : MonoBehaviour + { + Vector2 minAnchor; + Vector2 maxAnchor; + + + private void Start() + { + var Myrect = this.GetComponent(); + + minAnchor = Screen.safeArea.min; + maxAnchor = Screen.safeArea.max; + + minAnchor.x /= Screen.width; + minAnchor.y /= Screen.height; + + maxAnchor.x /= Screen.width; + maxAnchor.y /= Screen.height; + + + Myrect.anchorMin = minAnchor; + Myrect.anchorMax = maxAnchor; + + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/RectHelper.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Common/RectHelper.cs.meta new file mode 100644 index 00000000..eac11258 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Common/RectHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 196728227d77b9440af7a0e6102e7a6e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/SingletonBase.cs b/Gameton-06/Assets/Gameton/Scripts/Common/SingletonBase.cs index 78d90125..d518a769 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/SingletonBase.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/SingletonBase.cs @@ -1,9 +1,13 @@ using System; using System.Collections; using System.Collections.Generic; -using UnityEditor; using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + + namespace TON { public class SingletonBase : MonoBehaviour where T : class diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/UIList.cs b/Gameton-06/Assets/Gameton/Scripts/Common/UIList.cs index c3dd7171..7d1362bb 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/UIList.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/UIList.cs @@ -10,27 +10,24 @@ namespace TON TitleUI, // 게임 시작 화면 UI CharaterCreateUI, // 캐릭터 생성 UI - CharaterSelectUI, ControllerUI, // 캐릭터 컨트롤러 UI LobbyUI, // 게임 로비 UI SkillSettingUI, // 스킬 세팅 팝업 UI - - - GameOverUI, // 게임 오버 시 노출되는 UI - GameWinUI, // 게임 클리어 시 노출되는 UI - PauseUI, // 일시중지 버튼 선택 시 노출되는 UI + RankingUI, // 랭킹 UI IngameUI, // 인게임 표시 UI - IngameOptionUI, // 화면 우측 상단 골드, 인벤토리, 옵션 버튼 UI - - + OptionUI, // 화면 우측 상단 골드, 인벤토리, 옵션 버튼 UI + ShopUI, // 상점 UI PANEL_END, + POPUP_START, - PausePopupUI, LoadingUI, - StageEntryUI, - + GameWinUI, // 게임 오버 및 클리어 시 노출되는 UI + PauseUI, // 일시중지 버튼 선택 시 노출되는 UI + GoldPopup, + GuideUI, + IntroUI, POPUP_END, } diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/UIManager.cs b/Gameton-06/Assets/Gameton/Scripts/Common/UIManager.cs index ef25afbd..c7ad519e 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/UIManager.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/UIManager.cs @@ -33,6 +33,13 @@ namespace TON return targetUI; } + // 상점 및 기타 화면에서 재화 데이터 업데이트 시 매니저를 통해 호출 + public void UpdateCashData() + { + var targetUI = Singleton.GetUI(UIList.OptionUI); + targetUI.SetCashAmount(); + } + private Dictionary panels = new Dictionary(); private Dictionary popups = new Dictionary(); diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/CashData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/CashData.cs new file mode 100644 index 00000000..6db70254 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/CashData.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + [System.Serializable] + public class CashData + { + public int gold; + public int fish; + + public CashData() + { + gold = 0; + fish = 0; + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/CashData.cs.meta b/Gameton-06/Assets/Gameton/Scripts/GameData/CashData.cs.meta new file mode 100644 index 00000000..5b9c444a --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/CashData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c5faca4862c71c94ab30d84b1ec35872 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/ClearData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/ClearData.cs new file mode 100644 index 00000000..597e81e8 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/ClearData.cs @@ -0,0 +1,43 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + [System.Serializable] + public class ClearData + { + public string nickname; + // 클리어한 웨이브 넘버 + public int wave; + // 클리어에 소요된 시간 + public float playTime; + // 획득 점수 + public int score; + + public ClearData() + { + nickname = ""; + wave = 0; + playTime = 0f; + score = 0; + } + + public ClearData(string nickname, int wave, float playTime, int score) + { + this.nickname = nickname; + this.wave = wave; + this.playTime = playTime; + this.score = score; + } + + public void UpdateClearData(string nickname, int wave, float playTime, int score) + { + this.nickname = nickname; + this.wave = wave; + this.playTime = playTime; + this.score = score; + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/ClearData.cs.meta b/Gameton-06/Assets/Gameton/Scripts/GameData/ClearData.cs.meta new file mode 100644 index 00000000..054c407e --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/ClearData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5104aacb801da7541b35699566b60c27 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/HeartData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/HeartData.cs index e6209c83..d410b0f9 100644 --- a/Gameton-06/Assets/Gameton/Scripts/GameData/HeartData.cs +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/HeartData.cs @@ -8,30 +8,16 @@ namespace TON [System.Serializable] public class HeartData { - public int characterId; + // 현재 하트 개수 public int currentHearts; - public int maxHearts = 3; - public int heartRechargeTime = 600; // 10분 public string lastHeartTime; // 캐릭터 생성시 하트 데이터 생성자 - public HeartData(int characterId) + public HeartData() { - this.characterId = characterId; - currentHearts = maxHearts; - } - // 하트 소모 시 변경할 객체 생성자자 - public void UseHeart() - { - if (currentHearts > 0) - { - currentHearts--; - lastHeartTime = DateTime.UtcNow.ToString(); // 마지막 사용 시간 갱신 - } - else - { - Debug.Log("하트가 부족합니다!"); - } + currentHearts = 5; + lastHeartTime = null; } + } } diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/IntroStoryData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/IntroStoryData.cs new file mode 100644 index 00000000..25a04b87 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/IntroStoryData.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + [System.Serializable] + public class IntroStoryData + { + public int background; + public string speaker; + public string content; + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/IntroStoryData.cs.meta b/Gameton-06/Assets/Gameton/Scripts/GameData/IntroStoryData.cs.meta new file mode 100644 index 00000000..1c3458dc --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/IntroStoryData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fc694114c5406d447ab40f0d7c02db2b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/MonsterData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/MonsterData.cs index 19d14baa..9db0383a 100644 --- a/Gameton-06/Assets/Gameton/Scripts/GameData/MonsterData.cs +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/MonsterData.cs @@ -13,24 +13,19 @@ namespace TON public string name; // 몬스터 레벨 public int level; - // 몬스터 타입 ex : melee, ranged - public string monsterType; // 몬스터 체력 public int hp; // 기본 공격력 public int attackPower; // 기본 방어력 - public int defensivePower; - // 몬스터 스킬 ID - public string monsterSkillID; - // 패트롤 범위 - public float patrolRange; - // 인식 범위 - public float detectionRange; - // 추적 범위 - public float chaseRange; - // 공격 범위 - public float attackRange; - + public int defencePower; + // 몬스터 스킬 ID + public int monsterSkillID; + // 골드 + public int Gold; + // 경험치 + public int Exp; + // 점수 + public int Score; } } diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/PlayerData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/PlayerData.cs index 957e10e2..152d038f 100644 --- a/Gameton-06/Assets/Gameton/Scripts/GameData/PlayerData.cs +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/PlayerData.cs @@ -7,39 +7,23 @@ namespace TON [System.Serializable] public class PlayerData { - // 캐릭터 아이디 - public int id; - // 캐릭터 이미지 타입 (w/b) + // 필드 선언 (외부 수정 방지) public string type; - // 캐릭터 이름 public string name; - // 캐릭터 레벨 - public int level; - // 캐릭터 경험치 - public int experience; - // 캐릭터 체력 - public int hp; - // 캐릭터 마나(스킬 포인트) - public int mp; - // 기본 공격력 - public int attackPower; - // 기본 방어력 - public int defensivePower; - // 캐릭터 크리티컬 수치 - public int critical; + public int level = 1; + public int experience = 0; + public int hp = 100; + public int mp = 100; + public float attackPower = 50f; + public float defensivePower = 30f; + public int critical = 30; - public PlayerData(int i, string t, string n) + public PlayerData() : this("w", "") { } + + public PlayerData(string t, string n) { - id = i; type = t == "BlackCat" ? "b" : "w"; name = n; - level = 1; - experience = 0; - hp = 100; - mp = 100; - attackPower = 50; - defensivePower = 30; - critical = 30; } } diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/SkillData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/SkillData.cs index 23af7e9b..56c5e2b8 100644 --- a/Gameton-06/Assets/Gameton/Scripts/GameData/SkillData.cs +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/SkillData.cs @@ -7,12 +7,21 @@ namespace TON [System.Serializable] public class SkillData { + // 스킬 아이디 public string id; + // 스킬 이름 public string name; + // 스킬 mp 소모량 public int mpConsumption; + // 스킬 데미지 public float damage; + // 스킬 쿨타임 public int coolDown; + // 스킬 장착 슬롯 번호 public int slotNumber; + // 스킬 사용을 위해 필요한 캐릭터 레벨 public int requiredLevel; + // 스킬이 한번에 타격할 수 있는 몬스터의 수 + public int maxHitCount; } } diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/UserItemData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/UserItemData.cs new file mode 100644 index 00000000..3eebdbd4 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/UserItemData.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + [System.Serializable] + public class UserItemData + { + public int hpPotion; + public int mpPotion; + + public UserItemData() + { + hpPotion = 5; + mpPotion = 5; + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/UserItemData.cs.meta b/Gameton-06/Assets/Gameton/Scripts/GameData/UserItemData.cs.meta new file mode 100644 index 00000000..b1e4014d --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/UserItemData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fb32053a6a7bb30498bb2155fcbffd1a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/UserSkillData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/UserSkillData.cs new file mode 100644 index 00000000..c34084fe --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/UserSkillData.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + [System.Serializable] + public class UserSkillData + { + + public string slot_1; + public string slot_2; + public string slot_3; + + public UserSkillData() + { + slot_1 = "K0001"; + slot_2 = string.Empty; + slot_3 = string.Empty; + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/UserSkillData.cs.meta b/Gameton-06/Assets/Gameton/Scripts/GameData/UserSkillData.cs.meta new file mode 100644 index 00000000..fa1bb088 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/UserSkillData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f73cb0db91f6ba244869f551e8091e79 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/GameStage.meta b/Gameton-06/Assets/Gameton/Scripts/GameStage.meta new file mode 100644 index 00000000..49786252 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameStage.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e49ed8f442a8e9942852de004d7c393e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/GameStage/StageManager.cs b/Gameton-06/Assets/Gameton/Scripts/GameStage/StageManager.cs new file mode 100644 index 00000000..7b39d3ee --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameStage/StageManager.cs @@ -0,0 +1,153 @@ +using System.Collections; +using System.Collections.Generic; +using System.Threading.Tasks; +using UnityEngine; +using UnityEngine.Assertions; + +namespace TON +{ + public class StageManager : SingletonBase + { + + // 현재 플레이 시간을 초 단위로 반환하는 프로퍼티 + public float PlayTime => Time.time - stageStartTime; + public int goldReward { get; private set; } = 0; // 골드 획득 보상 + public int expReward { get; private set; } = 0; // 경험치 획득 보상 + public int waveCount { get; private set; } = 0; // 클리어한 웨이브 넘버 + public int gameScore { get; private set; } = 0; // 몬스터 처치로 얻은 점수 보상 + + private float stageStartTime; // 스테이지 시작 시간 + + public ClearData TOP_RECORD { get; private set; } = new ClearData(); // lobby 화면에 기록 세팅할때 사용할 변수 + public List RankList { get; private set; } = new List(); // 전체 랭킹 적용할 리스트 + + private BackendClearDataManager clearDataManager; + private BackendRankDataManager rankDataManager; + + public void Initialize() + { + clearDataManager = new BackendClearDataManager(); + rankDataManager = new BackendRankDataManager(); + + GetMyRankData(); + GetRankList(); + } + + public void GetMyRankData() + { + // 서버에서 내 클리어 데이터를 가져오고 가장 기록이 높은 정보를 세팅 + rankDataManager.LoadMyRankData(rankData => + { + TOP_RECORD.UpdateClearData(rankData.nickname, rankData.wave, rankData.playTime, rankData.score); + }); + } + + // 스테이지 시작 시 시작 정보 저장 + public void StartStage() + { + stageStartTime = Time.time; + } + + /// + /// 게임 웨이브 진행 시 획득한 골드와 경험치 정보를 저장하게 함 + /// + public void SetRewardData(int gold, int exp, int score) + { + goldReward += gold; + expReward += exp; + gameScore += score; + } + public void SetWaveData(int wave) + { + waveCount = wave; + } + + /// + /// 게임 플레이 종료 시 클리어 정보 저장 로직 수행 + /// + public void StageClear() + { + float clearTime = PlayTime; + + ClearData clearData = new ClearData(); + clearData.UpdateClearData(PlayerDataManager.Singleton.player.name, waveCount, clearTime, gameScore); + // clearData 저장 + clearDataManager.InsertInitData(clearData); + + // rankData 조회 후 비교 하여 저장 + rankDataManager.CheckUpdateRankData(clearData, () => + { + TOP_RECORD.UpdateClearData(clearData.nickname, clearData.wave, clearData.playTime, clearData.score); + }); + } + + public void ResetPlayData() + { + waveCount = 0; + goldReward = 0; + expReward = 0; + gameScore = 0; + } + + // 전체 랭킹 리스트 조회 + public void GetRankList(System.Action onComplete = null) + { + if (RankList.Count > 0) + { + RankList.Clear(); + } + + rankDataManager.GetRankData(rankData => + { + for (int i = 0; i < rankData.Count; i++) + { + LitJson.JsonData row = rankData[i]; + RankList.Add(new ClearData + ( + row["nickname"]["S"].ToString(), + int.Parse(row["wave"]["N"].ToString()), + float.Parse(row["play_time"]["N"].ToString()), + int.Parse(row["score"]["N"].ToString()) + )); + } + ; + + // 정렬 (score 내림차순, playTime 오름차순) + RankList.Sort((a, b) => + { + if (a.score != b.score) return b.score.CompareTo(a.score); + return a.playTime.CompareTo(b.playTime); + }); + + // top 50 까지만 RankList에 세팅 + if (RankList.Count > 50) + { + RankList = RankList.GetRange(0, 50); + } + + onComplete?.Invoke(); + }); + } + + public async Task> GetRankDataListAsync() + { + var tcs = new TaskCompletionSource(); + GetRankList(() => tcs.SetResult(true)); + await tcs.Task; + return RankList; + } + + // 내 랭킹 순위 반환 + public int GetMyRankNumber() + { + if (RankList.Count == 0) + { + return -1; + } + + int rankNumber = RankList.FindIndex(data => data.nickname.Equals(TOP_RECORD.nickname)); + return rankNumber; + } + + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/GameStage/StageManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/GameStage/StageManager.cs.meta new file mode 100644 index 00000000..4642c621 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameStage/StageManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ba51d02d7e3fec3448ca66e3eed1f921 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/IntroStory.meta b/Gameton-06/Assets/Gameton/Scripts/IntroStory.meta new file mode 100644 index 00000000..355e88e6 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/IntroStory.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fb07b60479abc92488d5aa4e83f215c7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/IntroStory/IntroStoryDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/IntroStory/IntroStoryDataManager.cs new file mode 100644 index 00000000..3ca30968 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/IntroStory/IntroStoryDataManager.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + public class IntroStoryDataManager + { + public List introStories { get; private set; } + + public void Initialize() + { + LoadIntroStoryData(); + } + + private void LoadIntroStoryData() + { + introStories = JSONLoader.LoadFromResources>("intro_story"); + if (introStories == null) + { + introStories = new List(); + Debug.LogError("스토리 데이터 로드 실패"); + } + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/IntroStory/IntroStoryDataManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/IntroStory/IntroStoryDataManager.cs.meta new file mode 100644 index 00000000..5a792298 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/IntroStory/IntroStoryDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 17c8388c9ee8b344a9d9064f6df90982 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs index 271f48d2..8e3c98ac 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs @@ -1,19 +1,48 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; namespace TON { public class Attack : MonoBehaviour { - [SerializeField] private MonsterBase _monsterBase; + private GameObject target; // target 변수 선언 + void Start() + { + // target 변수 초기화 (예시) + target = GameObject.Find("TON.Player"); // Player라는 이름을 가진 게임 오브젝트 찾기 + if (target == null) + { + // Debug.LogError("Player not found!"); + } + } + + public void SetMonsterBase(MonsterBase monsterBase) + { + _monsterBase = monsterBase; + } + private void OnTriggerEnter2D(Collider2D other) { - if (other.CompareTag("Player")) + if(target != null) // target이 null이 아닌지 확인 { - _monsterBase.Attack(other.gameObject); + if (other.CompareTag("Player")) + { + _monsterBase.IsAttacking = true; + _monsterBase.IsFinishAttack = false; // 공격 시작 시 FinishAttack 초기화 + } + } + } + + private void OnTriggerExit2D(Collider2D other) + { + if (target != null) // target이 null이 아닌지 확인 + { + if (other.CompareTag("Player")) + { + _monsterBase.IsAttacking = false; + _monsterBase.IsFinishAttack = true; + } } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs index f7761782..aec6a8ae 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs @@ -1,5 +1,3 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; namespace TON @@ -8,43 +6,26 @@ namespace TON { [SerializeField] private MonsterBase _monsterBase; - // private bool _isDetect; - + public void SetMonsterBase(MonsterBase monsterBase) + { + _monsterBase = monsterBase; + } + private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { - // TODO : 플레이어 감지하면 따라가기 - _monsterBase.IsDetect = true; - Debug.Log("감지됨"); - - if (_monsterBase.IsDetect) - { - _monsterBase.Detect(other.gameObject); - - // _monsterBase.IsWalking = false; - } } } - - // 단순 플레이어 태그 기준 따라가는 코드 - private void FixedUpdate() - { - // 타겟의 위치에서 내 현제 위치를 뺌 - // UnityEngine.Vector2 direction = target.transform.position - transform.position; - - // 방향 * 속도 * 시간간격 - // transform.Translate(direction.normalized * speed * Time.deltaTime); - // animator.SetBool("Iidle", true); - - } private void OnTriggerExit2D(Collider2D other) { - _monsterBase.IsDetect = false; - _monsterBase.IsWalking = true; + if (other.CompareTag("Player")) + { + _monsterBase.IsDetect = false; + } } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs index 4e024f85..b9a5d9f8 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs @@ -1,206 +1,205 @@ -using System; -using System.Collections; -using System.Collections.Concurrent; -using System.Collections.Generic; -using System.IO; -using System.Numerics; -using Assets.PixelFantasy.PixelMonsters.Common.Scripts; -using Unity.VisualScripting; +using TMPro; using UnityEngine; -using DamageCalculator = TON.DamageCalculator; +using Vector2 = UnityEngine.Vector2; using Vector3 = UnityEngine.Vector3; namespace TON { - public class MonsterBase : MonoBehaviour, IDamage + public partial class MonsterBase : MonoBehaviour, IDamage { - public int id; // 몬스터의 ID - public float currentHP = 100; // 몬스터의 현재 체력 - - // public string name; // 몬스터 이름 - public string monsterType; // 몬스터의 타입 (예: melee, ranged) - - // public int damage; // 공격력 - public float speed = 2; // 몬스터의 이동 속도 - - [SerializeField] - private SpriteRenderer _spriteRenderer; // 몬스터의 스프라이트 렌더러 - private Animator _animator; // 몬스터 애니메이터 - - private Vector3 _direction; // 몬스터의 이동 방향 - private bool _isWalking; // 몬스터가 걷고 있는지 여부 - private bool _isHit; // 몬스터가 맞았는지 여부 - private bool _isDetect; // 몬스터가 대상을 인식했는지 여부 - private float _currentTime; // 현재 시간 + [SerializeField] private SpriteRenderer _spriteRenderer; // 몬스터의 스프라이트 렌더러 + [SerializeField] public int id; // 몬스터의 ID + public float defencePower; + public float defenceIntention = 100; // 몬스터 방어력 변수 - [SerializeField] - private int _idleTime = 2; // 대기 시간 - - [SerializeField] - private int walkingTime = 2; // 걷기 시간 + public GameObject _hpBarImage; // HP 바 이미지 + private float _maxHP; + public float currentHP { get; private set; } // 몬스터 현재 체력 + private float hpMaxWidth; - [SerializeField] - private GameObject _target; // 몬스터의 타겟 + private PlayerData _playerData; + private MonsterData _monsterData; + private Animator _animator; // 몬스터 애니메이터 + private string currentAnimationState; // 현재 애니메이션 상태 + private float moveSpeed = 2f; - [SerializeField] - private Collider2D _collider; // 몬스터의 콜라이더 - - public float defencePower; // 몬스터의 방어력 + StateMachine _stateMachine; - // 애니메이션 관련 선언 - private string currentState; // 현재 애니메이션 상태 - - const string AniIdle = "Idle"; // 대기 애니메이션 - const string AniWalk = "Walk"; // 걷기 애니메이션 - const string AniAttack = "Attack"; // 공격 애니메이션 - - public bool IsWalking + private Vector3 _direction; // 몬스터의 이동 방향 + public bool IsDetect { get; set; } // 몬스터가 대상을 인식했는지 여부 + public bool IsAttacking { get; set; } // 몬스터가 공격했는지 여부 + public bool IsFinishAttack { get; set; } // 몬스터 공격 모션이 끝났는지 여부 + + public int Gold = 0; + public int Exp = 0; + public int Score = 0; + + private CharacterBase _characterBase; + + // public AudioClip _attackSound; + public AudioClip _deathSound; + public AudioClip _hitSound; + + private void Start() { - get => _isWalking; - set => _isWalking = value; - } + _animator = GetComponent(); // 애니메이터 컴포넌트 초기화 - public bool IsDetect - { - get => _isDetect; - set => _isDetect = value; - } - - // 첫 번째 프레임 전에 호출됩니다. - void Start() - { - // 몬스터 데이터 로드 (테스트용, 첫 번째 몬스터 데이터만 로드) - MonsterData monsterData = MonsterDataManager.Singleton.monstersData[0]; - Debug.Log(monsterData.name); // 몬스터 ID 출력 - - _currentTime = Time.realtimeSinceStartup; // 시작 시간 기록 + _stateMachine = new StateMachine(new IdleState(), this); - _animator = GetComponent(); // 애니메이터 컴포넌트 초기화 + InitializeMonsterData(); // 몬스터 데이터 로드 및 적용 - _direction = new Vector3(1, 0, 0); // 초기 이동 방향 (x 축 양의 방향) + _direction = new Vector3(1, 0, 0); // 초기 이동 방향 (x 축 양의 방향) - _spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립 + _spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립 - _collider = GetComponent(); // 콜라이더 컴포넌트 초기화 - - // 몬스터 방어력 임시값 설정 - defencePower = 10f; - } + // CharacterBase 참조 설정 + _characterBase = GameObject.Find("TON.Player").GetComponentInChildren(); - // 애니메이션 상태를 변경하는 메서드 - void ChangeAnimationState(string newState) - { - // 현재 상태와 동일한 상태일 경우, 애니메이션을 변경하지 않음 - if(currentState == newState) return; - - _animator.Play(newState); // 새로운 애니메이션 상태 실행 - } - - // 매 프레임 호출됩니다. - void Update() - { - // TODO: 시야를 벗어났으면 idle 상태로 전환하는 기능 추가 예정 - - // 몬스터가 걷고 있는 경우 - if (_isWalking) + // HP 바 초기화 + if (_hpBarImage != null) { - transform.Translate(_direction * speed * Time.deltaTime); // 몬스터를 이동시킴 + RectTransform rectTransform = _hpBarImage.GetComponent(); + hpMaxWidth = rectTransform.sizeDelta.x; // 초기 최대 너비 저장 + _maxHP = _monsterData.hp; + currentHP = _maxHP; + } + } - // 걷기 시간을 초과하면 대기 상태로 전환 - if (Time.realtimeSinceStartup - _currentTime >= walkingTime) - { - _isWalking = false; - ChangeAnimationState(AniIdle); // 애니메이션을 Idle로 변경 - _currentTime = Time.realtimeSinceStartup; // 시간 갱신 - } + private void InitializeMonsterData() + { + _monsterData = MonsterDataManager.Singleton.GetMonsterData(id); + + if (_monsterData != null) + { + _maxHP = _monsterData.hp; + currentHP = _maxHP; + defencePower = _monsterData.defencePower; + Gold = _monsterData.Gold; + Exp = _monsterData.Exp; + Score = _monsterData.Score; + + // Debug.Log($"몬스터 {_monsterData.name} 데이터 로드 완료"); } else { - // 대기 시간이 초과되면 걷기 시작 - if (Time.realtimeSinceStartup - _currentTime >= _idleTime) - { - _currentTime = Time.realtimeSinceStartup; - - // 걷기 상태가 아니라면 방향을 반대로 바꿔서 걷기 시작 - if (_isWalking == false) - { - _direction *= -1; // 이동 방향 반전 - _spriteRenderer.flipX = !(_direction.x > 0); // 스프라이트 방향 반전 - } - - _isWalking = true; - ChangeAnimationState(AniWalk); // 애니메이션을 Walk로 변경 - } - } - - // 대상을 인식하고 있으면 공격 또는 추적 처리 - if (_isDetect && _target != null) - { - // 몬스터와 타겟 간의 거리 계산 - float distance = Vector3.Distance(transform.position, _target.transform.position); - - if (distance < 1.5f) // 일정 거리 이내에서 공격 - { - Attack(_target); - } - else - { - Detect(_target); // 타겟이 멀어지면 추적 - } + Debug.LogError($"몬스터 ID {id}에 대한 데이터를 찾을 수 없습니다."); } } - // 피해를 적용하는 메서드 + public void RewardData() + { + StageManager.Singleton.SetRewardData(Gold, Exp, Score); + } + + public void ChangeAnimationState(string newState) + { + if (currentAnimationState == newState) return; // 현재 상태와 동일한 상태일 경우, 애니메이션을 변경하지 않음 + + _animator.Play(newState); // 새로운 애니메이션 상태 실행 + } + + private void Update() + { + _stateMachine.Update(); + } + + public void FinishAttack() + { + IsFinishAttack = true; + } + public void ApplyDamage(float damage) { - // 몬스터의 체력을 감소시키고, 죽었을 경우 파괴 처리 - float prevHP = currentHP; + float prevHP = currentHP; // 몬스터의 체력을 감소시키고, 죽었을 경우 파괴 처리 currentHP -= damage; + SoundManager.instance.SFXPlay("Hit", _hitSound); + + UpdateHPBar(currentHP); + if (prevHP > 0 && currentHP <= 0) { - // 몬스터가 죽었을 때 처리 (죽는 애니메이션은 주석 처리됨) - Destroy(gameObject); // 몬스터 파괴 + _stateMachine.SetTransition(new DeathState()); + //TODO : 현재 웨이브 값, 경험치, 골드 MonsterSpawner.WaveData; } else if (prevHP > 0 && currentHP > 0) { - // 피격 애니메이션은 주석 처리됨 (필요시 활성화) + _stateMachine.SetTransition(new HitState()); } } - - // 타겟을 공격하는 메서드 - public void Attack(GameObject player) + + private void UpdateHPBar(float currentHP) + { + if (_hpBarImage != null) + { + // 현재 HP가 0 이하로 내려가지 않도록 보정 + currentHP = Mathf.Max(0, currentHP); + + // HP 비율 계산 (0~1 사이 값) + float hpRatio = currentHP / _maxHP; + + // RectTransform 컴포넌트 가져오기 + RectTransform rectTransform = _hpBarImage.GetComponent(); + + // 현재 크기 가져오기 + Vector2 sizeDelta = rectTransform.sizeDelta; + + // x 크기를 HP 비율에 따라 조정 + sizeDelta.x = hpMaxWidth * hpRatio; + + // 변경된 크기 적용 + rectTransform.sizeDelta = sizeDelta; + } + } + + public void Attack() { - ChangeAnimationState(AniAttack); // 공격 애니메이션으로 변경 - // 데미지 계산 (현재 임시 값) DamageCalculator damageCalculator = new DamageCalculator(); - float baseAttack = 30f; // 기본 공격력 - float equipmentAttack = 10f; // 장비 공격력 - float defense = 0.1f; // 방어력 비율 + float baseAttack = _monsterData.attackPower; // 기본 공격력 + float equipmentAttack = 0; // 장비 공격력 + float defense = PlayerDataManager.Singleton.player.defensivePower / (PlayerDataManager.Singleton.player.defensivePower + PlayerDataManager.Singleton.defensiveIntention); // 캐릭터 방어력 // 기본 데미지 계산 (치명타 없음) float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense); - Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력 + _characterBase.ApplyDamage(damage); + + // SoundManager.instance.SFXPlay("Attack", _attackSound); + // Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력 } - // 타겟을 추적하는 메서드 - public void Detect(GameObject target) + public void SetOppositionDirection() { - if (target == null) return; // 타겟이 없으면 리턴 + _direction *= -1; // 이동 방향 반전 + _spriteRenderer.flipX = !(_direction.x > 0); // 스프라이트 방향 반전 + } - UnityEngine.Vector2 direction = target.transform.position - transform.position; // 타겟과의 방향 계산 + public void Move() + { + transform.Translate(_direction * moveSpeed * Time.deltaTime); // 몬스터를 이동시킴 + } - if (direction.magnitude > 0) // 타겟이 존재하면 이동 + public void Chasing() + { + var target = GameObject.Find("TON.Player").GetComponentInChildren(); + if (target != null) { - transform.Translate(direction.normalized * speed * Time.deltaTime); // 타겟 방향으로 이동 - ChangeAnimationState(AniWalk); // 걷기 애니메이션으로 변경 - - // 타겟 방향에 따라 스프라이트 방향 즉시 변경 - _spriteRenderer.flipX = direction.x < 0; // 타겟이 왼쪽에 있으면 반전, 오른쪽에 있으면 정방향 + Vector2 direction = target.transform.position - transform.position; // 타겟과의 방향 계산 + _spriteRenderer.flipX = + target.transform.position.x < + transform.position.x; // 타겟이 왼쪽에 있으면 스프라이트를 왼쪽으로, 오른쪽에 있으면 오른쪽으로 바라보도록 설정 + + transform.Translate(direction.normalized * moveSpeed * Time.deltaTime); // 타겟 방향으로 이동 } } + + public void DestroyMonster() + { + RewardData(); + SoundManager.instance.SFXPlay("Death", _deathSound); + Destroy(gameObject); // 몬스터 파괴 + } } -} +} \ No newline at end of file diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterDataManager.cs index f70b44ec..e649adba 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterDataManager.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterDataManager.cs @@ -1,13 +1,8 @@ -using System.Collections; using System.Collections.Generic; using UnityEngine; namespace TON { - using System.Collections.Generic; - using System.IO; - using UnityEngine; - public class MonsterDataManager : SingletonBase { // 전체 몬스터 데이터 리스트 diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs new file mode 100644 index 00000000..5fb0f444 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs @@ -0,0 +1,326 @@ +using System.Collections; +using System.Collections.Generic; +using Assets.PixelFantasy.PixelMonsters.Common.Scripts; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace TON +{ + public class MonsterSpawner : MonoBehaviour + { + private MonsterBase _monsterBase; + public Transform[] spawnPoints; // 스폰 위치 배열 + + private List monsterPool; // 몬스터 오브젝트 풀 + private List availableSpawnPoints; // 스폰 가능한 위치 인덱스 리스트 + + public int currentWave = 0; + private const int TOTAL_WAVES = 10; + private const int NORMAL_MONSTER_COUNT = 6; + + private float initialDelay = 5f; // 게임 시작 후 첫 웨이브 시작까지의 대기 시간 + private bool gameStarted = false; + + private float nextWaveDelay = 5f; // 다음 웨이브 시작 전 대기 시간 + private bool isWaitingForNextWave = false; + + public bool isTimerRunning = false; // 타이머 실행 여부 + + [System.Serializable] + public class WaveData + { + public GameObject monsterPrefabA; // 첫 번째 일반 몬스터 프리팹 + public GameObject monsterPrefabB; // 두 번째 일반 몬스터 프리팹 + public GameObject bossPrefab; // 보스 몬스터 프리팹 + } + + public WaveData[] waveDataArray; // 크기 4로 설정 (1-3웨이브, 4-6웨이브, 7-9웨이브, 10웨이브) + + private List activeMonsters; // 현재 활성화된 몬스터 리스트 + + [SerializeField] + public TextMeshProUGUI waveCounter; + + public AudioClip _13StageSound; + public AudioClip _46StageSound; + public AudioClip _79StageSound; + public AudioClip _10StageSound; + + // Start is called before the first frame update + void Start() + { + monsterPool = new List(); + availableSpawnPoints = new List(); + activeMonsters = new List(); + + // 5초 후에 첫 웨이브 시작 + StartCoroutine(StartGameWithDelay()); + } + + private IEnumerator StartGameWithDelay() + { + isTimerRunning = true; // 타이머 시작 + // 초기 카운트다운 표시 + float timer = initialDelay; + while (timer > 0) + { + if (waveCounter != null) + { + waveCounter.text = Mathf.CeilToInt(timer).ToString(); + } + timer -= Time.deltaTime; + yield return null; + } + + if (waveCounter != null) + { + waveCounter.text = null; + } + + isTimerRunning = false; // 타이머 종료 + gameStarted = true; + StartNextWave(); + } + + // Update is called once per frame + void Update() + { + // 게임이 시작되지 않았다면 업데이트 건너뛰기 + if (!gameStarted) return; + + // 활성화된 몬스터 리스트에서 파괴된 몬스터 제거 + activeMonsters.RemoveAll(monster => monster == null); + + // 모든 몬스터가 죽었는지 확인하고 다음 웨이브 준비 + if (activeMonsters.Count == 0 && currentWave > 0 && !isWaitingForNextWave) + { + isWaitingForNextWave = true; + StartCoroutine(StartNextWaveWithDelay()); + } + + // 플레이어 존재 여부 확인 + var player = GameObject.Find("TON.Player").GetComponentInChildren(); + if (player == null && gameStarted) + { + // 플레이어가 죽었을 때 + SoundManager.instance.BgSoundPlay(null); + } + } + + private void StartNextWave() + { + StageManager.Singleton.SetWaveData(currentWave); // 웨이브 정보 전달. + + currentWave++; + + if (0 < currentWave && currentWave <= 3) + { + SoundManager.instance.BgSoundPlay(_13StageSound); // 1~3스테이지 배경음 + } + else if (3 < currentWave && currentWave <= 6) + { + SoundManager.instance.BgSoundPlay(_46StageSound); // 4~6스테이지 배경음 + } + else if (6 < currentWave && currentWave <= 9) + { + SoundManager.instance.BgSoundPlay(_79StageSound); // 7~9스테이지 배경음 + } + else if(currentWave == 10) + { + SoundManager.instance.BgSoundPlay(_10StageSound); // 10스테이지 배경음 + } + + if (currentWave > TOTAL_WAVES) + { + return; + } + + // 스폰 포인트 초기화 + availableSpawnPoints.Clear(); + for (int i = 0; i < spawnPoints.Length; i++) + { + availableSpawnPoints.Add(i); + } + + // 현재 웨이브에 따른 몬스터 스폰 + if (IsBossWave(currentWave)) + { + SpawnBossMonster(); + } + else + { + SpawnNormalMonsters(); + } + } + + private void SpawnBossMonster() + { + GameObject bossPrefab = GetBossPrefabForWave(currentWave); + + if (spawnPoints.Length >= 2) + { + // 왼쪽 스폰 포인트 + GameObject leftBoss = Instantiate(bossPrefab, spawnPoints[0].position, Quaternion.identity); + SetupBossComponents(leftBoss); + + // 오른쪽 스폰 포인트 + GameObject rightBoss = Instantiate(bossPrefab, spawnPoints[spawnPoints.Length - 1].position, Quaternion.identity); + SetupBossComponents(rightBoss); + } + else + { + Debug.LogError("스폰 포인트가 2개 이상 필요합니다."); + } + } + + private void SetupBossComponents(GameObject boss) + { + MonsterBase monsterBase = boss.GetComponent(); + + Attack attackComponent = boss.GetComponentInChildren(); + Eyesight eyesightComponent = boss.GetComponentInChildren(); + + if (attackComponent != null) + attackComponent.SetMonsterBase(monsterBase); + if (eyesightComponent != null) + eyesightComponent.SetMonsterBase(monsterBase); + + monsterPool.Add(boss); + activeMonsters.Add(boss); + } + + + private bool IsBossWave(int wave) + { + return wave == 3 || wave == 6 || wave == 9 || wave == 10; + } + + private GameObject GetBossPrefabForWave(int wave) + { + switch (wave) + { + case 3: return waveDataArray[0].bossPrefab; // 첫 번째 보스 + case 6: return waveDataArray[1].bossPrefab; // 두 번째 보스 + case 9: return waveDataArray[2].bossPrefab; // 세 번째 보스 + case 10: return waveDataArray[3].bossPrefab; // 최종 보스 + default: return null; + } + } + + private void SpawnNormalMonsters() + { + if (currentWave == 7 || currentWave == 8) + { + for (int i = 0; i < NORMAL_MONSTER_COUNT + 2; i++) + { + foreach (Transform spawnPoint in spawnPoints) + { + GameObject monsterPrefab = GetNormalMonsterPrefab(); + Vector3 spawnPosition = spawnPoint.position; + + GameObject monster = Instantiate(monsterPrefab, spawnPosition, Quaternion.identity); + monster.transform.parent = transform; + + // MonsterBase 컴포넌트 가져오기 + MonsterBase monsterBase = monster.GetComponent(); + + // Attack과 Eyesight 컴포넌트 찾아서 MonsterBase 참조 설정 + Attack attackComponent = monster.GetComponentInChildren(); + Eyesight eyesightComponent = monster.GetComponentInChildren(); + + if (attackComponent != null) + attackComponent.SetMonsterBase(monsterBase); + if (eyesightComponent != null) + eyesightComponent.SetMonsterBase(monsterBase); + + monsterPool.Add(monster); + activeMonsters.Add(monster); + } + } + } + else + { + // 각 스폰 포인트에 일반 몬스터 6마리씩 한 번만 스폰 + for (int i = 0; i < NORMAL_MONSTER_COUNT; i++) + { + foreach (Transform spawnPoint in spawnPoints) + { + GameObject monsterPrefab = GetNormalMonsterPrefab(); + Vector3 spawnPosition = spawnPoint.position; + + GameObject monster = Instantiate(monsterPrefab, spawnPosition, Quaternion.identity); + monster.transform.parent = transform; + + // MonsterBase 컴포넌트 가져오기 + MonsterBase monsterBase = monster.GetComponent(); + + // Attack과 Eyesight 컴포넌트 찾아서 MonsterBase 참조 설정 + Attack attackComponent = monster.GetComponentInChildren(); + Eyesight eyesightComponent = monster.GetComponentInChildren(); + + if (attackComponent != null) + attackComponent.SetMonsterBase(monsterBase); + if (eyesightComponent != null) + eyesightComponent.SetMonsterBase(monsterBase); + + monsterPool.Add(monster); + activeMonsters.Add(monster); + } + } + } + // 일반 웨이브에서는 자동으로 다음 웨이브로 넘어가지 않음 + // 몬스터가 모두 죽으면 Update에서 체크하여 다음 웨이브로 넘어감 + } + + private GameObject GetNormalMonsterPrefab() + { + // 현재 웨이브에 해당하는 일반 몬스터 프리팹 반환 + int waveSetIndex = (currentWave - 1) / 3; // 웨이브 세트 인덱스 (0-2) + + // 각 세트의 두 번째 웨이브인 경우 monsterPrefabB 반환 + bool isSecondWave = (currentWave % 3) == 2; + + return isSecondWave ? + waveDataArray[waveSetIndex].monsterPrefabB : + waveDataArray[waveSetIndex].monsterPrefabA; + } + + private IEnumerator StartNextWaveWithDelay() + { + isTimerRunning = true; // 타이머 시작 + + // 웨이브가 10이면 (즉, 10스테이지가 끝났으면) 또는 웨이브가 11이면 게임 종료 UI를 바로 보여줌 + if (currentWave == 10 || currentWave == 11 || GameObject.Find("TON.Player").GetComponentInChildren() == null) + { + Invoke(nameof(ShowGameEndUI), 0.5f); + } + else + { + SoundManager.instance.BgSoundPlay(null); + + float timer = nextWaveDelay; + + while (timer > 0) + { + waveCounter.text = Mathf.CeilToInt(timer).ToString(); // 남은 시간 표시 + timer -= Time.deltaTime; + yield return null; + } + + isTimerRunning = false; // 타이머 종료 + waveCounter.text = null; + + isWaitingForNextWave = false; + StartNextWave(); + } + } + + private void ShowGameEndUI() + { + SoundManager.instance.BgSoundPlay(null); + StageManager.Singleton.SetWaveData(currentWave); // 웨이브 정보 전달. + UIManager.Show(UIList.GameWinUI); + } + } +} \ No newline at end of file diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs.meta new file mode 100644 index 00000000..1bd86f0a --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 481676f31fc794c4b93848b442416f2c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs new file mode 100644 index 00000000..80fca6c0 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs @@ -0,0 +1,293 @@ +using TMPro; +using UnityEngine; + +namespace TON +{ + public class StateMachine + { + private Animator animator; + private IState _state; + private MonsterBase _monsterBase; + private TextMeshProUGUI _textState; + + public StateMachine(IState state, MonsterBase monsterBase) + { + // 초기 상태 객체 생성 + _monsterBase = monsterBase;; + + _state = state; + _state.Enter(_monsterBase); + } + + public void Update() + { + _state.Update(); + + var newState = _state.CheckTransition(); + + if (_state != newState) + { + _state.Exit(); + SetTransition(newState); + } + } + + public void SetTransition(IState state) + { + // 다음음 상태로 전환 + _state = state; + _state.Enter(_monsterBase); + } + } + + public interface IState + { + void Enter(MonsterBase monsterBase); + + void Update(); + + void Exit(); + + // 트리거 조건일 경우 다음 상태로 전환 + IState CheckTransition(); + } + + public class IdleState : IState + { + private const string AniIdle = "Idle"; // 대기 애니메이션 + private const string AniWalk = "Walk"; // 걷기 애니메이션 + + private MonsterBase _monsterBase; + private float _currentTime; + private float _idleTime = 2; + + private bool _isWalking; + private int _walkingTime = 2; // 걷기 시간 + + private float _duration = 2; + private float _currentDuration; + + public void Enter(MonsterBase monsterBase) + { + _monsterBase = monsterBase; + _currentTime = Time.realtimeSinceStartup; + _monsterBase.ChangeAnimationState(AniIdle); + + _currentDuration = 0; + } + + public void Update() + { + // Idle + if (_isWalking == false) + { + // 대기 시간이 초과되면 걷기 시작 + if (Time.realtimeSinceStartup - _currentTime >= _idleTime) + { + _currentTime = Time.realtimeSinceStartup; + + // 걷기 상태가 아니라면 방향을 반대로 바꿔서 걷기 시작 + _monsterBase.SetOppositionDirection(); + _monsterBase.ChangeAnimationState(AniWalk); + + _isWalking = true; + } + } + // 패트롤 + else + { + _monsterBase.Move(); // 몬스터를 이동시킴 + + // 대기 시간이 초과되면 걷기 시작 + if (Time.realtimeSinceStartup - _currentTime >= _walkingTime) + { + _currentTime = Time.realtimeSinceStartup; + + _isWalking = false; + _monsterBase.ChangeAnimationState(AniIdle); + } + } + + _currentDuration += Time.deltaTime; + } + + public void Exit() + { + + } + + public IState CheckTransition() + { + // duration 동안에는 항상 idle = 공격 쿨타운 + if (_currentDuration < _duration) + return this; + + // 추적 범위에 들어왔을 때 + if (_monsterBase.IsDetect) + { + return new ChasingState(); + } + + return this; + } + } + + public class ChasingState : IState + { + private const string AniWalk = "Walk"; // 걷기 애니메이션 + + private MonsterBase _monsterBase; + + public void Enter(MonsterBase monsterBase) + { + // 추적 상태 초기화 + + _monsterBase = monsterBase; + _monsterBase.ChangeAnimationState(AniWalk); + } + + public void Update() + { + // 추적 + _monsterBase.Chasing(); + } + + public void Exit() + { + // 추적 끝났을때 + } + + public IState CheckTransition() + { + // Idle로 변경 + if(_monsterBase.IsDetect== false) + return new IdleState(); + + // Attack으로 변경 + if (_monsterBase.IsAttacking) + return new AttackState(); + + // 추적 상태 + return this; + } + } + + public class AttackState : IState + { + private const string AniAttack = "Attack"; // 공격 애니메이션 + private MonsterBase _monsterBase; + private float _attackDelayTime = 2f; // 공격 딜레이 시간 + private float _lastAttackTime; // 마지막 공격 시간 + private float _attackAnimationDuration = 0.5f; // 공격 애니메이션 지속 시간 + private bool _isAttacking = false; + + public void Enter(MonsterBase monsterBase) + { + _monsterBase = monsterBase; + _monsterBase.IsFinishAttack = false; + _lastAttackTime = -_attackDelayTime; // 처음 진입시 바로 공격하도록 설정 + } + + public void Update() + { + if (!_isAttacking && Time.time >= _lastAttackTime + _attackDelayTime) + { + Attack(); + + _lastAttackTime = Time.time; + _isAttacking = true; + } + + // 공격 애니메이션 종료 체크 + if (_isAttacking && Time.time >= _lastAttackTime + _attackAnimationDuration) + { + _isAttacking = false; + } + } + + private void Attack() + { + _monsterBase.ChangeAnimationState(AniAttack); + _monsterBase.Attack(); + } + + public void Exit() + { + _isAttacking = false; + } + + public IState CheckTransition() + { + if(_monsterBase.IsFinishAttack == true) + return new IdleState(); + + return this; + } + } + + public class HitState : IState + { + private const string AniHit = "Hit"; + private MonsterBase _monsterBase; + private float _hitDuration = 0.5f; + private float _hitStartTime; + + public void Enter(MonsterBase monsterBase) + { + _monsterBase = monsterBase; + _monsterBase.ChangeAnimationState(AniHit); + _hitStartTime = Time.time; + } + + public void Update() + { + + } + + public void Exit() + { + } + + public IState CheckTransition() + { + if (Time.time >= _hitStartTime + _hitDuration) + return new IdleState(); + + return this; + } + } + + public class DeathState : IState + { + private const string AniDeath = "Death"; + private MonsterBase _monsterBase; + private float _deathDuration = 1f; + private float _deathStartTime; + private bool _deathAnimationStarted = false; + + public void Enter(MonsterBase monsterBase) + { + _monsterBase = monsterBase; + _monsterBase.ChangeAnimationState(AniDeath); + _deathStartTime = Time.time; + _deathAnimationStarted = true; + } + + public void Update() + { + if (_deathAnimationStarted && Time.time >= _deathStartTime + _deathDuration) + { + _monsterBase.DestroyMonster(); + } + } + + public void Exit() + { + } + + public IState CheckTransition() + { + return this; // Death는 다른 상태로 전환되지 않음 + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs.meta new file mode 100644 index 00000000..8ceaf831 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aa8c61fbcbdd4654b9e6e8c259811599 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Scenes/IngameScene.cs b/Gameton-06/Assets/Gameton/Scripts/Scenes/IngameScene.cs deleted file mode 100644 index 44bfb2a1..00000000 --- a/Gameton-06/Assets/Gameton/Scripts/Scenes/IngameScene.cs +++ /dev/null @@ -1,46 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.SceneManagement; - -namespace TON -{ - public class IngameScene : SceneBase - { - - public override IEnumerator OnStart() - { - // Ingame 씬을 비동기로 로드한다. - AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Ingame", LoadSceneMode.Single); - - // 로드가 완료될 때 까지 yield return null 을 하면서 기다린다 - while (!asyncLoad.isDone) - { - yield return null; - } - - UIManager.Show(UIList.IngameUI); - UIManager.Show(UIList.ControllerUI); - - - string selectedCharacter = PlayerPrefs.GetString("SelectedCharacter", "DefaultCharacter"); - Debug.Log("선택된 캐릭터: " + selectedCharacter); - - // 선택된 캐릭터에 맞는 오브젝트를 생성하거나 적용하는 코드 작성 - } - public override IEnumerator OnEnd() - { - yield return null; - - UIManager.Hide(UIList.IngameUI); - UIManager.Hide(UIList.ControllerUI); - } - - void OnEscapeExecute() - { - // TODO : 게임 일시정지 UI 노출 시 수행 - // Time.timeScale = 0f; - // UIManager.Show(UIList.PausePopupUI); - } - } -} diff --git a/Gameton-06/Assets/Gameton/Scripts/Scenes/IngameScene.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Scenes/IngameScene.cs.meta deleted file mode 100644 index f5e04ce8..00000000 --- a/Gameton-06/Assets/Gameton/Scripts/Scenes/IngameScene.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a468df02c01075748a9dd91a1d2ebfa8 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Scenes/IntroScene.cs b/Gameton-06/Assets/Gameton/Scripts/Scenes/IntroScene.cs new file mode 100644 index 00000000..e228d762 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Scenes/IntroScene.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace TON +{ + public class IntroScene : SceneBase + { + public override IEnumerator OnStart() + { + // Intro 씬을 비동기로 로드한다. + AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Intro", LoadSceneMode.Single); + + // 로드가 완료될 때 까지 yield return null 을 하면서 기다린다 + while (!asyncLoad.isDone) + { + yield return null; + } + + UIManager.Show(UIList.IntroUI); + + } + + + public override IEnumerator OnEnd() + { + yield return null; + + UIManager.Hide(UIList.IntroUI); + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Scenes/IntroScene.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Scenes/IntroScene.cs.meta new file mode 100644 index 00000000..ff68a9f2 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Scenes/IntroScene.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ea9529b42ef9b7c47bef041f8d230f63 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Scenes/LobbyScene.cs b/Gameton-06/Assets/Gameton/Scripts/Scenes/LobbyScene.cs index ca943b3b..fc966510 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Scenes/LobbyScene.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Scenes/LobbyScene.cs @@ -7,8 +7,6 @@ namespace TON { public class LobbyScene : SceneBase { - public SerializableDictionary CharacterSpriteDict = new SerializableDictionary(); - public override IEnumerator OnStart() { @@ -21,27 +19,20 @@ namespace TON yield return null; } - UIManager.Show(UIList.LobbyUI); - UIManager.Show(UIList.IngameOptionUI); - // UIManager.Show(UIList.ControllerUI); - // PlayerSpawner.SpawnPlayerCharacter(); - } + SkillDataManager.Singleton.Initalize(); + UIManager.Show(UIList.LobbyUI); + UIManager.Show(UIList.OptionUI); + } + public override IEnumerator OnEnd() { - // TON.Player 내부의 캐릭터 삭제 - GameObject playerObj = GameObject.Find("TON.Player"); - if (playerObj != null) - { - foreach (Transform child in playerObj.transform) - { - GameObject.Destroy(child.gameObject); - } - } - yield return null; + + UIManager.Hide(UIList.LobbyUI); + UIManager.Hide(UIList.OptionUI); } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Scenes/ShopScene.cs b/Gameton-06/Assets/Gameton/Scripts/Scenes/ShopScene.cs new file mode 100644 index 00000000..815879f9 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Scenes/ShopScene.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace TON +{ + public class ShopScene : SceneBase + { + public override IEnumerator OnStart() + { + // Title 씬을 비동기로 로드한다. + AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Shop", LoadSceneMode.Single); + + // 로드가 완료될 때 까지 yield return null 을 하면서 기다린다 + while (!asyncLoad.isDone) + { + yield return null; + } + + UIManager.Show(UIList.ShopUI); + UIManager.Show(UIList.OptionUI); + } + + public override IEnumerator OnEnd() + { + yield return null; + + UIManager.Hide(UIList.ShopUI); + UIManager.Hide(UIList.OptionUI); + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Scenes/ShopScene.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Scenes/ShopScene.cs.meta new file mode 100644 index 00000000..db1261c8 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Scenes/ShopScene.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 663c8aabe8245974f9f8a7938158cd53 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Scenes/StageScene.cs b/Gameton-06/Assets/Gameton/Scripts/Scenes/StageScene.cs new file mode 100644 index 00000000..61faad7b --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Scenes/StageScene.cs @@ -0,0 +1,59 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Assertions; +using UnityEngine.SceneManagement; + +namespace TON +{ + public class StageScene : SceneBase + { + + public override IEnumerator OnStart() + { + // 선택한 스테이지에 맞는 씬을 로드한다 + AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Stage 4", LoadSceneMode.Single); + + // 로드가 완료될 때 까지 yield return null 을 하면서 기다린다 + while (asyncLoad != null && !asyncLoad.isDone) + { + yield return null; + } + + // 선택된 캐릭터에 맞는 오브젝트를 생성하거나 적용하는 코드 작성 + if (!PlayerSpawner.SpawnPlayerCharacter()) + { + Debug.LogError("Failed to spawn player character!"); + // 에러 UI를 표시하거나 씬을 다시 로드하는 등의 처리 + // UIManager.Show(UIList.ErrorUI); + // 또는 SceneManager.LoadScene("ErrorScene"); 등 + yield break; + } + + + SkillDataManager.Singleton.Initalize(); + // StageManager.Singleton.StartStage(stageId); + StageManager.Singleton.StartStage(); + UIManager.Show(UIList.IngameUI); + UIManager.Show(UIList.OptionUI); + UIManager.Show(UIList.ControllerUI); + + } + public override IEnumerator OnEnd() + { + yield return null; + + UIManager.Hide(UIList.IngameUI); + UIManager.Hide(UIList.OptionUI); + UIManager.Hide(UIList.ControllerUI); + + // UIManager.Hide(UIList.GameOverUI); + UIManager.Hide(UIList.PauseUI); + + // 스테이지 종료 후 플레이한 데이터 초기화 + StageManager.Singleton.ResetPlayData(); + } + + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Scenes/StageScene.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Scenes/StageScene.cs.meta new file mode 100644 index 00000000..5d53e3f1 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Scenes/StageScene.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bd7e55ed83dc3c4882fc6bd4c5c516d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Shop/ShopClickHandler.cs b/Gameton-06/Assets/Gameton/Scripts/Shop/ShopClickHandler.cs deleted file mode 100644 index a52eccd3..00000000 --- a/Gameton-06/Assets/Gameton/Scripts/Shop/ShopClickHandler.cs +++ /dev/null @@ -1,14 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace TON -{ - public class ShopClickHandler : MonoBehaviour - { - void OnMouseDown() - { - Debug.Log("상점이 클릭됨! (마우스 클릭 또는 터치)"); - } - } -} diff --git a/Gameton-06/Assets/Gameton/Scripts/Shop/ShopClickHandler.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Shop/ShopClickHandler.cs.meta deleted file mode 100644 index a927c42e..00000000 --- a/Gameton-06/Assets/Gameton/Scripts/Shop/ShopClickHandler.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d0c948c863be22642bd0ccfb3b7e8b77 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Skill/PotionButtonItem.cs b/Gameton-06/Assets/Gameton/Scripts/Skill/PotionButtonItem.cs new file mode 100644 index 00000000..8e90d877 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Skill/PotionButtonItem.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace TON +{ + public class PotionButtonItem : MonoBehaviour + { + [SerializeField] private TextMeshProUGUI coolTimeText; + [SerializeField] private Image coolTimeDimd; + + private float currentCoolDown = 0f; + private float potionCoolDown = 5f; + + public void SetCurrentCoolDown() + { + currentCoolDown = potionCoolDown; // 쿨타임 시작 + } + + private void Update() + { + if (currentCoolDown == 0f) + return; + + UpdateCooldownUI(); + } + + private void UpdateCooldownUI() + { + if (coolTimeText == null || coolTimeDimd == null) + { + return; // UI가 삭제되었으면 업데이트 중단 + } + + currentCoolDown -= Time.deltaTime; + currentCoolDown = Mathf.Max(0, currentCoolDown); + + coolTimeText.gameObject.SetActive(currentCoolDown > 0); // 남은 쿨타임이 있을 때만 표시 + + if (coolTimeText.IsActive()) + { + coolTimeText.text = $"{currentCoolDown: 0}s"; // 정수 초단위 표시 + coolTimeDimd.fillAmount = currentCoolDown / potionCoolDown; // 1 → 0 으로 감소 + } + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Skill/PotionButtonItem.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Skill/PotionButtonItem.cs.meta new file mode 100644 index 00000000..4e9095dc --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Skill/PotionButtonItem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d4025d96cfa84304caf95db6a4f49d0c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs b/Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs index 94c81b09..7c59476c 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs @@ -13,12 +13,26 @@ namespace TON private float activatedTime = 0f; // 경과 시간 저장 변수 private DamageCalculator damageCalculator = new DamageCalculator(); - private float damage; + private float damage; // 스킬 데미지 계수 + private int maxHitCount = 1; // 최대 타격 가능한 몬스터 수 + private int currentHitCount = 0; // 현재까지 타격한 몬스터 수 + private HashSet hitMonsters = new HashSet(); // 이미 타격한 몬스터 추적 - public void Init(float damage) + + public void Init(float damage, int maxHitCount) { this.damage = damage; + this.maxHitCount = Mathf.Max(1, maxHitCount); // 데이터 오류 보정을 위한 Max 적용 playerData = PlayerDataManager.Singleton.player; + + ResetProjectile(); + } + + // 투사체 초기화 메서드 (투사체가 재사용될 때 호출) + public void ResetProjectile() + { + currentHitCount = 0; + hitMonsters.Clear(); } void OnEnable() @@ -42,14 +56,35 @@ namespace TON // TODO: 장비 공격력 반영 필요 // float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower); - // 몬스터 방어력 - float monsterDefencePower = collision.GetComponent().defencePower; - float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * this.damage, 0, monsterDefencePower); + // 이미 타격한 몬스터인지 확인 + if (hitMonsters.Contains(collision)) + return; + + MonsterBase monsterBase = collision.GetComponent(); + + // 몬스터가 이전 피격으로 이미 죽은 경우우 + if (monsterBase.currentHP <= 0) + return; + + // 타격한 몬스터 목록에 추가 + hitMonsters.Add(collision); + + // 몬스터 방어력 의도값 계산 + float calcMonsterDefence = monsterBase.defencePower / (monsterBase.defencePower + monsterBase.defenceIntention); + float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * this.damage, 0, calcMonsterDefence); // 치명타 적용 - damage = damageCalculator.ApplyCriticalDamage(damage); + damage = damageCalculator.ApplyCriticalDamage(damage, collision.transform.position); collision.GetComponent().ApplyDamage(damage); - ReleaseObject(); + + // 타격 카운트 증가 + currentHitCount++; + + // 최대 타격 수에 도달하면 투사체 제거 + if (currentHitCount >= maxHitCount) + { + ReleaseObject(); + } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Skill/SkillButtonItem.cs b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillButtonItem.cs new file mode 100644 index 00000000..bb203a66 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillButtonItem.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.Assertions; +using UnityEngine.UI; + +namespace TON +{ + public class SkillButtonItem : MonoBehaviour + { + [SerializeField] private TextMeshProUGUI coolTimeText; + [SerializeField] private Image coolTimeDimd; + [SerializeField] private GameObject skillIcon; + [SerializeField] private GameObject lockImage; + + public SkillBase skillBase { get; private set; } + + + public void Initalize(SkillBase skillData) + { + // 직접 주어진 skillData 인스턴스 사용 + skillBase = skillData; + + skillIcon.SetActive(true); + + if (AssetManager.Singleton.LoadSkillIcon(skillBase.SkillData.id, out Sprite loadedSkillImage)) + { + skillIcon.GetComponent().sprite = loadedSkillImage; + lockImage.SetActive(false); + } + } + + private void UpdateCooldownUI() + { + if (coolTimeText == null || coolTimeDimd == null) + { + return; // UI가 삭제되었으면 업데이트 중단 + } + if (skillBase == null) + { + return; + } + + SkillBase targetSkill = SkillDataManager.Singleton.GetEquippedSkillFromId(skillBase.SkillData.id); + + // 현재 쿨타임 상태 로그 + // Debug.Log($"Skill: {skillBase.SkillData.id}, CurrentCoolDown: {targetSkill.CurrentCoolDown}, SkillCoolDown: {targetSkill.SkillCoolDown}"); + + // 남은 쿨타임이 있을 때만 표시 + coolTimeText.gameObject.SetActive(targetSkill.CurrentCoolDown > 0); + + if (targetSkill.CurrentCoolDown > 0) + { + coolTimeText.text = $"{targetSkill.CurrentCoolDown:0.0}s"; // 소수점 한 자리까지 표시 + coolTimeDimd.fillAmount = targetSkill.CurrentCoolDown / targetSkill.SkillCoolDown; // 1 → 0 으로 감소 + } + else + { + coolTimeDimd.fillAmount = 0; // 쿨타임이 없으면 딤드 효과 제거 + } + } + + void Update() + { + UpdateCooldownUI(); // UI 업데이트 + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Skill/SkillButtonItem.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillButtonItem.cs.meta new file mode 100644 index 00000000..f376d50f --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillButtonItem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f9d99c36ec531604e82c8aeebd6afa80 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Skill/SkillDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillDataManager.cs index aa22e7ea..228307d9 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Skill/SkillDataManager.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillDataManager.cs @@ -1,30 +1,60 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; -using UnityEngine.Assertions; namespace TON { public class SkillDataManager : SingletonBase { + public List skillDatas { get; private set; } public SerializableDictionary skillInstances { get; private set; } private List equippedSkills = new List(); + private BackendSkillDataManager skillDataManager; + + // 각 단계별 이벤트 정의 + private event System.Action OnDataLoadComplete; + private event System.Action OnSetupComplete; + + + public void Initalize(System.Action onComplete = null) - public void Initalize() { + skillDataManager = new BackendSkillDataManager(); + + // 각 단계별 이벤트 등록 + OnDataLoadComplete = () => + { + SetSkillInstances(); + OnSetupComplete?.Invoke(); + }; + + OnSetupComplete = () => + { + GetActiveSkillInstance(); + // 장착된 스킬이 변경된 경우, UI 업데이트 실행할 수 있도록 onComplete 이벤트 등록 + onComplete?.Invoke(); + }; + + // 첫 단계 시작 LoadSkillData(); - SetSkillInstances(); - GetActiveSkillInstance(); } private void Update() { - // 씬이 인게임일때만 돌게 조건 추가 (stage 이름을 가지고 잇을대?) + SceneType activeScene = Main.Singleton.currentSceneType; + // 씬이 인게임일 때만 스킬 쿨타임 업데이트 되도록 적용 + if (activeScene != SceneType.Stage) + return; + foreach (var skill in equippedSkills) { - UpdateSkillCoolDown(skill.SkillData.id); + if (skill != null) + { + UpdateSkillCoolDown(skill.SkillData.id); + } + } } @@ -35,8 +65,9 @@ namespace TON skillDatas.Clear(); } - JSONLoader.SaveJsonToPersistentData("skill"); - skillDatas = JSONLoader.LoadJsonFromPersistentData>("skill"); + // gamedata 폴더에 있는 skill.json 파일을 불러옴 + skillDatas = JSONLoader.LoadFromResources>("skill"); + GetSkillDataList(); if (skillDatas == null) { @@ -44,8 +75,33 @@ namespace TON } } - public void UpdateSkillData(string skillId, int slotNumber) + private void GetSkillDataList() { + + // 서버에 저장된 사용자의 스킬 슬롯 데이터를 가져옴 + skillDataManager.LoadMySkillData(userSkillData => + { + // 스킬 슬롯 데이터가 없는 경우 + if (userSkillData == null) + { + Debug.LogError("스킬 슬롯 데이터가 없습니다"); + return; + } + + // 스킬 슬롯 데이터가 있는 경우 + UpdateSkillData(userSkillData.slot_1, 1); + UpdateSkillData(userSkillData.slot_2, 2); + UpdateSkillData(userSkillData.slot_3, 3); + + // 다음 단계로 진행 + OnDataLoadComplete?.Invoke(); + }); + + } + + public void UpdateSkillData(string skillId, int slotNumber, System.Action onComplete = null) + { + // 현재 슬롯에 스킬이 있는지 확인 foreach (var skill in skillDatas) { if (skill.id == skillId) @@ -58,8 +114,27 @@ namespace TON } } - Assert.IsTrue(JSONLoader.SaveUpdatedJsonToPersistentData(skillDatas, "skill")); - Initalize(); + // 스킬 슬롯 데이터를 서버에 저장 + if (onComplete != null) + { + UpdateSkillSlotDataToServer(onComplete); + } + + } + + private void UpdateSkillSlotDataToServer(System.Action onComplete) + { + UserSkillData userSkillData = new() + { + slot_1 = skillDatas.Find(skill => skill.slotNumber == 1)?.id, + slot_2 = skillDatas.Find(skill => skill.slotNumber == 2)?.id, + slot_3 = skillDatas.Find(skill => skill.slotNumber == 3)?.id + }; + + skillDataManager.UpdateSkillData(userSkillData, () => + { + Initalize(onComplete); + }); } public void SetSkillInstances() @@ -72,7 +147,7 @@ namespace TON } } - // 스킬 슬롯에 배치할 수 있는 스킬 수 리턴하는 메소드 + // 스킬 슬롯에 배치할 수 있는 스킬 수 리턴하는 메소드 public int GetActiveSkillCount() { int characterLevel = PlayerDataManager.Singleton.player.level; @@ -94,39 +169,55 @@ namespace TON return equippedSkills; } + public SkillBase GetEquippedSkillFromId(string skillId) + { + SkillBase targetSkillBase = null; + foreach (SkillBase skill in equippedSkills) + { + if (skill != null && skill.SkillData.id == skillId) + { + targetSkillBase = skill; + break; + } + } + + return targetSkillBase; + } + // 스킬 슬롯에 적용될 스킬 리스트 초기화 및 업데이트에 사용 public List GetActiveSkillInstance() { - if (equippedSkills != null) + if (equippedSkills == null) + { + equippedSkills = new List(); + } + else { equippedSkills.Clear(); } - foreach (SkillData skill in skillDatas) + for (int slot = 1; slot <= 3; slot++) { - if (skill.slotNumber == 1 || skill.slotNumber == 2 || skill.slotNumber == 3) + SkillData skill = skillDatas.Find(s => s.slotNumber == slot); + if (skill != null && skillInstances.ContainsKey(skill.id)) { - // Debug.Log("GetActiveSkillInstance() : " + skill.id); - equippedSkills.Add(skillInstances.GetValueOrDefault(skill.id)); + // 바로 skillInstances에서 가져옴 + equippedSkills.Add(skillInstances[skill.id]); + } + else + { + equippedSkills.Add(null); // 빈 슬롯을 위해 null 추가 } } - equippedSkills.Sort((a, b) => a.SkillData.slotNumber.CompareTo(b.SkillData.slotNumber)); - return equippedSkills; - } - // 스킬 쿨타임 설정하는 메소드 - public void SetCoolTime(string skillId) - { - if (skillInstances.TryGetValue(skillId, out SkillBase skillBase)) - { - skillBase.SetCurrentCoolDown(); - } + return equippedSkills; } // 스킬 쿨타임 업데이트 메소드 public void UpdateSkillCoolDown(string skillId) { - if (skillInstances.TryGetValue(skillId, out SkillBase skillBase)) + SkillBase skillBase = equippedSkills.Find(skill => skill != null && skill.SkillData.id == skillId); + if (skillBase != null) { skillBase.UpdateSkill(Time.deltaTime); } @@ -151,10 +242,16 @@ namespace TON // 스킬 생성 GameObject effectGameObject = ObjectPoolManager.Instance.GetEffect(skillId); Projectile projectile = effectGameObject.GetComponent(); - SkillBase targetSkillBase = GetSkillInstance(skillId); - targetSkillBase.SetCurrentCoolDown(); - projectile.Init(targetSkillBase.SkillData.damage); + // equippedSkills에서 해당 스킬 찾기 + SkillBase targetSkillBase = GetEquippedSkillFromId(skillId); + + // 현재 스킬의 쿨타임 시작 + targetSkillBase.SetCurrentCoolDown(); + // Debug.Log($"스킬 쿨타임 설정: {skillId}, 쿨타임: {targetSkillBase.CurrentCoolDown}"); + + // 스킬 투사체 초기화 + projectile.Init(targetSkillBase.SkillData.damage, targetSkillBase.SkillData.maxHitCount); effectGameObject.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation); @@ -167,16 +264,10 @@ namespace TON Rigidbody2D skillRb = effectGameObject.GetComponent(); skillRb.velocity = new Vector2(lastDirection * 5f, 0f); + // 이벤트 발생 targetSkillBase.OnSkillExecuted?.Invoke(); } - public SkillBase GetSkillInstance(string skillId) - { - // 스킬 베이스가 null일때 방어로직 추가 - SkillBase result = skillInstances.GetValueOrDefault(skillId); - Assert.IsNotNull(result, "SkillDataManager.ExecuteSkill() : targetSkillBase is null"); - return result; - } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Skill/SkillInformationItem.cs b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillInformationItem.cs index 44d5a209..fbfe0fee 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Skill/SkillInformationItem.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillInformationItem.cs @@ -33,9 +33,13 @@ namespace TON skillReqMp.text = $"{skillData.mpConsumption}"; skillReqLv.text = $"{skillData.requiredLevel}"; - Assert.IsTrue(AssetManager.Singleton.LoadSkillIcon(skillData.id, out Sprite loadedSkillImage)); - skillImage.SetActive(true); - skillImage.GetComponent().sprite = loadedSkillImage; + // out 으로 받을 변수 초기화 + Sprite loadedSkillImage = null; + if(AssetManager.Singleton.LoadSkillIcon(skillData.id, out loadedSkillImage)) + { + skillImage.SetActive(true); + skillImage.GetComponent().sprite = loadedSkillImage; + } if (playerLevel >= skillData.requiredLevel) { diff --git a/Gameton-06/Assets/Gameton/Scripts/Skill/SkillSettingSlot.cs b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillSettingSlot.cs new file mode 100644 index 00000000..223ca7f3 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillSettingSlot.cs @@ -0,0 +1,44 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Assertions; +using UnityEngine.UI; + +namespace TON +{ + public class SkillSettingSlot : MonoBehaviour + { + public GameObject skillImage; + public GameObject lockerImage; + public GameObject selectedState; + + private int slotIndex; + + public void Initalize(string skillId, int index) + { + slotIndex = index; + // 스킬 이미지 세팅하기 + if (skillId != null) // 스킬 슬롯에 스킬이 지정된 경우 + { + if (AssetManager.Singleton.LoadSkillIcon(skillId, out Sprite loadedSkillImage)) + { + skillImage.SetActive(true); + skillImage.GetComponent().sprite = loadedSkillImage; + } + } + + lockerImage.SetActive(false); + } + + public int SelectedSlot() + { + selectedState.SetActive(true); + return slotIndex; + } + + public void UnselectedSlot() + { + selectedState.SetActive(false); + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Skill/SkillSettingSlot.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillSettingSlot.cs.meta new file mode 100644 index 00000000..5e098216 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Skill/SkillSettingSlot.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9cc7099481cd73d40a0c87d18da714c4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Sound.meta b/Gameton-06/Assets/Gameton/Scripts/Sound.meta new file mode 100644 index 00000000..67617f49 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Sound.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e16344df7c8f56b4095502fb077d9f83 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Sound/SoundManager.cs b/Gameton-06/Assets/Gameton/Scripts/Sound/SoundManager.cs new file mode 100644 index 00000000..8755af84 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Sound/SoundManager.cs @@ -0,0 +1,54 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace TON +{ + public class SoundManager : MonoBehaviour + { + public AudioSource bgSound; + + public static SoundManager instance; + + private void Awake() + { + if (instance == null) + { + instance = this; + DontDestroyOnLoad(instance); + // 씬 로드 이벤트에 리스너 등록 + SceneManager.sceneLoaded += OnSceneLoaded; + } + else + { + Destroy(gameObject); + } + } + + private void OnSceneLoaded(Scene scene, LoadSceneMode mode) + { + // 씬이 바뀔 때마다 배경 음악 종료 + BgSoundPlay(null); + } + + public void SFXPlay(string sfxName, AudioClip clip) + { + GameObject go = new GameObject(sfxName + "Sound"); + AudioSource audiosource = go.AddComponent(); + + audiosource.clip = clip; + audiosource.Play(); + + Destroy(go, clip.length); + } + + public void BgSoundPlay(AudioClip clip) + { + bgSound.clip = clip; + bgSound.loop = true; + bgSound.volume = 1f; + bgSound.Play(); + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Sound/SoundManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Sound/SoundManager.cs.meta new file mode 100644 index 00000000..ce4522f4 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Sound/SoundManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 023ac119be3a3d24c816494653c341dc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterCreateUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/CharaterCreateUI.cs index a23a5703..1a22acb7 100644 --- a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterCreateUI.cs +++ b/Gameton-06/Assets/Gameton/Scripts/UI/CharaterCreateUI.cs @@ -1,30 +1,42 @@ using System.Collections; using System.Collections.Generic; +using System.Text.RegularExpressions; using TMPro; using UnityEngine; +using UnityEngine.Assertions; using UnityEngine.UI; namespace TON { public class CharaterCreateUI : UIBase { - [SerializeField] private Button cancelButton; // Create 버튼 참조 + [SerializeField] private Button cancelButton; // cancel 버튼 참조 + [SerializeField] private Button confirmButton; // confirm 버튼 참조 [SerializeField] private Button createButton; // Create 버튼 참조 - [SerializeField] private List playerDatas; - [SerializeField] private List heartDatas; + [SerializeField] private TextMeshProUGUI nicknameCondition; + public TMP_InputField nicknameInputField; public GameObject characterCreateUI_Modal; + public GameObject blackCat_Spotlight; + public GameObject whiteCat_Spotlight; private string selectedCharacter; // 선택한 캐릭터의 타입 저장 (예: "MaleCat", "FemaleCat") private void Start() { - playerDatas = PlayerDataManager.Singleton.playersData; - heartDatas = HeartDataManager.Singleton.heartDatas; - // 처음에는 버튼을 비활성화 createButton.interactable = false; + + + // 입력 필드가 할당되지 않았다면 현재 게임 오브젝트의 InputField 컴포넌트를 가져옵니다. + if (nicknameInputField == null) + { + nicknameInputField = GetComponent(); + } + + // 입력 필드의 문자 확인 이벤트에 메서드 연결 + nicknameInputField.onValidateInput += ValidateInput; } public void SelectCharacter(string characterType) @@ -32,6 +44,17 @@ namespace TON selectedCharacter = characterType; createButton.interactable = true; // 캐릭터가 선택되면 버튼 활성화 + switch (characterType) + { + case "BlackCat": + blackCat_Spotlight.SetActive(true); + whiteCat_Spotlight.SetActive(false); + break; + case "WhiteCat": + blackCat_Spotlight.SetActive(false); + whiteCat_Spotlight.SetActive(true); + break; + } } public void OnClickCreateButton() @@ -42,31 +65,99 @@ namespace TON return; } - // 선택된 캐릭터 인덱스 정보를 저장 (다음 씬에서도 사용할 수 있도록) - PlayerPrefs.SetInt("SelectedPlayerIndex", playerDatas.Count); - // 캐릭터 이름 입력 모달 활성화 characterCreateUI_Modal.SetActive(true); } + private char ValidateInput(string text, int charIndex, char addedChar) + { + // 영문 대소문자만 허용 (A-Z, a-z) + if (Regex.IsMatch(addedChar.ToString(), @"^[a-zA-Z]+$")) + { + return addedChar; + } + + // 영문 이외의 문자는 무시 + return '\0'; + } + + // 추가 옵션: 기존 텍스트에 영문 이외의 문자가 있다면 제거하는 메서드 + public void RemoveNonEnglishCharacters() + { + string englishOnly = Regex.Replace(nicknameInputField.text, @"[^a-zA-Z]", ""); + nicknameInputField.text = englishOnly; + } + + public void OnClickConfirmButton() { TMP_InputField characterName = characterCreateUI_Modal.GetComponentInChildren(); - Debug.Log("characterName" + characterName.text); - // 생성한 캐릭터를 저장한다 - PlayerData player = new PlayerData(playerDatas.Count, selectedCharacter, characterName.text); - playerDatas.Add(player); - PlayerDataManager.Singleton.SetCurrentUserData(); - JSONLoader.SaveToFile(playerDatas, "player"); + string nickname = characterName.text.Trim(); - // 하트 시스템을 생성한다 - HeartDataManager.Singleton.CreateNewHeartSystem(playerDatas.Count); - HeartDataManager.Singleton.SetCurrentUserHeart(); + // 입력 값 검증 + if (string.IsNullOrEmpty(nickname) || nickname.Length > 12) + { + // 닉네임은 비어있을 수 없고, 12자 이내로만 생성 가능 + return; + } - // 씬 변경 - UIManager.Hide(UIList.CharaterCreateUI); + // 캐릭터 생성 및 취소 버튼을 비활성화 처리 + cancelButton.interactable = false; + confirmButton.interactable = false; - Main.Singleton?.ChangeScene(SceneType.Lobby); + // 서버에 닉네임을 추가로 업데이트 한다. + BackendManager.Singleton.ChangeNickname(nickname, (success, message) => + { + // UI 업데이트 (메인 스레드에서 실행) + UnityMainThreadDispatcher.Instance().Enqueue(() => + { + if (success) + { + // 생성한 캐릭터를 저장한다 + PlayerData player = new PlayerData(selectedCharacter, nickname); + PlayerDataManager.Singleton.SetPlayerData(player); + + // 뒤끝 서버 데이터 저장 로직 적용 + PlayerDataManager.Singleton.CreateNewPlayer(player, isSuccess => + { + if (isSuccess) + { + // 하트 시스템을 생성한다 + HeartDataManager.Singleton.CreateNewHeartSystem(); + HeartDataManager.Singleton.Initalize(() => + { + // 씬 변경 + UIManager.Hide(UIList.CharaterCreateUI); + Main.Singleton.ChangeScene(SceneType.Intro); + }); + + } + }); + + } + else + { + // 닉네임 중복체크 + if (message.Equals("409")) + { + DuplicateNickname(); + } + else + { + Debug.LogError("서버 오류 :: 캐릭터 닉네임 저장 실패"); + } + + cancelButton.interactable = true; + confirmButton.interactable = true; + } + }); + }); + } + + private void DuplicateNickname() + { + nicknameCondition.text = "이미 사용중인 이름입니다."; + nicknameCondition.color = Color.yellow; } public void OnClickCancelButton() diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI.cs deleted file mode 100644 index 8d5f1a87..00000000 --- a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI.cs +++ /dev/null @@ -1,77 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using TMPro; -using UnityEngine; -using UnityEngine.UI; - -namespace TON -{ - public class CharaterSelectUI : UIBase - { - - [SerializeField] private Button createButton; // Create 버튼 참조 - [SerializeField] private Button playButton; // Play 버튼 참조 - - [SerializeField] private List playerDatas; - [SerializeField] private List heartDatas; - - private int currentSelectCharacterIndex; - - public List CharacterSlots = new List(); - - public SerializableDictionary CharacterSpriteDict = new SerializableDictionary(); - - - private void Start() - { - playerDatas = PlayerDataManager.Singleton.playersData; - heartDatas = HeartDataManager.Singleton.heartDatas; - - // 캐릭터를 선택한 이후에 버튼 활성화 할 수 있도록 초기 비활성화 적용 - playButton.interactable = false; - - if (playerDatas.Count >= 5) - { - // 캐릭터 슬롯을 모두 사용하고 있다면 버튼 비활성화 적용 - createButton.interactable = false; - } - - for (int i = 0; i < playerDatas.Count; i++) - { - CharacterSpriteDict.TryGetValue(playerDatas[i].type, out Sprite sprite); - string name = playerDatas[i].name != null ? playerDatas[i].name : ""; - - if (sprite) - { - CharacterSlots[i].SetCharaterData(sprite, name, i); - } - } - - } - - - public void SelectCharacter(int index) - { - Debug.Log("선택한 캐릭터 인덱스" + index); - currentSelectCharacterIndex = index; - playButton.interactable = true; - } - - public void OnClickPlayButton() - { - PlayerPrefs.SetInt("SelectedPlayerIndex", currentSelectCharacterIndex); - PlayerDataManager.Singleton.SetCurrentUserData(); - HeartDataManager.Singleton.SetCurrentUserHeart(); - - UIManager.Hide(UIList.CharaterSelectUI); - - Main.Singleton?.ChangeScene(SceneType.Lobby); - } - - public void OnClickCreateButton() - { - UIManager.Show(UIList.CharaterCreateUI); - UIManager.Hide(UIList.CharaterSelectUI); - } - } -} diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI.cs.meta b/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI.cs.meta deleted file mode 100644 index 227d2991..00000000 --- a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI.cs.meta +++ 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b/Gameton-06/Assets/TheBackend/Toolkit.meta new file mode 100644 index 00000000..933539ee --- /dev/null +++ b/Gameton-06/Assets/TheBackend/Toolkit.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6fd5effa45be36449bcb185854f2e5d5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/TheBackend/Toolkit/SendQueueMgr.cs b/Gameton-06/Assets/TheBackend/Toolkit/SendQueueMgr.cs new file mode 100644 index 00000000..e6106a61 --- /dev/null +++ b/Gameton-06/Assets/TheBackend/Toolkit/SendQueueMgr.cs @@ -0,0 +1,67 @@ +using System; +using UnityEngine; +using BackEnd; + +// SendQueue를 손쉽게 사용하기 위한 SendQueueMgr 클래스 입니다. +// 해당 스크립트를 유니티 객체에 스크롤 해서 적용해주세요. +// SendQueue에 대한 자세한 설명은 아래 개발자 문서를 참고해주세요. +// https://developer.thebackend.io/unity3d/guide/Async/SendQueue/ + +public class SendQueueMgr : MonoBehaviour +{ + void Awake() + { + // 씬이 바뀌어도 계속 SendQueue를 사용하기 위해서 + // 아래 DontDestroyOnLoad 함수를 통해 SendQueue 객체를 파괴되지 않는 오브젝트로 만듭니다. + // 자세한 설명은 아래 유니티 개발자문서를 참고해주세요. + // https://docs.unity3d.com/kr/current/ScriptReference/Object.DontDestroyOnLoad.html + DontDestroyOnLoad(this); + + // 만약 SendQueue가 초기화 되지 않았다면 초기화 수행 + if (SendQueue.IsInitialize == false) + { + // SendQueue는 시작과 동시에 초기화가 수행됩니다. + // 디버그 로그 활성화, 예외 이벤트 핸들러 등록 + SendQueue.StartSendQueue(true, ExceptionEvent); + } + } + + void Update() + { + // SendQueue가 초기화 되었을 때만 Poll 함수를 호출 + if (SendQueue.IsInitialize) + { + // SendQueue를 정상적으로 사용하기 위해서는 + // 아래 Poll 함수가 반드시 정기적으로 호출되어야 합니다. + BackEnd.SendQueue.Poll(); + } + } + + // SendQueue 내부에서 예외가 발생했을 경우 + // 아래 이벤트 핸들러를 통해 예외 이벤트가 전달됩니다. + void ExceptionEvent(Exception e) + { + Debug.Log(e.ToString()); + } + + + void OnApplicationPause(bool isPause) + { + if (isPause == false) + { + // 어플리케이션이 재실행 되었을 때 SendQueue를 재실행 시킴 + SendQueue.ResumeSendQueue(); + } + else + { + // 어플리케이션이 정지되었을 때 SendQueue를 일시 정지 시킴 + SendQueue.PauseSendQueue(); + } + } + + void OnApplicationQuit() + { + // 어플리케이션이 종료되었을 때 SendQueue를 정지 시킴 + BackEnd.SendQueue.StopSendQueue(); + } +} diff --git a/Gameton-06/Assets/TheBackend/Toolkit/SendQueueMgr.cs.meta b/Gameton-06/Assets/TheBackend/Toolkit/SendQueueMgr.cs.meta new file mode 100644 index 00000000..a87e2837 --- /dev/null +++ b/Gameton-06/Assets/TheBackend/Toolkit/SendQueueMgr.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7140c56c72cb4b44ba191242cb642c85 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Gameton-06_BurstDebugInformation_DoNotShip/tempburstlibs/arm64-v8a/lib_burst_generated.txt b/Gameton-06/Gameton-06_BurstDebugInformation_DoNotShip/tempburstlibs/arm64-v8a/lib_burst_generated.txt new file mode 100644 index 00000000..6a7b54b9 --- /dev/null +++ b/Gameton-06/Gameton-06_BurstDebugInformation_DoNotShip/tempburstlibs/arm64-v8a/lib_burst_generated.txt @@ -0,0 +1,86 @@ +Library: E:\Gameton 8th Team 6\Gameton-06\Gameton-06\Temp\BurstOutput\tempburstlibs\arm64-v8a\lib_burst_generated +--platform=Android +--backend=burst-llvm-16 +--target=ARMV8A_AARCH64 +--global-safety-checks-setting=Off +--meta-data-generation=False +--dump=Function +--float-precision=Standard +--target-framework=NetFramework 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Culture=neutral, PublicKeyToken=b77a5c561934e089)--b78f808503c8b5fe97a83e833bd5871d + diff --git a/Gameton-06/Gameton06_BurstDebugInformation_DoNotShip/tempburstlibs/arm64-v8a/lib_burst_generated.txt b/Gameton-06/Gameton06_BurstDebugInformation_DoNotShip/tempburstlibs/arm64-v8a/lib_burst_generated.txt new file mode 100644 index 00000000..837d17a2 --- /dev/null +++ b/Gameton-06/Gameton06_BurstDebugInformation_DoNotShip/tempburstlibs/arm64-v8a/lib_burst_generated.txt @@ -0,0 +1,94 @@ +Library: E:\Gameton 8th Team 6\Gameton-06\Gameton-06\Temp\BurstOutput\tempburstlibs\arm64-v8a\lib_burst_generated +--platform=Android +--backend=burst-llvm-16 +--target=ARMV8A_AARCH64 +--global-safety-checks-setting=Off +--meta-data-generation=False +--dump=Function +--float-precision=Standard +--target-framework=NetFramework 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PublicKeyToken=b77a5c561934e089|System.Byte*, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.Int64, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.Byte*, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Mathematics.uint4&, Unity.Mathematics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)--f7daf29273ab2f86d86c27c3a1d6eeb5 +--method=Unity.Jobs.IJobExtensions+JobStruct`1[[Unity.Collections.LowLevel.Unsafe.UnsafeStream+ConstructJobList, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Unity.Collections.LowLevel.Unsafe.UnsafeStream+ConstructJobList&, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--428d454056b9288c93f4435d6e6f7fda +--method=Unity.Collections.RewindableAllocator, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Try(System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Collections.AllocatorManager+Block&, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)--cf20d690c33ab495d44c548cd6a31428 +--method=Unity.Collections.AllocatorManager+SlabAllocator, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Try(System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Collections.AllocatorManager+Block&, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)--2434a4c10d01dbab5e7438b2b580d1d1 +--method=Unity.Collections.AllocatorManager+StackAllocator, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Try(System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Collections.AllocatorManager+Block&, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)--478bf3abafa12cba2083fb45bca79b9c +--method=Unity.Jobs.IJobExtensions+JobStruct`1[[Unity.Collections.LowLevel.Unsafe.UnsafeHashMapDataDisposeJob, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Unity.Collections.LowLevel.Unsafe.UnsafeHashMapDataDisposeJob&, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--2ef0a503423574beae197ba4b01ed0be +--method=Unity.Jobs.IJobExtensions+JobStruct`1[[UnityEngine.U2D.Animation.FillPerSkinJobSingleThread, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEngine.U2D.Animation.FillPerSkinJobSingleThread&, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--7194d9a68a20c1c6a01d3a365d4f21b9 +--method=Unity.Jobs.IJobExtensions+JobStruct`1[[Unity.Collections.NativeStream+ConstructJobList, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Unity.Collections.NativeStream+ConstructJobList&, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--959783104064e8c81fba5d33d94ead01 +--method=UnityEngine.Jobs.IJobParallelForTransformExtensions+TransformParallelForLoopStruct`1[[UnityEngine.U2D.Animation.LocalToWorldTransformAccessJob, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEngine.U2D.Animation.LocalToWorldTransformAccessJob&, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--f9554e48e09171c93d417c182c09c36b +--method=Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[UnityEngine.U2D.Animation.BoneDeformBatchedJob, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEngine.U2D.Animation.BoneDeformBatchedJob&, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--6d933222c5b0c0c915d062861958d408 +--method=Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[UnityEngine.U2D.Animation.CalculateSpriteSkinAABBJob, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEngine.U2D.Animation.CalculateSpriteSkinAABBJob&, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--122fae680333e8e2ba58f80110a0a78c +--method=Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[UnityEngine.U2D.Animation.SkinDeformBatchedJob, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEngine.U2D.Animation.SkinDeformBatchedJob&, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--aece0ca012db7ae9f82cc8b3c490870a +--method=Unity.Jobs.IJobExtensions+JobStruct`1[[Unity.Collections.LowLevel.Unsafe.UnsafeStream+DisposeJob, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Unity.Collections.LowLevel.Unsafe.UnsafeStream+DisposeJob&, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--ca60ab232d19a9f4380a530fa0d222cf +--method=Unity.Jobs.IJobExtensions+JobStruct`1[[Unity.Collections.LowLevel.Unsafe.UnsafeDisposeJob, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Unity.Collections.LowLevel.Unsafe.UnsafeDisposeJob&, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--276b96e48754d7f5ba865bd7f5b37c11 +--method=Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[UnityEngine.U2D.Animation.UpdateBoundJob, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEngine.U2D.Animation.UpdateBoundJob&, Unity.2D.Animation.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--381a3a85c237f2f5ef34ba69d4bda072 +--method=Unity.Burst.Intrinsics.X86, Unity.Burst, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::DoGetCSRTrampoline()--89425a97f3f500fa810ad03f0c382542 +--method=Unity.Jobs.IJobExtensions+JobStruct`1[[Unity.Collections.NativeStream+ConstructJob, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(Unity.Collections.NativeStream+ConstructJob&, Unity.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--b78f808503c8b5fe97a83e833bd5871d + diff --git a/Gameton-06/Packages/manifest.json b/Gameton-06/Packages/manifest.json index 5e5d1bea..890db38d 100644 --- a/Gameton-06/Packages/manifest.json +++ b/Gameton-06/Packages/manifest.json @@ -13,6 +13,8 @@ "com.unity.collab-proxy": "2.6.0", "com.unity.feature.development": "1.0.1", "com.unity.ide.rider": "3.0.34", + "com.unity.localization": "1.5.4", + "com.unity.mobile.android-logcat": "1.4.4", "com.unity.textmeshpro": "3.0.6", "com.unity.timeline": "1.7.6", "com.unity.ugui": "1.0.0", diff --git a/Gameton-06/Packages/packages-lock.json b/Gameton-06/Packages/packages-lock.json index aa9c149e..2fd022d0 100644 --- a/Gameton-06/Packages/packages-lock.json +++ b/Gameton-06/Packages/packages-lock.json @@ -90,6 +90,20 @@ }, "hash": "8de698ac55b7ed01ec95a43e714c6358505b8110" }, + "com.unity.addressables": { + "version": "1.22.2", + "depth": 1, + "source": "registry", + "dependencies": { + "com.unity.modules.assetbundle": "1.0.0", + "com.unity.modules.jsonserialize": "1.0.0", + "com.unity.modules.imageconversion": "1.0.0", + "com.unity.modules.unitywebrequest": "1.0.0", + "com.unity.scriptablebuildpipeline": "1.21.24", + "com.unity.modules.unitywebrequestassetbundle": "1.0.0" + }, + "url": "https://packages.unity.com" + }, "com.unity.burst": { "version": "1.8.15", "depth": 1, @@ -179,6 +193,16 @@ "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.localization": { + "version": "1.5.4", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.addressables": "1.22.2", + "com.unity.nuget.newtonsoft-json": "3.0.2" + }, + "url": "https://packages.unity.com" + }, "com.unity.mathematics": { "version": "1.2.6", "depth": 1, @@ -186,6 +210,20 @@ "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.mobile.android-logcat": { + "version": "1.4.4", + "depth": 0, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, + "com.unity.nuget.newtonsoft-json": { + "version": "3.2.1", + "depth": 1, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, "com.unity.performance.profile-analyzer": { "version": "1.2.2", "depth": 1, @@ -193,6 +231,13 @@ "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.scriptablebuildpipeline": { + "version": "1.21.24", + "depth": 2, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, "com.unity.settings-manager": { "version": "2.0.1", "depth": 2, diff --git a/Gameton-06/ProjectSettings/AndroidResolverDependencies.xml b/Gameton-06/ProjectSettings/AndroidResolverDependencies.xml new file mode 100644 index 00000000..134e5507 --- /dev/null +++ b/Gameton-06/ProjectSettings/AndroidResolverDependencies.xml @@ -0,0 +1,25 @@ + + + androidx.constraintlayout:constraintlayout:2.1.4 + com.google.android.gms:play-services-ads:23.6.0 + com.google.android.ump:user-messaging-platform:3.1.0 + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Gameton-06/ProjectSettings/BurstAotSettings_Android.json b/Gameton-06/ProjectSettings/BurstAotSettings_Android.json new file mode 100644 index 00000000..ce2d8aa9 --- /dev/null +++ b/Gameton-06/ProjectSettings/BurstAotSettings_Android.json @@ -0,0 +1,17 @@ +{ + "MonoBehaviour": { + "Version": 4, + "EnableBurstCompilation": true, + "EnableOptimisations": true, + "EnableSafetyChecks": false, + "EnableDebugInAllBuilds": false, + "DebugDataKind": 1, + "EnableArmv9SecurityFeatures": false, + "CpuMinTargetX32": 0, + "CpuMaxTargetX32": 0, + "CpuMinTargetX64": 0, + "CpuMaxTargetX64": 0, + "CpuTargetsArm64": 512, + "OptimizeFor": 0 + } +} diff --git a/Gameton-06/ProjectSettings/CommonBurstAotSettings.json b/Gameton-06/ProjectSettings/CommonBurstAotSettings.json new file mode 100644 index 00000000..0293dafc --- /dev/null +++ b/Gameton-06/ProjectSettings/CommonBurstAotSettings.json @@ -0,0 +1,6 @@ +{ + "MonoBehaviour": { + "Version": 4, + "DisabledWarnings": "" + } +} diff --git a/Gameton-06/ProjectSettings/EditorBuildSettings.asset b/Gameton-06/ProjectSettings/EditorBuildSettings.asset index ed5d1d5f..95cd6823 100644 --- a/Gameton-06/ProjectSettings/EditorBuildSettings.asset +++ b/Gameton-06/ProjectSettings/EditorBuildSettings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a769e65e632b0e21ab0c04cb10c85dd829739817685280e202da07a19cedd8c6 -size 667 +oid sha256:a1884b1253ef3325e9777a23f2244beeb5b0785378d8f0f356c9d36d8964957a +size 1074 diff --git a/Gameton-06/ProjectSettings/GvhProjectSettings.xml b/Gameton-06/ProjectSettings/GvhProjectSettings.xml new file mode 100644 index 00000000..08dfac70 --- /dev/null +++ b/Gameton-06/ProjectSettings/GvhProjectSettings.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/Gameton-06/ProjectSettings/ProjectSettings.asset b/Gameton-06/ProjectSettings/ProjectSettings.asset index 6caba015..e67c7393 100644 --- a/Gameton-06/ProjectSettings/ProjectSettings.asset +++ b/Gameton-06/ProjectSettings/ProjectSettings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7cb8b5de0ea78b9132ec956b9ec65f1eb76c5f74c9ac295870f8ac62d17c2fbc -size 23641 +oid sha256:338f465eaa5676b5e2e48f65d49a46584bb4601ed4c9d0794105d348edfc3970 +size 24113 diff --git a/Gameton-06/ProjectSettings/ScriptableBuildPipeline.json b/Gameton-06/ProjectSettings/ScriptableBuildPipeline.json new file mode 100644 index 00000000..e6738dc2 --- /dev/null +++ b/Gameton-06/ProjectSettings/ScriptableBuildPipeline.json @@ -0,0 +1,13 @@ +{ + "useBuildCacheServer": false, + "cacheServerHost": "", + "cacheServerPort": 8126, + "threadedArchiving": true, + "logCacheMiss": false, + "slimWriteResults": true, + "maximumCacheSize": 20, + "useDetailedBuildLog": false, + "useV2Hasher": true, + "fileIDHashSeed": 0, + "prefabPackedHeaderSize": 2 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