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인코딩 변경
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인코딩 utf-8로 변경
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dydwo0809 committed Mar 15, 2024
1 parent 63be727 commit 6b5f2bc
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Showing 14 changed files with 70 additions and 50 deletions.
16 changes: 12 additions & 4 deletions Assets/Abandoned_Asylum/Materials/Box_V2.mat
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Expand All @@ -74,3 +81,4 @@ Material:
m_Colors:
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
m_BuildTextureStacks: []
16 changes: 12 additions & 4 deletions Assets/Abandoned_Asylum/Materials/Cupboard.mat
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Expand Down Expand Up @@ -54,6 +60,7 @@ Material:
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Expand All @@ -74,3 +81,4 @@ Material:
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1 change: 1 addition & 0 deletions Assets/Abandoned_Asylum/Materials/Tank_V2.mat
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Expand Up @@ -13,6 +13,7 @@ Material:
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2 changes: 1 addition & 1 deletion Assets/PBRMeleeWeaponsPack/Scripts/CameraMovement.cs
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using UnityEngine;
using UnityEngine;

namespace HQWeaponsPack
{
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2 changes: 1 addition & 1 deletion Assets/PBRMeleeWeaponsPack/Scripts/Weapon.cs
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using UnityEngine;
using UnityEngine;

public class Weapon : MonoBehaviour {

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2 changes: 1 addition & 1 deletion Assets/PBRMeleeWeaponsPack/Scripts/WeaponsChanger.cs
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using UnityEngine;
using UnityEngine;
using UnityEngine.UI;

namespace HQWeaponsPack
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2 changes: 1 addition & 1 deletion Assets/Photon/PhotonChat/Demos/DemoChat/ChannelSelector.cs
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// --------------------------------------------------------------------------------------------------------------------
// --------------------------------------------------------------------------------------------------------------------
// <copyright company="Exit Games GmbH"/>
// <summary>Demo code for Photon Chat in Unity.</summary>
// <author>[email protected]</author>
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// --------------------------------------------------------------------------------------------------------------------
// --------------------------------------------------------------------------------------------------------------------
// <copyright company="Exit Games GmbH"/>
// <summary>Demo code for Photon Chat in Unity.</summary>
// <author>[email protected]</author>
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2 changes: 1 addition & 1 deletion Assets/Photon/PhotonChat/Demos/DemoChat/ChatGui.cs
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// --------------------------------------------------------------------------------------------------------------------
// --------------------------------------------------------------------------------------------------------------------
// <copyright company="Exit Games GmbH"/>
// <summary>Demo code for Photon Chat in Unity.</summary>
// <author>[email protected]</author>
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2 changes: 1 addition & 1 deletion Assets/Photon/PhotonLibs/WebSocket/WebSocket.cs
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#if UNITY_WEBGL || WEBSOCKET || WEBSOCKET_PROXYCONFIG
#if UNITY_WEBGL || WEBSOCKET || WEBSOCKET_PROXYCONFIG

// --------------------------------------------------------------------------------------------------------------------
// <summary>
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3 changes: 3 additions & 0 deletions Assets/Resources/Prefabs/Player.prefab
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Expand Up @@ -1289,6 +1289,8 @@ MonoBehaviour:
runBackSpeed: 5
crouchSpeed: 2
crouchBackSpeed: 1
crouchFastSpeed: 2
crouchFastBackSpeed: 2
jumpPower: 100
groundYOffset: -0.43
groundMask:
Expand All @@ -1298,6 +1300,7 @@ MonoBehaviour:
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2 changes: 1 addition & 1 deletion Assets/SMC Pack 1/Demo/DemoAssets/V_SMC_Camera.cs
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@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

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2 changes: 1 addition & 1 deletion Assets/SMC Pack 1/Demo/DemoAssets/V_SMC_Handler.cs
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@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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66 changes: 33 additions & 33 deletions Assets/Scripts/Network/PhotonManager.cs
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public class PhotonManager : MonoBehaviourPunCallbacks
{
// 버전
// 버전
private readonly string version = "1.0f";
// 사용자 아이디
// 사용자 아이디
public string userID = "inputYourName";

void Awake()
{
// 같은 룸의 유저들에게 자동으로 씬 로딩
// 같은 룸의 유저들에게 자동으로 씬 로딩
PhotonNetwork.AutomaticallySyncScene = true;
// 같은 버전의 유저끼리 접속 허용
// 같은 버전의 유저끼리 접속 허용
PhotonNetwork.GameVersion = version;
// 유저 아이디 할당
// 유저 아이디 할당
PhotonNetwork.NickName = userID;
// 포톤 서버와 통신 횟수 확인. 초당 30회
// 포톤 서버와 통신 횟수 확인. 초당 30회
Debug.Log(PhotonNetwork.SendRate);
// 서버 접속
// 서버 접속
PhotonNetwork.ConnectUsingSettings();
}

// 포톤 서버에 접속 후 호출되는 콜백 함수
// 포톤 서버에 접속 후 호출되는 콜백 함수
public override void OnConnectedToMaster()
{
// 잘 연결됐는지 확인
Debug.Log("서버와 연결 성공");
// 로비 입장했는지 확인, False
Debug.Log($"로비 입장 여부 = {PhotonNetwork.InLobby}");
// 로비 입장
// 잘 연결됐는지 확인
Debug.Log("서버와 연결 성공");
// 로비 입장했는지 확인, False
Debug.Log($"로비 입장 여부 = {PhotonNetwork.InLobby}");
// 로비 입장
PhotonNetwork.JoinLobby();
}

// 로비에 접속 후 호출되는 콜백 함수
// 로비에 접속 후 호출되는 콜백 함수
public override void OnJoinedLobby()
{
// 로비 입장했는지 확인, True
Debug.Log($"로비 입장 여부 = {PhotonNetwork.InLobby}");
// 생성되어 있는 룸 중에서 랜덤하게 입장
// 로비 입장했는지 확인, True
Debug.Log($"로비 입장 여부 = {PhotonNetwork.InLobby}");
// 생성되어 있는 룸 중에서 랜덤하게 입장
PhotonNetwork.JoinRandomRoom();
}

// 랜덤 룸 입장에 실패했을 ‹š 호출되는 콜백 함수
// 랜덤 룸 입장에 실패했을 호출되는 콜백 함수
public override void OnJoinRandomFailed(short returnCode, string message)
{
// 에러 메세지 출력
Debug.Log($"랜덤 룸 입장 실패 {returnCode}:{message}");
// 에러 메세지 출력
Debug.Log($"랜덤 룸 입장 실패 {returnCode}:{message}");

// 룸 속성 정의
// 룸 속성 정의
RoomOptions ro = new RoomOptions();
ro.MaxPlayers = 20; // 최대 동접자 수: 20명
ro.IsOpen = true; // 룸의 오픈 여부
ro.IsVisible = true; // 로비에서 룸 목록 노출 여부
ro.MaxPlayers = 20; // 최대 동접자 수: 20명
ro.IsOpen = true; // 룸의 오픈 여부
ro.IsVisible = true; // 로비에서 룸 목록 노출 여부

// 룸 생성
// 룸 생성
PhotonNetwork.CreateRoom("My Room", ro);
}

// 룸 생성이 완료된 후 호출되는 콜백 함수
// 룸 생성이 완료된 후 호출되는 콜백 함수
public override void OnCreatedRoom()
{
Debug.Log("룸 생성");
Debug.Log($"룸 이름 = {PhotonNetwork.CurrentRoom.Name}");
Debug.Log("룸 생성");
Debug.Log($"룸 이름 = {PhotonNetwork.CurrentRoom.Name}");
}

// 룸에 입장한 후 호출되는 콜백 함수
// 룸에 입장한 후 호출되는 콜백 함수
public override void OnJoinedRoom()
{
Debug.Log($"룸 입장 여부 = {PhotonNetwork.InRoom}");
Debug.Log($"현재 룸의 인원수 = {PhotonNetwork.CurrentRoom.PlayerCount}");
Debug.Log($"룸 입장 여부 = {PhotonNetwork.InRoom}");
Debug.Log($"현재 룸의 인원수 = {PhotonNetwork.CurrentRoom.PlayerCount}");

foreach (var player in PhotonNetwork.CurrentRoom.Players)
{
Debug.Log($"{player.Value.NickName}, {player.Value.ActorNumber}");
}

// 캐릭터 출현 정보 배열에 저장
// 캐릭터 출현 정보 배열에 저장
Transform[] points = GameObject.Find("SpawnPointGroup").GetComponentsInChildren<Transform>();
int idx = Random.Range(1, points.Length);

// 캐릭터 생성
// 캐릭터 생성
PhotonNetwork.Instantiate("Prefabs/Player", points[idx].position, points[idx].rotation, 0);
}

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