카드 중복
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@ -9131,7 +9131,7 @@ Transform:
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m_GameObject: {fileID: 85056388}
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m_GameObject: {fileID: 85056388}
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 20.840582, y: 7.99, z: 20.65}
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m_LocalPosition: {x: 36.23, y: 7.99, z: 20.65}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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@ -163981,6 +163981,10 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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propertyPath: m_LocalEulerAnglesHint.z
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value: 172.153
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value: 172.153
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 2669107996035270001, guid: 9f51c4433e5c81644807e9e547b7826c, type: 3}
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propertyPath: m_ConstrainProportionsScale
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 4085536598674672635, guid: 9f51c4433e5c81644807e9e547b7826c, type: 3}
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- target: {fileID: 4085536598674672635, guid: 9f51c4433e5c81644807e9e547b7826c, type: 3}
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propertyPath: m_Size.x
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propertyPath: m_Size.x
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value: 0.003
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value: 0.003
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@ -35,38 +35,37 @@ public class LevelUpUIManager : MonoBehaviour
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Time.timeScale = 0f;
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Time.timeScale = 0f;
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_selectedCardUI = null;
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_selectedCardUI = null;
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if (applyButton != null) applyButton.interactable = false; // 시작 땐 버튼 비활성
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if (applyButton != null) applyButton.interactable = false;
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foreach (Transform child in cardParent)
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foreach (Transform child in cardParent)
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Destroy(child.gameObject);
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Destroy(child.gameObject);
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int slotCount = 2;
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int slotCount = 2;
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// ⭐ [에러 해결] selectedCards를 여기서 확실히 선언합니다!
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/* =========================
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* 1️⃣ CardData 선택 (중복 없음)
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* ========================= */
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List<CardData> selectedCards = new List<CardData>();
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List<CardData> selectedCards = new List<CardData>();
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List<CardData> tempDataPool = new List<CardData>(cardPool);
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if (cardPool.Count >= slotCount)
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{
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List<CardData> tempPool = new List<CardData>(cardPool);
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for (int i = 0; i < slotCount; i++)
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{
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int idx = Random.Range(0, tempPool.Count);
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selectedCards.Add(tempPool[idx]);
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tempPool.RemoveAt(idx);
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}
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}
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else // 카드 부족 시 순환
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{
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for (int i = 0; i < slotCount; i++)
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selectedCards.Add(cardPool[i % cardPool.Count]);
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}
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// 카드 생성 및 셋업
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for (int i = 0; i < slotCount; i++)
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for (int i = 0; i < slotCount; i++)
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{
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{
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// 프리팹 랜덤 선택 후 생성
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int idx = Random.Range(0, tempDataPool.Count);
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CardUI ui = Instantiate(cardPrefabs[Random.Range(0, cardPrefabs.Length)], cardParent);
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selectedCards.Add(tempDataPool[idx]);
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ui.Setup(selectedCards[i], this); // ⭐ 이제 selectedCards 에러가 뜨지 않습니다!
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tempDataPool.RemoveAt(idx);
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}
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/* =========================
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* 2️⃣ CardUI 프리팹 선택 (중복 없음)
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* ========================= */
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List<CardUI> tempPrefabs = new List<CardUI>(cardPrefabs);
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for (int i = 0; i < slotCount; i++)
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{
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int idx = Random.Range(0, tempPrefabs.Count);
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CardUI ui = Instantiate(tempPrefabs[idx], cardParent);
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ui.Setup(selectedCards[i], this);
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tempPrefabs.RemoveAt(idx);
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}
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}
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}
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}
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