게임 플레이 1사이클 완성
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@ -253,6 +253,7 @@ GameObject:
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m_Component:
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- component: {fileID: 54711397}
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- component: {fileID: 54711396}
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- component: {fileID: 54711398}
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m_Layer: 0
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m_Name: Camera
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m_TagString: Untagged
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@ -326,6 +327,18 @@ Transform:
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m_Children: []
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m_Father: {fileID: 0}
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--- !u!114 &54711398
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m_GameObject: {fileID: 54711394}
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--- !u!1 &84361459
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GameObject:
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@ -1829,7 +1842,19 @@ MonoBehaviour:
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m_TargetGraphic: {fileID: 704811668}
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m_OnClick:
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m_PersistentCalls:
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m_Calls: []
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m_Calls:
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- m_Target: {fileID: 54711398}
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m_TargetAssemblyTypeName: GameCtrl, Assembly-CSharp
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m_MethodName: StartPlay
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m_Mode: 1
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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--- !u!114 &440143456
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@ -0,0 +1,11 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GameCtrl : MonoBehaviour
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{
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public void StartPlay()
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{
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GameManager.Instance.NextScene(GameManager.eScene.Play);
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: f97d481d44cb90a469c35682cc60c385
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -33,13 +33,23 @@ public class BuildingCtrl : MonoBehaviour
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{
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if(isProduction || buildingLevel != 0)//생산건물 이거나 일반건물 레벨업
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{
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int sell = 0;
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for (int n = 0; n < buildingLevel; n++)
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if (!isProduction)
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{
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sell += unitInfo.unit.buy[n];
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int sell = 0;
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for (int n = 0; n < buildingLevel; n++)
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{
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sell += unitInfo.unit.buy[n];
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}
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sell /= 3;
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PlayCtrl.Instance.LevelupBuyAndSellText(unitInfo.unit.buy[buildingLevel], sell);
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}
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sell /= 3;
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PlayCtrl.Instance.LevelupBuyAndSellText(unitInfo.unit.buy[buildingLevel], sell);
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else
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{
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PlayCtrl.Instance.LevelupBuyAndSellText(500 * buildingLevel, 0);
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}
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PlayCtrl.Instance.buildingLevelupUI.SetActive(true);
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PlayCtrl.Instance.newBuildingUI.SetActive(false);
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PlayCtrl.Instance.backButton.SetActive(true);
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@ -44,6 +44,7 @@ public class UnitCtrl : MonoBehaviour
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PlayCtrl.Instance.player.campHp -= unit.attack;
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if(PlayCtrl.Instance.player.campHp <= 0)
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{
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Debug.Log("패배!");
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PlayCtrl.Instance.isEndGame = true;
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}
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}
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@ -52,6 +53,7 @@ public class UnitCtrl : MonoBehaviour
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PlayCtrl.Instance.enemy.campHp -= unit.attack;
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if (PlayCtrl.Instance.enemy.campHp <= 0)
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{
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Debug.Log("승리!");
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PlayCtrl.Instance.isEndGame = true;
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}
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}
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@ -31,6 +31,7 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
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public SummonsUnit enemy;
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public BuildingCtrl buildingCtrl;
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public bool isEndGame;
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private float delay;
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public int money;
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@ -46,6 +47,7 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
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money = 0;
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moneyText.text = money.ToString();
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isEndGame = false;
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delay = 0.0f;
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uiExit();
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}
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@ -62,7 +64,12 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
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{
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if (isEndGame)
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{
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Debug.Log("게임종료");
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delay += Time.deltaTime;
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if(delay > 3.0f)
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{
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//게임씬으로 이동
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GameManager.Instance.NextScene(GameManager.eScene.Game);
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}
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return;
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}
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float deltaTime = Time.deltaTime;
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@ -92,6 +99,8 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
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}
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public void uiExit()
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{
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newBuildingUI.SetActive(false);
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@ -136,10 +145,3 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
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moneyText.text = money.ToString();
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}
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}
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/*
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필요 작업사항
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//1. 유닛 생성 자원
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//2. 강화 조건 정하기
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//3. 건물 철거 반환자원 조건 정하기
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4. UI적용
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*/
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