클라이언트 업데이트

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김판돌 2023-09-23 18:49:39 +09:00
parent cd0852a412
commit 9cef104d7c
9167 changed files with 1502010 additions and 0 deletions

6
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class MainCtrl : MonoBehaviour
{
[SerializeField] TMP_Text title_Text;
bool is_On;
float dtime = 0;
private void Update()
{
if(is_On)
{
if(title_Text.color.a >= 1)
{
if(dtime > 1f)
{
is_On = !is_On;
dtime = 0;
}
else
{
dtime += Time.deltaTime;
}
}
else
{
title_Text.color += (Color.black * Time.deltaTime);
}
}
else
{
if (title_Text.color.a <= 0.1)
{
is_On = !is_On;
}
else
{
title_Text.color -= (Color.black * Time.deltaTime);
}
}
}
public void NextButton()
{
GameManager.Instance.NextScene(GameManager.eScene.Game);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Cam : MonoBehaviour
{
void Awake()
{
Screen.sleepTimeout = SleepTimeout.NeverSleep;//게임도중 화면이 꺼지지 않게 합니다
}
void Start()
{
//현재 씬을 확인
GameManager.Instance.NowScene = (GameManager.eScene)SceneManager.GetActiveScene().buildIndex;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CanvasSet : MonoBehaviour
{
private void Awake()
{
gameObject.GetComponent<CanvasScaler>().uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
gameObject.GetComponent<CanvasScaler>().referenceResolution = new Vector2(GameManager.Instance.x, GameManager.Instance.y);
}
void Start()
{
if(GameManager.Instance.Over)
{
gameObject.GetComponent<CanvasScaler>().matchWidthOrHeight = 1.0f;
}
else
{
gameObject.GetComponent<CanvasScaler>().matchWidthOrHeight = 0.0f;
}
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}

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using UnityEngine;
public class DontDestroy<T> : MonoBehaviour where T : DontDestroy<T>
{
static public T Instance { get; private set; }
void Awake()
{
if (Instance == null)
{
Instance = (T)this;
DontDestroyOnLoad(gameObject);
OnAwake();
}
else
{
Destroy(gameObject);
}
}
void Start()
{
if (Instance == (T)this)
{
OnStart();
}
}
virtual protected void OnAwake()
{
}
virtual protected void OnStart()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : DontDestroy<GameManager>
{
//작업 사이즈 : 2160x1080
public int MultyNum;
public eScene NowScene;
public bool Over;
public float x = 2160f;
public float y = 1080f;
//현재 등록되어 있는 Scene을 입력하면 현재 열려있는 씬이 무엇인지 NowScene을 통해 알 수 있게됩니다.
//File > BuildSettings에 등록한 Scene이름만 순서대로 추가해 주세요
public enum eScene
{
Title = 0,
Main,
Game
}
//등록한 다음씬으로 이동할수 있습니다
//GameManager.Instance.NextScene(GameManager.eScene.원하는 씬이름);
//이렇게 사용한다면 원하는 씬으로 넘어갈 수 있습니다.
//입력하지 않고 GameManager.Instance.NextScene();만 호출한다면 현재씬의 바로 다음씬으로 이동합니다.
public void NextScene(eScene GoingScene)
{
SceneManager.LoadScene((int)GoingScene);
}
public void NextScene()
{
SceneManager.LoadScene(((int)NowScene) + 1);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameObjectPool<T> where T : class
{
short count;
public delegate T Func();
Func create_fn;
Queue<T> objects;
public GameObjectPool(short count, Func fn)
{
this.count = count;
this.create_fn = fn;
this.objects = new Queue<T>(this.count);
allocate();
}
void allocate()
{
for (int i = 0; i < this.count; i++)
{
this.objects.Enqueue(this.create_fn());
}
}
public T pop()
{//dequeue 꺼내는 부분
if (this.objects.Count <= 0)
{
allocate();
}
return this.objects.Dequeue();
}
public void push(T obj)
{//enqueue 쌓는부분
this.objects.Enqueue(obj);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SelectWindows : SingletonMonoBehaviour<SelectWindows>
{
[SerializeField] Text Title;
[SerializeField] Text Body;
public delegate void ButtonDelegate();
ButtonDelegate m_okBtnDel;
ButtonDelegate m_noBtnDel;
public bool Active
{
get { return gameObject.activeSelf; }
}
protected override void OnAwake()
{
gameObject.SetActive(false);
}
public void SetUI(string body, ButtonDelegate okBtnDel = null, ButtonDelegate NoBtnDel = null)
{
Title.text = "";
Body.text = body;
m_okBtnDel = okBtnDel;
m_noBtnDel = NoBtnDel;
gameObject.SetActive(true);
}
public void SetUI(string title, string body, ButtonDelegate okBtnDel = null, ButtonDelegate NoBtnDel = null)
{
Title.text = title;
Body.text = body;
m_okBtnDel = okBtnDel;
m_noBtnDel = NoBtnDel;
gameObject.SetActive(true);
}
public void OnPressOK()
{
if (m_okBtnDel != null)
{
m_okBtnDel();
}
gameObject.SetActive(false);
}
public void OnPressCancel()
{
if (m_noBtnDel != null)
{
m_noBtnDel();
}
gameObject.SetActive(false);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SingletonMonoBehaviour<T> : MonoBehaviour where T : SingletonMonoBehaviour<T>
{
static public T Instance { get; private set; }
void Awake()
{
if (Instance == null)
{
Instance = (T)this;
OnAwake();
}
else
{
Debug.Log("1개이상의 싱글턴이 존재합니다" + gameObject.name);
Debug.Log("같은 함수가 들어간 싱글턴을 제거해 주세요");
Destroy(gameObject);
}
}
void Start()
{
if (Instance == (T)this)
{
OnStart();
}
}
virtual protected void OnAwake()
{
}
virtual protected void OnStart()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SoundBox : MonoBehaviour
{
//사운드를 출력을 도와주는 스크립트 입니다.
//건들이지 않는것을 추천드립니다.
AudioSource Sound;
void Awake()
{
Sound = GetComponent<AudioSource>();
}
public void PlaySound(AudioClip Clip,float v,Vector3 tr)
{
transform.position = tr;
Sound.clip = Clip;
Sound.mute = false;
Sound.volume = v;
Sound.Play();
}
public void PlaySound(AudioClip Clip, float v)
{
Sound.clip = Clip;
Sound.mute = false;
Sound.volume = v;
Sound.Play();
}
void Update()
{
if(gameObject.activeSelf && !(Sound.isPlaying))
{
SoundManager.Instance.EndSound(this);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
public class SoundManager : SingletonMonoBehaviour<SoundManager>
{
[SerializeField] AudioClip[] BackgroundMusic;
//[SerializeField] AudioClip[] ButtonSuond;
[SerializeField] AudioClip[] EftSuond;
float Backgroundvolume = 0.1f;
float Eftvolume = 0.3f;
public eBackgroundMusic NowMusic;
GameObject EftSound;
GameObjectPool<SoundBox> SoundList;
AudioSource BackGround;
public eBackgroundMusic NowPlayMusic//현재 재생중인 배경음악 정보를 넘겨줌
{
get { return NowMusic; }
}
public void ResetBackMusic(int Num)
{
}
public void PlayBack(eBackgroundMusic Num)
{
BackGround.clip = BackgroundMusic[(int)Num];
BackGround.mute = false;
BackGround.loop = true;
BackGround.volume = Backgroundvolume;
BackGround.Play();
NowMusic = Num;
}
protected override void OnAwake()
{
EftSound = (GameObject)Resources.Load("System/SoundBox");
BackGround = GetComponent<AudioSource>();
SoundList = new GameObjectPool<SoundBox>(15, () =>
{
var obj = Instantiate(EftSound) as GameObject;
obj.transform.SetParent(transform);
var Clone = obj.GetComponent<SoundBox>();
return Clone;
});
NowMusic = 0;
}
//public void StartSound(eButtonSuond Clip)
//{
// var obj = SoundList.pop();
// obj.gameObject.SetActive(true);
// obj.PlaySound(ButtonSuond[(int)Clip], Eftvolume);
//}
//public void StartSound(eButtonSuond Clip,Vector3 tr)
//{
// var obj = SoundList.pop();
// obj.gameObject.SetActive(true);
// obj.PlaySound(ButtonSuond[(int)Clip], Eftvolume, tr);
//}
public void StartSound(eEftSuond Clip)
{
var obj = SoundList.pop();
obj.gameObject.SetActive(true);
obj.PlaySound(EftSuond[(int)Clip], Eftvolume);
}
public void StartSound(eEftSuond Clip,Vector3 tr)
{
var obj = SoundList.pop();
obj.gameObject.SetActive(true);
obj.PlaySound(EftSuond[(int)Clip], Eftvolume, tr);
}
public void EndSound(SoundBox Box)
{
Box.gameObject.SetActive(false);
SoundList.push(Box);
}
public enum eBackgroundMusic
{
}
public enum eButtonSuond
{
}
public enum eEftSuond
{
TitleSound,
ButtonPop,
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TitleCtrl : MonoBehaviour
{
[SerializeField] Image img;
bool is_a255 = false;
float dtime = 0;
private void Awake()
{
img.color = new Color(1, 1, 1, 0);
}
private void Start()
{
SoundManager.Instance.StartSound(SoundManager.eEftSuond.TitleSound);
}
void Update()
{
if (is_a255)
{
dtime += Time.deltaTime;
if (dtime >= 3.0f)
{
img.color -= new Color(0, 0, 0, 0.7f) * Time.deltaTime;
if (img.color.a <= -0.3f)
{
GameManager.Instance.NextScene(GameManager.eScene.Main);
}
}
}
else
{
img.color += new Color(0, 0, 0, 1.0f) * Time.deltaTime;
if (img.color.a >= 1)
{
is_a255 = true;
}
}
if (Input.GetKeyDown(KeyCode.Escape))
{
if (SelectWindows.Instance.Active)
{
SelectWindows.Instance.OnPressCancel();
}
else
{
//SelectWindows.Instance.SetUI("게임을 종료하시겠습니까?", () => { GameManager.Instance.ExitWindows(); });
}
}
}
}

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