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유닛 생성 시스템 수정
This commit is contained in:
김판돌 2023-12-02 19:05:58 +09:00
parent aceff3ddb5
commit f5cace6347
16 changed files with 3112 additions and 217 deletions

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@ -5,4 +5,11 @@ using UnityEngine;
public class BuildingInfo
{
public List<UnitCtrl> units = new List<UnitCtrl>();
public int level;
public BuildingInfo()
{
level = 1;
}
}

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@ -28,7 +28,11 @@ public class SummonsUnit : MonoBehaviour
private void Start()
{
if (isEnemy)
{
//0스테이지 에서 유닛이 세팅되게 시스템 작성
PlayCtrl.Instance.enemy = this;
EnemyStageSet(0);
}
else
PlayCtrl.Instance.player = this;
@ -54,12 +58,16 @@ public class SummonsUnit : MonoBehaviour
listCount = buildingInfo.units.Count;
for (int n = 0; n < listCount; n++)
{
for(int m = 0; m < buildingInfo.level; m++)
{
float pos = Random.Range(-3.7f, -0.3f);
if (isEnemy) //적소환
Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(44.0f, 46.0f), pos, pos + 3.8f), Quaternion.identity).GetComponent<UnitCtrl>().isEnemy = isEnemy;
Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(44.0f, 46.0f), pos, pos + 3.8f), Quaternion.identity).GetComponent<UnitCtrl>().UnitBonusSet(isEnemy, buildingInfo.level);
else //아군 유닛 소환
Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(-44.0f, -46.0f), pos, pos + 3.8f), Quaternion.identity).GetComponent<UnitCtrl>().isEnemy = isEnemy;
Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(-44.0f, -46.0f), pos, pos + 3.8f), Quaternion.identity).GetComponent<UnitCtrl>().UnitBonusSet(isEnemy, buildingInfo.level);
}
}
if (!isEnemy)//자원 생성
{
@ -72,9 +80,7 @@ public class SummonsUnit : MonoBehaviour
List<AI> ai = Statics.excelDatas.GamestageAIList(Statics.chapter, stage);
for(int n = 0; n < ai.Count; n++)
{
int wave = ai[n].position / 10;
//int pos = ai[n].position % 10;
buildings[wave].units.Add(Statics.units[ai[n].unit].GetComponent<UnitCtrl>());
buildings[ai[n].wave].units.Add(Statics.units[ai[n].unit].GetComponent<UnitCtrl>());
//if (ai[n].command.Equals(eCommand.add))
//units.Add();
}

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@ -21,13 +21,13 @@ public class UnitCtrl : MonoBehaviour
public void DataSet(UnitData ud)
{
unit.name = ud.name;
unit.hp = ud.hp;
unit.attack = ud.attack;
unit.attackSpeed = ud.attack_speed;
unit.defense = ud.defense;
unit.moveSpeed = ud.move_speed;
unit.buy = ud.buy.ToArray();
unit = new UnitInfo(ud);
}
public void UnitBonusSet(bool isEnemy, int unitLevel)
{
this.isEnemy = isEnemy;
unit.UnitBonusSet(new UnitBonus(unitLevel, new int[0], 0, 0));
}
private void Awake()

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@ -3,11 +3,85 @@ using System;
[Serializable]
public class UnitInfo
{
public string name;
string _name;
public string name { get { return _name; } }
int _maxHp;
public int maxHp { get { return (int)(_maxHp * unitBonus.levelBonus); } }
public int hp;
public int attack;
public float attackSpeed;
public int defense;
public float moveSpeed;
public int[] buy;
int _attack;
public int attack { get { return (int)(_attack * unitBonus.levelBonus); } }
float _attackSpeed;
public float attackSpeed { get { return _attackSpeed + ((float)(unitBonus.level - 1) * 0.5f); } }
int _defense;
public int defense { get { return (int)(_defense * unitBonus.levelBonus); } }
float _moveSpeed;
public float moveSpeed { get { return _moveSpeed + ((float)(unitBonus.level - 1) * 0.5f); } }
int[] _buy;
public int[] buy { get { return _buy; } }
UnitBonus unitBonus;
public UnitInfo(UnitData ud)
{
_name = ud.name;
_maxHp = ud.hp;
_attack = ud.attack;
_attackSpeed = ud.attack_speed;
_defense = ud.defense;
_moveSpeed = ud.move_speed;
_buy = ud.buy.ToArray();
}
public void UnitBonusSet(UnitBonus unitBonus)
{
this.unitBonus = unitBonus;
this.hp = maxHp;
}
}
public class UnitBonus
{
//시스템에서 강화되는 데이터
//1 > 1.12 > 1.272 > 1.439 > 1.643
int _level;
public int level { get { return level; } }
public float levelBonus { get { switch (_level)
{
case 1:
return 1.0f;
case 2:
return 1.12f;
case 3:
return 1.272f;
case 4:
return 1.439f;
case 5:
return 1.643f;
default: return 0.0f;
} } }
//장착 장비 정보
int[] _equipment;
public int[] equipment { get { return _equipment; } }
//장착한 리더의 강화 수치
int _leaderType;
public int leaderType { get { return _leaderType; } }
int _leaderbonus;
public int leaderbonus { get { return _leaderbonus; } }
public UnitBonus(int level, int[] equipment, int leaderType, int leaderbonus)
{
this._level = level;
this._equipment = equipment;
this._leaderType = leaderType;
this._leaderbonus = leaderbonus;
}
}

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@ -4,12 +4,51 @@ using TMPro;
public class MainCtrl : MonoBehaviour
{
[SerializeField] TMP_Text title_Text;
[SerializeField] TMP_Text messageText;
[SerializeField] TMP_InputField email;
[SerializeField] GameObject gameStartButton;
[SerializeField] GameObject loginButton;
[SerializeField] GameObject gestLoginButton;
[SerializeField] GameObject message;
bool is_On;
float dtime = 0;
bool isUpdate;
string uuid;
private void Awake()
{
gameStartButton.SetActive(false);
loginButton.SetActive(false);
gestLoginButton.SetActive(false);
message.SetActive(true);
isUpdate = false;
messageText.text = "data °ËÁõÁß....";
}
private void Update()
{
if (GameManager.Instance.isExcel)
{
return;
}
else if (!isUpdate)
{
isUpdate = !isUpdate;
uuid = PlayerPrefs.GetString("uuid");
message.SetActive(false);
if (uuid != "")
{
gameStartButton.SetActive(true);
}
else
{
loginButton.SetActive(true);
}
}
if(is_On)
{
if(title_Text.color.a >= 1)
@ -41,9 +80,50 @@ public class MainCtrl : MonoBehaviour
}
}
}
#if UNITY_EDITOR
public void GestLogin()
{
gestLoginButton.SetActive(true);
}
public void Join()
{
loginButton.SetActive(false);
gestLoginButton.SetActive(false);
gameStartButton.SetActive(true);
}
#endif
public void FireBaseLogin()
{
}
public void MastodonLogin()
{
}
public void NextButton()
{
LoginResp resp = new LoginResp();
LoginReq req = new LoginReq(email.text, uuid);
message.SetActive(true);
messageText.text = "Login...";
resp.Request(req, (data) =>
{
//·Î±×ÀÎ ¼º°ø½Ã
PlayerPrefs.SetString("uuid",data.uuid);
GameManager.Instance.NextScene(GameManager.eScene.Game);
}, () =>
{
PlayerPrefs.SetString("uuid", "");
Awake();
});
}
}

View File

@ -54,8 +54,6 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
}
//테스트용 일단은 이곳에서 임시 처리
Statics.chapter = 101;
//0스테이지에서도 데이터 세팅을 할수 있게 수정
enemy.EnemyStageSet(stage);
uiExit();
}

View File

@ -9,7 +9,7 @@ public class AI : Excel
public eCommand command;
public string unit;
public int position;
public bool is_next;
public int wave;
public List<int> buy;

View File

@ -16,7 +16,7 @@ public class GameManager : DontDestroy<GameManager>
/// <summary>
/// 현재 엑셀 처리가 끝났는지 확인하는 부분.
/// </summary>
public bool isExcel { get { return corExcel != null || corExcel.IsRunning; } }
public bool isExcel { get { return corExcel != null && corExcel.IsRunning; } }
protected override void OnStart()
{

View File

@ -13,6 +13,7 @@ public enum Protocol
Downlode = 100,//기획 데이터 다운로드
Login = 101,//±âȹ µ¥ÀÌÅÍ ´Ù¿î·Îµå
}
#region 100 : Downlode
@ -38,3 +39,29 @@ public class DownlodeResp : Request<DownlodeResp>
}
}
#endregion
#region 101 : Login
public class LoginReq
{
public string mail { get; set; }
public string uuid { get; set; }
public LoginReq(string mail, string uuid)
{
this.mail = mail;
this.uuid = uuid;
}
}
public class LoginResp : Request<LoginResp>
{
private Protocol protocol = Protocol.Login;
public string uuid { get; set; }
public string nickname { get; set; }
public void Request(LoginReq loginReq, Action<LoginResp> onRequestFinished, Action errorRequestFinished)
{
CreateRequest(protocol, onRequestFinished, loginReq, HTTPMethods.Post, errorRequestFinished);
}
}
#endregion

View File

@ -9,21 +9,6 @@ public class Test : MonoBehaviour
[ContextMenu("test")]
public void test()
{
//Debug.Log(JsonConvert.SerializeObject(testlist));
//DownlodeResp request = new DownlodeResp();
//request.Request((data) =>
//{
// Crypto cr = new Crypto();
// Debug.Log(cr.Decompress(data.data));
// Statics.version = data.version;
//});
int test = 1;
int wave = test / 10;
int pos = test % 10;
Debug.Log(wave);
Debug.Log(pos);
}
[ContextMenu("test2")]
@ -33,7 +18,6 @@ public class Test : MonoBehaviour
string testdd = cr.Compress("testdata");
Debug.Log(testdd);
Debug.Log(cr.Decompress(testdd));
}

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@ -92,7 +92,7 @@ TextureImporter:
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@ -105,7 +105,7 @@ TextureImporter:
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@ -118,7 +118,20 @@ TextureImporter:
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@ -105,7 +105,7 @@ TextureImporter:
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