using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PlayCtrl : SingletonMonoBehaviour { public GameObject camera; public float speed; float move = 0; public Slider slider; float summons; int stage; public Animator anim; public GameObject unit; public GameObject newBuildingUI; public GameObject buildingLevelupUI; public GameObject backButton; public UnitCtrl[] units; public Sprite[] unitImages; public SummonsUnit player; public SummonsUnit enemy; public BuildingCtrl buildingCtrl; public bool isEndGame; //¼±ÅÃµÈ uiÀÇ Á¤º¸¸¦ ÀúÀåÇÒ ¼ö ÀÖ°Ô ¸¸µé±â. //·¹º§¾÷ ui¸¸µé±â //backbuttonÀ» ´©¸£¸é µÑ´Ù ²¨Áö°Ô ¸¸µé±â. protected override void OnAwake() { summons = 0.1f; slider.value = 0; stage = 0; isEndGame = false; uiExit(); } public void MoveCamera(float move) { this.move = move; } public void CtrlButton() { anim.SetTrigger("MoveUI"); } private void Update() { if (isEndGame) { Debug.Log("°ÔÀÓÁ¾·á"); return; } float deltaTime = Time.deltaTime; camera.transform.position += Vector3.left * speed * deltaTime * move; if (camera.transform.position.x < -40) { camera.transform.position = new Vector3(-40, 0, -10); } if (camera.transform.position.x > 40) { camera.transform.position = new Vector3(40, 0, -10); } slider.value += Time.deltaTime / 30; if (slider.value >= 1) { slider.value -= 1; summons = 0.1f; stage++; } if (summons < slider.value) { int count = (int)(summons / 0.2); player.Summons(count); enemy.Summons(count); summons += 0.2f; } } public void uiExit() { newBuildingUI.SetActive(false); buildingLevelupUI.SetActive(false); backButton.SetActive(false); buildingCtrl = null; } public void SelectUnit(int count) { buildingCtrl.NewBuilding(units[count], unitImages[count]); uiExit(); } public void DeleteBuilding() { buildingCtrl.DeletBuilding(); uiExit(); } public void LevelUpBuilding() { buildingCtrl.LevelUp(); uiExit(); } } /* ÇÊ¿ä ÀÛ¾÷»çÇ× 1. À¯´Ö »ý¼º ÀÚ¿ø 2. °­È­ Á¶°Ç Á¤Çϱâ 3. °Ç¹° ö°Å ¹ÝȯÀÚ¿ø Á¶°Ç Á¤Çϱâ 4. UIÀû¿ë */