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20 Commits

Author SHA1 Message Date
김판돌 a2796087f1 Excel 코드 수정 2025-06-06 23:19:52 +09:00
김판돌 e04fc50fb6 임시 ui 배치완료 2025-05-28 21:19:17 +09:00
김판돌 c1a7485647 Merge branch 'master' of https://gitea.pandoli365.com/Team.wak/Wizard_Of_Wak 2025-05-27 21:32:16 +09:00
김판돌 01106842b0 Main UI 임의배치 2025-05-27 21:32:11 +09:00
이정수 c1cbd2c3ff [Add] 이벤트 시스템 추가 2025-05-17 16:16:53 +09:00
이정수 4a1c2c344e [add] Logger 추가
Debug.Log 최적화 및 추적용 래퍼 클래스 추가
2025-05-17 15:58:50 +09:00
김판돌 6f0ecab261 Excel 코드 추가 2025-05-15 20:50:51 +09:00
김판돌 f3506c37b5 Merge remote-tracking branch 'origin/master' 2025-05-15 20:50:06 +09:00
이정수 97b6749fa6 [chore] 명명규칙 추가 2025-05-13 00:41:55 +09:00
이정수 94e8fcd6ef [chore] readme에 컨벤션 규칙 추가 2025-05-13 00:39:47 +09:00
김판돌 34867dc03f Merge branch 'feat/map-generate' 2025-05-09 20:48:24 +09:00
hy c2843200a7
feat: MapGenerator
### 알고리즘 작동 방식
1. 원형내 랜덤으로 방 배치
2. 서로 겹치는 방은 떨어트리기
3. 방 고르기
4. 복도 이어주기
2025-05-09 01:24:00 +09:00
김판돌 44fbb00945 케릭터 모션 수정 2025-05-03 20:14:15 +09:00
김판돌 498beee228 임시 테스트용 맵 적용 2025-04-29 21:02:23 +09:00
김판돌 fbf84f7007 사운드 작업 완료 2025-04-28 20:50:13 +09:00
김판돌 7ed3ab208f 씬 변경 수정 2025-04-28 20:32:49 +09:00
김판돌 209917bea2 Merge remote-tracking branch 'origin/feature/character-skill'
# Conflicts:
#	Assets/0_Scenes/Title.unity
#	ProjectSettings/EditorBuildSettings.asset
2025-04-28 20:30:06 +09:00
김판돌 69fa365101 씬 변경 수정 2025-04-28 20:29:23 +09:00
kb2love@naver.com e56de50739 캐릭터 스킬 기반 추가 2025-04-20 03:41:32 +09:00
kb2love@naver.com 8738bdd045 Attack Animation 추가 2025-04-09 20:44:24 +09:00
1214 changed files with 484302 additions and 548 deletions

1
.gitignore vendored
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using Unity.Profiling;
using UnityEngine;
public static class EventAggregator
{
// 타입별 SubscriberList<T> 저장
static readonly Dictionary<Type, object> subscribers = new Dictionary<Type, object>();
// Publish 성능 측정을 위한 profiler marker
static readonly ProfilerMarker publishMarker = new ProfilerMarker("EventAggregator.Publish");
/// <summary>
/// 이벤트 타입 T를 구독합니다.
/// </summary>
public static void Subscribe<T>(Action<T> handler)
{
var key = typeof(T);
if (!subscribers.TryGetValue(key, out var listObj))
{
listObj = new SubscriberList<T>(initialCapacity: 4);
subscribers[key] = listObj;
}
((SubscriberList<T>)listObj).Add(handler);
Logger.LogDebug($"[EA] Subscribe<{key.Name}> → {handler.Target?.GetType().Name}.{handler.Method.Name}");
}
/// <summary>
/// 이벤트 타입 T의 구독을 해제합니다.
/// </summary>
public static void Unsubscribe<T>(Action<T> handler)
{
var key = typeof(T);
if (subscribers.TryGetValue(key, out var listObj))
((SubscriberList<T>)listObj).Remove(handler);
Logger.LogDebug($"[EA] Unsubscribe<{key.Name}> ← {handler.Target?.GetType().Name}.{handler.Method.Name}");
}
/// <summary>
/// 이벤트를 발행합니다.
/// </summary>
public static void Publish<T>(in T payload)
{
var key = typeof(T);
Logger.LogDebug($"[EA] Publish<{key.Name}> payload={payload}");
publishMarker.Begin();
if (subscribers.TryGetValue(key, out var listObj))
((SubscriberList<T>)listObj).Invoke(payload);
publishMarker.End();
}
class SubscriberList<T>
{
readonly List<Action<T>> handlers;
public SubscriberList(int initialCapacity)
{
handlers = new List<Action<T>>(initialCapacity);
}
public void Add(Action<T> handler) => handlers.Add(handler);
public void Remove(Action<T> handler) => handlers.Remove(handler);
public void Invoke(in T payload)
{
for (int i = 0, cnt = handlers.Count; i < cnt; i++)
{
#if UNITY_EDITOR || DEVELOPMENT_BUILD
try
{
handlers[i].Invoke(payload);
}
catch (Exception ex)
{
// 오류는 항상 남기되, 로깅 메커니즘을 통일
Logger.LogError($"[EA] Exception in <{typeof(T).Name}> handler: {ex}");
}
#else
_handlers[i].Invoke(payload);
#endif
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using UnityEngine;
/// <summary>
/// Debug.Log을 좀 더 편하게 사용하기 위한 헬퍼 클래스입니다.
/// </summary>
public static class Logger
{
public enum Level { Debug, Info, Warning, Error }
// 릴리즈 빌드에서 불필요한 스택트레이스 끄기
static Logger()
{
#if !UNITY_EDITOR && !DEVELOPMENT_BUILD
Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None);
Application.SetStackTraceLogType(LogType.Warning,StackTraceLogType.None);
Application.SetStackTraceLogType(LogType.Error, StackTraceLogType.ScriptOnly);
#endif
}
// 에디터/개발 빌드에서만 컴파일됨 → 릴리즈에선 이 호출 자체가 사라집니다
[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
public static void LogDebug(object message, UnityEngine.Object context = null) => LogInternal(Level.Debug, message, context);
[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
public static void LogInfo(object message, UnityEngine.Object context = null) => LogInternal(Level.Info, message, context);
[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
public static void LogWarning(object message, UnityEngine.Object context = null) => LogInternal(Level.Warning, message, context);
// 에러는 항상 남겨둡니다
public static void LogError(object message, UnityEngine.Object context = null) => LogInternal(Level.Error, message, context);
static void LogInternal(Level level, object message, UnityEngine.Object context = null)
{
switch (level)
{
case Level.Debug:
case Level.Info:
UnityEngine.Debug.Log(message, context);
break;
case Level.Warning:
UnityEngine.Debug.LogWarning(message, context);
break;
case Level.Error:
UnityEngine.Debug.LogError(message, context);
break;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjOffAfterTime : MonoBehaviour
{
[SerializeField] float time;
private void OnEnable()
{
Invoke("ObjOff", time);
}
void ObjOff() { gameObject.SetActive(false); }
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
/// <summary>
/// Window → EventAggregator Debugger 메뉴에서 구독 현황을 확인할 수 있는 에디터 창입니다.
/// </summary>
public class EventAggregatorDebugger : EditorWindow
{
Vector2 scroll;
[MenuItem("Window/EventAggregator Debugger")]
static void Open() => GetWindow<EventAggregatorDebugger>("EA Debugger");
void OnGUI()
{
GUILayout.Label("EventAggregator Subscriptions", EditorStyles.boldLabel);
scroll = EditorGUILayout.BeginScrollView(scroll);
foreach (var info in EventAggregatorInspector.GetSubscriptions())
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(info.EventType.Name, GUILayout.Width(150));
EditorGUILayout.LabelField($"{info.SubscriberCount} subscriber(s)");
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndScrollView();
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
/// <summary>
/// EventAggregator의 내부 subscribers 딕셔너리를 리플렉션으로 읽어 구독 정보를 제공하는 헬퍼 클래스입니다.
/// </summary>
public static
class EventAggregatorInspector
{
public struct SubscriptionInfo
{
public Type EventType;
public int SubscriberCount;
}
/// <summary>
/// 현재 등록된 모든 이벤트 타입과 구독자 수를 반환합니다.
/// </summary>
public static IEnumerable<SubscriptionInfo> GetSubscriptions()
{
var eaType = typeof(EventAggregator);
var field = eaType.GetField("subscribers", BindingFlags.Static | BindingFlags.NonPublic);
if (field == null)
yield break;
var dict = field.GetValue(null) as Dictionary<Type, object>;
if (dict == null)
yield break;
foreach (var kvp in dict)
{
var listObj = kvp.Value;
var handlersField = listObj.GetType()
.GetField("handlers", BindingFlags.Instance | BindingFlags.NonPublic);
var list = handlersField?.GetValue(listObj) as ICollection;
int count = list != null ? list.Count : 0;
yield return new SubscriptionInfo
{
EventType = kvp.Key,
SubscriberCount = count
};
}
}
}

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3
Assets/1_Script/Map.meta Normal file
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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6dec96d472af453888b1a805041198c5
timeCreated: 1746711648

View File

@ -0,0 +1,299 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class MapGenerator : MonoBehaviour
{
public int totalRooms = 20;
public int mainRoomsCount = 10;
public float mapRadius = 50f;
public float minRoomWidth = 4f;
public float maxRoomWidth = 10f;
public float minRoomHeight = 4f;
public float maxRoomHeight = 10f;
public int separationIterations = 10;
private readonly List<Room> _rooms = new();
private List<Room> _mainRooms = new();
private readonly List<Connection> _connections = new();
private readonly HashSet<Vector2Int> _corridorTiles = new();
private void Start()
{
GenerateMap();
}
public void GenerateMap()
{
ClearAll();
GenerateRooms();
SeparateRooms();
SelectMainRooms();
ConnectRoomsWithMST();
CreateCorridors();
Debug.Log($"생성된 전체 방 수: {_rooms.Count}");
Debug.Log($"메인 방 수: {_mainRooms.Count}");
Debug.Log($"연결 수: {_connections.Count}");
}
private void ClearAll()
{
_rooms.Clear();
_mainRooms.Clear();
_connections.Clear();
}
private void GenerateRooms()
{
for (var i = 0; i < totalRooms; i++)
{
// 랜덤 위치 선택
var angle = Random.Range(0f, Mathf.PI * 2);
var distance = Random.Range(0f, mapRadius);
var position = new Vector2(
Mathf.Cos(angle) * distance,
Mathf.Sin(angle) * distance
);
// 랜덤 크기 방 생성
var width = Random.Range(minRoomWidth, maxRoomWidth);
var height = Random.Range(minRoomHeight, maxRoomHeight);
_rooms.Add(new Room(position, new Vector2(width, height)));
}
}
private void SeparateRooms()
{
for (var iter = 0; iter < separationIterations; iter++)
{
var stillOverlapping = false;
for (var i = 0; i < _rooms.Count; i++)
for (var j = i + 1; j < _rooms.Count; j++)
if (_rooms[i].Overlaps(_rooms[j]))
{
stillOverlapping = true;
// 방들이 겹치면 서로 밀어냄
var direction = (_rooms[i].Position - _rooms[j].Position).normalized;
var overlap = _rooms[i].GetOverlapDistance(_rooms[j]);
_rooms[i].Position += direction * overlap * 0.5f;
_rooms[j].Position -= direction * overlap * 0.5f;
}
// 더 이상 겹치는 방이 없으면 종료
if (!stillOverlapping) break;
}
}
private void SelectMainRooms()
{
// 방 크기에 따라 정렬 (큰 것부터)
_rooms.Sort((a, b) => (b.Size.x * b.Size.y).CompareTo(a.Size.x * a.Size.y));
// 가장 큰 방 mainRoomsCount개만 선택
_mainRooms = _rooms.Take(Mathf.Min(mainRoomsCount, _rooms.Count)).ToList();
}
private void ConnectRoomsWithMST()
{
var edges = new List<Edge>();
// 모든 방 쌍에 대해 거리 계산
for (var i = 0; i < _mainRooms.Count; i++)
for (var j = i + 1; j < _mainRooms.Count; j++)
{
var dist = Vector2.Distance(_mainRooms[i].Position, _mainRooms[j].Position);
edges.Add(new Edge(i, j, dist));
}
// 크루스칼 MST 알고리즘
edges.Sort((a, b) => a.Weight.CompareTo(b.Weight));
var ds = new DisjointSet(_mainRooms.Count);
foreach (var edge in edges)
if (ds.Find(edge.U) != ds.Find(edge.V))
{
ds.Union(edge.U, edge.V);
_connections.Add(new Connection(_mainRooms[edge.U], _mainRooms[edge.V]));
}
}
private void CreateCorridors()
{
foreach (var conn in _connections)
{
var roomA = conn.RoomA;
var roomB = conn.RoomB;
// 두 방의 중심점
var startPos = Vector2Int.RoundToInt(roomA.Position);
var endPos = Vector2Int.RoundToInt(roomB.Position);
// 두 가지 L자 패턴
if (Random.Range(0, 2) == 0)
{
// 수평 먼저, 수직 나중 ㄱ
CreateCorridor(_corridorTiles, startPos, new Vector2Int(endPos.x, startPos.y));
CreateCorridor(_corridorTiles, new Vector2Int(endPos.x, startPos.y), endPos);
}
else
{
// 수직 먼저, 수평 나중 ┌
CreateCorridor(_corridorTiles, startPos, new Vector2Int(startPos.x, endPos.y));
CreateCorridor(_corridorTiles, new Vector2Int(startPos.x, endPos.y), endPos);
}
}
}
/// <summary>
/// 중복 없는 복도 생성
/// </summary>
/// <param name="corridorTiles"></param>
/// <param name="start"></param>
/// <param name="end"></param>
private void CreateCorridor(HashSet<Vector2Int> corridorTiles, Vector2Int start, Vector2Int end)
{
var position = start;
var direction = new Vector2Int(
Mathf.Clamp(end.x - start.x, -1, 1),
Mathf.Clamp(end.y - start.y, -1, 1)
);
while (position != end)
{
corridorTiles.Add(position);
// 다음 위치로 이동
if (position.x != end.x)
position.x += direction.x;
else if (position.y != end.y)
position.y += direction.y;
}
}
#region Debug
public Color roomColor = Color.blue;
public Color mainRoomColor = Color.red;
public Color corridorColor = Color.green;
private void OnDrawGizmos()
{
// 방
Gizmos.color = roomColor;
foreach (var room in _rooms)
{
if (_mainRooms.Contains(room))
Gizmos.color = mainRoomColor;
else
Gizmos.color = roomColor;
Gizmos.DrawWireCube(room.Position, room.Size);
}
// 복도
Gizmos.color = corridorColor;
var tileSize = 1f; // 타일 크기
if (_corridorTiles != null)
foreach (var pos in _corridorTiles)
Gizmos.DrawWireCube(new Vector3(pos.x, pos.y, 0),
new Vector3(tileSize, tileSize, 0));
}
#endregion
#region Class
// 방 클래스
public class Room
{
public Vector2 Position;
public Vector2 Size;
public Room(Vector2 pos, Vector2 size)
{
Position = pos;
Size = size;
}
public bool Overlaps(Room other)
{
return !(Position.x + Size.x / 2 < other.Position.x - other.Size.x / 2 ||
Position.x - Size.x / 2 > other.Position.x + other.Size.x / 2 ||
Position.y + Size.y / 2 < other.Position.y - other.Size.y / 2 ||
Position.y - Size.y / 2 > other.Position.y + other.Size.y / 2);
}
public float GetOverlapDistance(Room other)
{
var dx = Mathf.Min(Position.x + Size.x / 2, other.Position.x + other.Size.x / 2) -
Mathf.Max(Position.x - Size.x / 2, other.Position.x - other.Size.x / 2);
var dy = Mathf.Min(Position.y + Size.y / 2, other.Position.y + other.Size.y / 2) -
Mathf.Max(Position.y - Size.y / 2, other.Position.y - other.Size.y / 2);
// 실제 겹치는 거리 계산
if (dx > 0 && dy > 0)
return Mathf.Min(dx, dy) + 0.1f; // 약간의 여유 공간 추가
return 0;
}
}
// 연결 클래스
private class Connection
{
public readonly Room RoomA, RoomB;
public Connection(Room a, Room b)
{
RoomA = a;
RoomB = b;
}
}
// MST용 간선 클래스
private class Edge
{
public readonly int U, V;
public readonly float Weight;
public Edge(int u, int v, float w)
{
U = u;
V = v;
Weight = w;
}
}
#endregion
// Disjoint Set 자료구조
private class DisjointSet
{
private readonly int[] _parent;
public DisjointSet(int n)
{
_parent = new int[n];
for (var i = 0; i < n; i++) _parent[i] = i;
}
public int Find(int x)
{
if (_parent[x] == x) return x;
return _parent[x] = Find(_parent[x]);
}
public void Union(int a, int b)
{
var rootA = Find(a);
var rootB = Find(b);
if (rootA != rootB) _parent[rootB] = rootA;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8fdb3db0de214c69a1c56245514dcc63
timeCreated: 1746712260

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@ -10,14 +10,6 @@ public class PlayManager : SingletonMonoBehaviour<PlayManager>
UnityEngine.SceneManagement.SceneManager.LoadScene(0); UnityEngine.SceneManagement.SceneManager.LoadScene(0);
return; return;
} }
//if( GameManager.Instance.isSpeedRun)
//{
// Debug.Log("SpeedRun 모드 활성화");
//}
//else
//{
// Debug.Log("일반 모드 활성화");
//}
} }
Event keyEvent; Event keyEvent;
@ -27,12 +19,11 @@ public class PlayManager : SingletonMonoBehaviour<PlayManager>
public Action keyAdown = null; public Action keyAdown = null;
public Action keySdown = null; public Action keySdown = null;
public Action keyDdown = null; public Action keyDdown = null;
public Action keyWup = null; public Action keyQdown = null;
public Action keySup = null;
public Action keyAup = null;
public Action keyDup = null;
public Action kewEsc = null; public Action kewEsc = null;
public Action keySpace = null; public Action keySpace = null;
public Action leftMouve = null;
public Action rightMouve = null;
private void OnGUI() private void OnGUI()
{ {
keyEvent = Event.current; keyEvent = Event.current;
@ -56,30 +47,24 @@ public class PlayManager : SingletonMonoBehaviour<PlayManager>
case KeyCode.W: case KeyCode.W:
keyWdown?.Invoke(); keyWdown?.Invoke();
break; break;
case KeyCode.Q:
keyQdown?.Invoke();
break;
case KeyCode.Space: case KeyCode.Space:
Debug.Log(keySpace);
keySpace?.Invoke(); keySpace?.Invoke();
break; break;
} }
} }
else if (keyEvent.type == EventType.KeyUp) }
private void Update()
{ {
switch (Event.current.keyCode) if (Input.GetMouseButtonDown(0))
{ {
case KeyCode.A: leftMouve?.Invoke();
keyAup?.Invoke(); }
break; if(Input.GetMouseButtonDown(1))
case KeyCode.D: {
keyDup?.Invoke(); rightMouve?.Invoke();
break;
case KeyCode.S:
keySup?.Invoke();
break;
case KeyCode.W:
keyWup?.Invoke();
break;
} }
} }
}
} }

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@ -0,0 +1,106 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static PlayerController;
public class PlayerAttack : MonoBehaviour
{
Animator animator;
PlayerController controller;
public float attackTime = 0.5f; // 공격 후 쿨다운
public float attackCoolTime = 0.5f;
private int attackCount = 0; // 현재 공격 횟수
private int attackIdx = 0; // 공격 애니메이션 인덱스 (0,1 반복)
private bool canAttack = true;
private void Start()
{
controller = GetComponent<PlayerController>();
animator = GetComponentInChildren<Animator>();
PlayManager.Instance.leftMouve += Attack;
}
void Attack()
{
if(!canAttack || controller.playerState == PlayerState.Skill) return;
controller.playerState = PlayerState.Attack;
attackCount++;
animator.SetInteger("AttackIdx", attackIdx);
attackIdx = (attackIdx + 1) % 2;
AttackRot();
animator.SetFloat("idleState", controller.idleState);
if(coroutine != null)
{
StopCoroutine(coroutine);
coroutine = StartCoroutine(AttackStopCoroutin());
}
else
{
coroutine = StartCoroutine(AttackStopCoroutin());
}
if (attackCount >= 3)
{
StartCoroutine(AttackCooldown()); // 마지막 공격이면 쿨다운 실행
}
}
Coroutine coroutine;
IEnumerator AttackStopCoroutin()
{
yield return new WaitForSeconds(attackTime);
AttackStop();
}
private void AttackStop()
{
attackCount = 0;
controller.playerState = PlayerState.Idle;
animator.SetInteger("AttackIdx", -1);
}
public void AttackInitialized()
{
attackCount = 0;
}
IEnumerator AttackCooldown()
{
canAttack = false;
yield return new WaitForSeconds(attackCoolTime);
AttackStop(); // 마지막 공격 후 Stop
canAttack = true;
}
private void AttackRot()
{
Vector3 playerScreenPos = Camera.main.WorldToScreenPoint(transform.position);
Vector3 mouseScreenPos = Input.mousePosition;
bool isLeft = mouseScreenPos.x < playerScreenPos.x;
if (Mathf.Abs(mouseScreenPos.x - playerScreenPos.x) > Mathf.Abs(mouseScreenPos.y - playerScreenPos.y))
{
transform.GetChild(0).localEulerAngles = isLeft ? new Vector3(0, 180, 0) : new Vector3(0, 0, 0);
animator.SetFloat("AttackState", 1);
controller.idleState = 1f;
}
else
{
if (mouseScreenPos.y > playerScreenPos.y)
{
animator.SetFloat("AttackState", 0.5f);
controller.idleState = 2f / 3f;
}
else
{
animator.SetFloat("AttackState", 0);
controller.idleState = 1f / 3f;
}
}
}
}

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@ -1,4 +1,5 @@
using System.Collections; using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
@ -8,21 +9,20 @@ public class PlayerController : MonoBehaviour
public float dashCooldown = 1f; // 대시 쿨타임 public float dashCooldown = 1f; // 대시 쿨타임
public float maxSpeed = 8f; // 최대 속도 (2~3초 후 최대 속도 도달) public float maxSpeed = 8f; // 최대 속도 (2~3초 후 최대 속도 도달)
public float accelerationTime = 2f; // 2초 동안 가속 public float accelerationTime = 2f; // 2초 동안 가속
private float moveTime = 0f; // 이동한 시간
public float dashTime = 0.5f; public float dashTime = 0.5f;
private bool canDash = true; // 대시 가능 여부 public float moveTime = 0f; // 이동한 시간
public enum PlayerState { Idle, Walking, Dash, Attack, Skill }
public PlayerState playerState;
private Vector2 moveDirection = Vector2.zero; // 현재 이동 방향 private Vector2 moveDirection = Vector2.zero; // 현재 이동 방향
private bool isWalking = false; // 이동 중인지 여부 PlayerAttack playerAttack;
private float dashValue;
Animator animator; Animator animator;
SpriteRenderer spriteRenderer;
private float idleState = 0f; // 0: 오른쪽, 0.333: 왼쪽, 0.666: 위, 1: 아래 public float idleState = 0f; // 0: 오른쪽, 0.333: 왼쪽, 0.666: 위, 1: 아래
void Start() void Start()
{ {
spriteRenderer = GetComponentInChildren<SpriteRenderer>();
animator = GetComponentInChildren<Animator>(); animator = GetComponentInChildren<Animator>();
playerAttack = GetComponent<PlayerAttack>();
// 키 이벤트와 스프라이트 및 회전 처리 연결 // 키 이벤트와 스프라이트 및 회전 처리 연결
PlayManager.Instance.keySdown += () => SetMovement(Vector2.down, 1f / 3f); // 아래 PlayManager.Instance.keySdown += () => SetMovement(Vector2.down, 1f / 3f); // 아래
@ -30,7 +30,7 @@ public class PlayerController : MonoBehaviour
PlayManager.Instance.keyAdown += () => SetMovement(Vector2.left, 1f); // 왼쪽 PlayManager.Instance.keyAdown += () => SetMovement(Vector2.left, 1f); // 왼쪽
PlayManager.Instance.keyDdown += () => SetMovement(Vector2.right, 1f); // 오른쪽 PlayManager.Instance.keyDdown += () => SetMovement(Vector2.right, 1f); // 오른쪽
// 대시 기능 연결 // 대시 기능
PlayManager.Instance.keySpace += Dash; PlayManager.Instance.keySpace += Dash;
} }
@ -42,22 +42,20 @@ public class PlayerController : MonoBehaviour
// 이동 처리 // 이동 처리
void HandleMovement() void HandleMovement()
{ {
if (!canDash) return; if (playerState == PlayerState.Dash || playerState == PlayerState.Attack || playerState == PlayerState.Skill) return;
moveDirection = Vector2.zero; // 매 프레임 초기화 moveDirection = Vector2.zero; // 매 프레임 초기화
// 키 상태를 직접 확인하고 방향 결정
if (Input.GetKey(KeyCode.A)) moveDirection += Vector2.left; if (Input.GetKey(KeyCode.A)) moveDirection += Vector2.left;
if (Input.GetKey(KeyCode.D)) moveDirection += Vector2.right; if (Input.GetKey(KeyCode.D)) moveDirection += Vector2.right;
if (Input.GetKey(KeyCode.W)) moveDirection += Vector2.up; if (Input.GetKey(KeyCode.W)) moveDirection += Vector2.up;
if (Input.GetKey(KeyCode.S)) moveDirection += Vector2.down; if (Input.GetKey(KeyCode.S)) moveDirection += Vector2.down;
// 이동 여부 판별 // 이동 여부 판별
isWalking = moveDirection != Vector2.zero; if (moveDirection != Vector2.zero)
animator.SetBool("isWalking", isWalking);
// 이동 방향이 있을 때만 이동
if (isWalking)
{ {
animator.SetBool("isWalking", true);
playerState = PlayerState.Walking;
moveTime += Time.deltaTime; moveTime += Time.deltaTime;
// 2초 이상 이동하면 즉시 속도를 maxSpeed로 증가 // 2초 이상 이동하면 즉시 속도를 maxSpeed로 증가
float currentSpeed = HandleAcceleration(); float currentSpeed = HandleAcceleration();
@ -66,41 +64,44 @@ public class PlayerController : MonoBehaviour
// A 또는 D가 눌린 상태라면 Side 애니메이션을 우선 적용 // A 또는 D가 눌린 상태라면 Side 애니메이션을 우선 적용
if (moveDirection.x != 0) if (moveDirection.x != 0)
{ {
animator.SetFloat("moveX", 1); // 무조건 Side 애니메이션 animator.SetFloat("PosX", 1);
animator.SetFloat("moveY", 0); // 위/아래는 무시 animator.SetFloat("PosY", 0);
} }
else else
{ {
animator.SetFloat("moveX", 0); animator.SetFloat("PosX", 0);
animator.SetFloat("moveY", moveDirection.y); animator.SetFloat("PosY", moveDirection.y);
} }
// 회전 처리 // 회전 처리
if (Mathf.Abs(moveDirection.x) > 0) if (Mathf.Abs(moveDirection.x) > 0)
{ {
if (moveDirection.x < 0 && transform.GetChild(0).localEulerAngles.y != 180) PlayerRot(moveDirection);
{
transform.GetChild(0).localEulerAngles = new Vector3(0, 180, 0);
}
else if (moveDirection.x > 0 && transform.GetChild(0).localEulerAngles.y != 0)
{
transform.GetChild(0).localEulerAngles = new Vector3(0, 0, 0);
}
} }
} }
else else
{ {
// 이동하지 않으면 Idle 상태를 설정 // 이동하지 않으면 Idle 상태를 설정
moveTime = 0f; moveTime = 0f;
animator.SetFloat("moveX", 0); animator.SetBool("isWalking", false);
animator.SetFloat("moveY", 0); animator.SetFloat("PosX", 0);
animator.SetFloat("PosY", 0);
animator.SetFloat("idleState", idleState); animator.SetFloat("idleState", idleState);
} }
}
private void PlayerRot(Vector2 direction)
{
if (direction.x < 0 && transform.GetChild(0).localEulerAngles.y != 180)
{
transform.GetChild(0).localEulerAngles = new Vector3(0, 180, 0);
}
else if (direction.x > 0 && transform.GetChild(0).localEulerAngles.y != 0)
{
transform.GetChild(0).localEulerAngles = new Vector3(0, 0, 0);
}
} }
float HandleAcceleration() float HandleAcceleration()
{ {
if (isWalking) if (playerState == PlayerState.Walking)
{ {
moveTime += Time.deltaTime; moveTime += Time.deltaTime;
if (moveTime >= accelerationTime) if (moveTime >= accelerationTime)
@ -113,12 +114,12 @@ public class PlayerController : MonoBehaviour
// 대시 처리 // 대시 처리
void Dash() void Dash()
{ {
if (canDash) if (playerState != PlayerState.Dash)
{ {
canDash = false; playerState = PlayerState.Dash;
isWalking = false;
animator.SetTrigger("DodgeTrigger"); animator.SetTrigger("DodgeTrigger");
playerAttack.AttackInitialized();
moveTime = 0f;
StartCoroutine(DashCoroutine()); // 대시 시작 StartCoroutine(DashCoroutine()); // 대시 시작
} }
} }
@ -137,7 +138,7 @@ public class PlayerController : MonoBehaviour
} }
transform.position = targetPosition; transform.position = targetPosition;
canDash = true; playerState = PlayerState.Idle;
} }
// 이동 방향과 스프라이트, 회전 처리 // 이동 방향과 스프라이트, 회전 처리
void SetMovement(Vector2 direction, float idleStateValue) void SetMovement(Vector2 direction, float idleStateValue)
@ -145,4 +146,5 @@ public class PlayerController : MonoBehaviour
moveDirection = direction; moveDirection = direction;
idleState = idleStateValue; idleState = idleStateValue;
} }
} }

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@ -0,0 +1,39 @@
using UnityEngine;
public class PlayerManager : MonoBehaviour
{
public static PlayerManager Instance { get; private set; }
[SerializeField] private GameObject playerPrefab;
private GameObject playerInstance;
public GameObject Player => playerInstance;
private void Awake()
{
Instance = this;
}
private void Start()
{
if (playerInstance == null && playerPrefab != null)
{
playerInstance = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity, transform);
}
else if (playerInstance == null)
{
Debug.LogError("Player Prefab이 할당되지 않았습니다!");
}
}
// Player 스크립트 참조 쉽게 하는 편의 메서드
public T GetPlayerComponent<T>() where T : Component
{
if (playerInstance == null)
{
Debug.LogWarning("플레이어 인스턴스가 존재하지 않습니다.");
return null;
}
return playerInstance.GetComponent<T>();
}
}

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@ -0,0 +1,127 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class PlayerSkill : MonoBehaviour
{
private Animator animator;
private PlayerController playerController;
public Dictionary<SkillKeyType, SkillData> skillList = new Dictionary<SkillKeyType, SkillData>();
public enum SkillKeyType { M_Right, Q, E, R, T }
void Start()
{
playerController = GetComponent<PlayerController>();
animator = GetComponentInChildren<Animator>();
PlayManager.Instance.rightMouve += Skill_Right;
PlayManager.Instance.keySdown += Skill_Q;
}
private void Skill_Right()
{
BaseSkill(SkillKeyType.M_Right);
}
private void Skill_Q()
{
BaseSkill(SkillKeyType.Q);
}
public void BaseSkill(SkillKeyType skillKeyType)
{
if (!skillList.ContainsKey(skillKeyType)) return;
SkillData skillData = skillList[skillKeyType];
if (skillData != null && skillData.currentCoolTime == 0)
{
playerController.playerState = PlayerController.PlayerState.Skill;
SkillRot();
skillData.skillBase.Active(this);
StartCoroutine(SkillCoolTime(skillData, skillData.skillBase.skillCoolTime));
StartCoroutine(SkillStop(skillData.skillBase.skillStopTime));
Debug.Log(123);
}
}
IEnumerator SkillStop(float time)
{
yield return new WaitForSeconds(time);
Debug.Log(123);
animator.SetInteger("SkillIdx", -1);
playerController.playerState = PlayerController.PlayerState.Idle;
}
IEnumerator SkillCoolTime(SkillData skillData,float time)
{
skillData.currentCoolTime = time;
yield return new WaitForSeconds(time);
skillData.currentCoolTime = 0;
}
public void SkillAdd(SkillBase skill, SkillKeyType skillKeyType)
{
if (!skillList.ContainsKey(skillKeyType))
{
skillList[skillKeyType] = new SkillData(skill);
}
else
{
skillList[skillKeyType].skillBase = skill;
}
}
public void Skill_Anim(int idx)
{
animator.SetInteger("SkillIdx", idx);
}
public void SkillRot()
{
Vector3 playerScreenPos = Camera.main.WorldToScreenPoint(transform.position);
Vector3 mouseScreenPos = Input.mousePosition;
bool isLeft = mouseScreenPos.x < playerScreenPos.x;
if (Mathf.Abs(mouseScreenPos.x - playerScreenPos.x) > Mathf.Abs(mouseScreenPos.y - playerScreenPos.y))
{
transform.GetChild(0).localEulerAngles = isLeft ? new Vector3(0, 180, 0) : new Vector3(0, 0, 0);
animator.SetFloat("AttackState", 1);
playerController.idleState = 1f;
}
else
{
if (mouseScreenPos.y > playerScreenPos.y)
{
animator.SetFloat("AttackState", 0.5f);
playerController.idleState = 2f / 3f;
}
else
{
animator.SetFloat("AttackState", 0);
playerController.idleState = 1f / 3f;
}
}
}
public Vector3 GetSkillDirection()
{
Vector3 playerScreenPos = Camera.main.WorldToScreenPoint(transform.position);
Vector3 mouseScreenPos = Input.mousePosition;
Vector3 direction = (mouseScreenPos - playerScreenPos).normalized;
direction.z = 0; // 2D ±âÁØÀ̸é z´Â 0À¸·Î
return direction;
}
private SkillData FindSkillData(SkillBase skillBase)
{
foreach (var pair in skillList)
{
if (pair.Value.skillBase == skillBase)
return pair.Value;
}
return null;
}
public class SkillData
{
public SkillBase skillBase;
public float currentCoolTime;
public SkillData(SkillBase baseSkill)
{
skillBase = baseSkill;
currentCoolTime = 0;
}
}
}

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8
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@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class SkillBase : ScriptableObject
{
public GameObject skillPrefab;
public float skillCoolTime;
public float skillStopTime;
public abstract void Active(PlayerSkill playerSkill);
}

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@ -0,0 +1,20 @@
using UnityEngine;
[CreateAssetMenu(menuName = "Player/Skills/Skill_Elephant")]
public class Skill_Elephant : SkillBase
{
public override void Active(PlayerSkill playerSkill)
{
playerSkill.Skill_Anim(0);
Vector3 mouseScreenPos = Input.mousePosition;
mouseScreenPos.z = 10f; // 카메라로부터 10 유닛 앞에 스폰
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(mouseScreenPos);
mouseWorldPos.z = 0f; // 2D면 z는 0
GameObject skill = Instantiate(skillPrefab, Test.Instance.skillTr);
skill.transform.position = mouseWorldPos;
skill.SetActive(true);
}
}

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@ -0,0 +1,192 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using ClosedXML.Excel;
public class Excel
{
private List<Sheet> datas;
public List<Sheet> getDatas { get { return datas; } }
#region Dynamic
//이러한 형태로 사용할것
public Dynamic dynamic;
public class Dynamic
{
List<Data> datas;
public float selectVelue(string name)
{
return datas.Find(n => n.name.Equals(name)).velue;
}
public Dynamic(Sheet sheet)
{
datas = new List<Data>();
foreach (var item in sheet.dicViewer)
{
Data data = new Data((string)item.Value["name"], (float)item.Value["velue"]);
datas.Add(data);
}
}
public class Data
{
public string name;
public float velue;
public Data(string name, float velue)
{
this.name = name;
this.velue = velue;
}
}
}
#endregion
public Excel(List<string> fileNames)
{
ExcelManager excel = new ExcelManager();
excel.Add(fileNames);
datas = excel.Play();
dynamic = new Dynamic(datas.Find(n => n.name.Equals("Dynamic")));
}
public class Sheet
{
string _name;
public string name { get { return _name; } }
List<string> _variable;
public List<string> variable { get { return _variable; } }
List<string> _dataEnum;
public List<string> dataEnum { get { return _dataEnum; } }
List<string> _type;
public List<string> type { get { return _type; } }
Dictionary<long, Dictionary<string, object>> _dicViewer;
public Dictionary<long, Dictionary<string, object>> dicViewer { get { return _dicViewer; } }
public Sheet(string name, List<string> variable, List<string> dataEnum, List<string> type, Dictionary<long, Dictionary<string, object>> dicViewer)
{
this._name = name;
this._variable = variable;
this._dataEnum = dataEnum;
this._type = type;
this._dicViewer = dicViewer;
}
public Sheet(Sheet sheet)
{
this._name = new string(sheet.name);
this._variable = new List<string>(sheet.variable);
this._dataEnum = new List<string>(sheet.dataEnum);
this._type = new List<string>(type);
this._dicViewer = new Dictionary<long, Dictionary<string, object>>(dicViewer);
}
}
class ExcelManager
{
readonly string path = Application.dataPath + "/07_Excel/";
List<Sheet> _sheets;
List<string> readList;
public ExcelManager()
{
_sheets = new List<Sheet>();
readList = new List<string>();
}
public void Add(List<string> files)
{
foreach (string file in files)
{
readList.Add(path + file);
}
}
public List<Sheet> Play()
{
for (int n = 0; n < readList.Count; n++)
if (!ExcelLoad(readList[n]))
return null;
return _sheets;
}
public bool ExcelLoad(string pathFile)
{
_sheets = new List<Sheet>();
// 엑셀 파일을 엽니다.
using (var workbook = new XLWorkbook(pathFile))
{
// 모든 워크시트를 반복합니다.
foreach (var worksheet in workbook.Worksheets)
{
// 변수 이름, 데이터 타입, 데이터 열거형, 딕셔너리 초기화
var variable = new List<string>(); // 변수명
var dataEnum = new List<string>(); // server와 client를 나눌 기준
var type = new List<string>(); // 변수 타입
var dicViewer = new Dictionary<long, Dictionary<string, object>>();
// 행과 열의 수 얻기
var vertical = worksheet.RangeUsed().RowCount() - 1; // 데이터가 있는 행의 수
var horizontal = worksheet.RangeUsed().ColumnCount() - 1; // 데이터가 있는 열의 수
// 변수 이름과 타입을 삽입
for (int n = 0; n <= horizontal; n++)
{
variable.Add(worksheet.Cell(1, n + 1).GetValue<string>());
type.Add(worksheet.Cell(4, n + 1).GetValue<string>().ToLower());
dataEnum.Add(worksheet.Cell(3, n + 1).GetValue<string>().ToLower());
}
bool isIndex = variable[0] == "index";
for (int n = 5; n <= vertical + 1; n++)
{
var dataList = new Dictionary<string, object>();
for (int m = 0; m <= horizontal; m++)
{
object getData;
switch (type[m])
{
case "bool":
getData = (worksheet.Cell(n, m + 1).Value.ToString() == "true");
break;
case "int":
case "enum":
getData = (int)worksheet.Cell(n, m + 1).Value;
break;
case "long":
getData = (long)worksheet.Cell(n, m + 1).Value;
break;
case "float":
getData = (float)worksheet.Cell(n, m + 1).Value;
break;
case "time":
getData = (DateTime)worksheet.Cell(n, m + 1).Value;
break;
default:
getData = worksheet.Cell(n, m + 1).Value.ToString();
break;
}
dataList.Add(variable[m], getData);
}
dicViewer.Add((isIndex ? (long)dataList["index"] : n - 4), dataList);
}
var sheet = new Sheet(worksheet.Name, variable, dataEnum, type, dicViewer);
_sheets.Add(sheet);
}
}
return true;
}
}
}

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@ -1,13 +1,24 @@
using UnityEngine; using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
public class GameManager : DontDestroy<GameManager> public class GameManager : DontDestroy<GameManager>
{ {
eScene nowScene; eScene nowScene;
Excel excel;
protected override void OnAwake() protected override void OnAwake()
{ {
Application.targetFrameRate = 120; Application.targetFrameRate = 120;
nowScene = eScene.Title; nowScene = eScene.Title;
//Datas.xlsx
// Dynamic
// Unit
excel = new Excel(new List<string>() {"Datas.xlsx"});
//사용법
//Debug.Log(excel.dynamic.selectVelue("maxSwingCount"));
} }
public enum eScene public enum eScene

View File

@ -4,9 +4,6 @@ using UnityEngine;
public class SoundBox : MonoBehaviour public class SoundBox : MonoBehaviour
{ {
// TODO SoundBox 프리펩 만들어주기
//사운드를 출력을 도와주는 스크립트 입니다.
//건들이지 않는것을 추천드립니다.
AudioSource Sound; AudioSource Sound;
void Awake() void Awake()
{ {

View File

@ -12,7 +12,7 @@ public class SoundManager : SingletonMonoBehaviour<SoundManager>
public eBackgroundMusic nowMusic; public eBackgroundMusic nowMusic;
[SerializeField] GameObject eftSound; [SerializeField] GameObject eftSound;
ObjectPool<SoundBox> soundPool; ObjectPool<SoundBox> soundPool;
List<SoundBox> soundList; List<SoundBox> soundList = new List<SoundBox>();
AudioSource BackGround; AudioSource BackGround;
@ -20,9 +20,7 @@ public class SoundManager : SingletonMonoBehaviour<SoundManager>
{ {
get { return nowMusic; } get { return nowMusic; }
} }
//public void ResetBackMusic(int Num)
//{
//}
public void PlayBack(eBackgroundMusic Num) public void PlayBack(eBackgroundMusic Num)
{ {
BackGround.clip = backgroundMusic[(int)Num]; BackGround.clip = backgroundMusic[(int)Num];
@ -82,5 +80,6 @@ public class SoundManager : SingletonMonoBehaviour<SoundManager>
{ {
TitleSound, TitleSound,
ButtonPop, ButtonPop,
test,
} }
} }

26
Assets/1_Script/Test.cs Normal file
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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test : MonoBehaviour
{
public Transform skillTr;
[SerializeField] SkillBase skill;
public static Test Instance;
private void Awake()
{
Instance = this;
}
void Update()
{
if(Input.GetKeyDown(KeyCode.T))
{
Tests();
}
}
void Tests()
{
PlayerManager.Instance.GetPlayerComponent<PlayerSkill>().SkillAdd(skill, PlayerSkill.SkillKeyType.M_Right);
SoundManager.Instance.StartSound(SoundManager.eEftSuond.TitleSound);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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{
[SerializeField]
private int count = 0;
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void Update()
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using System.Collections.Generic;
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isSubscribe = true;
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Unsubscribe();
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using System.Collections.Generic;
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