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master
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feature/ch
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@ -72,4 +72,3 @@ crashlytics-build.properties
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using System.Collections.Generic;
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|
|
||||||
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 테스트용
|
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 8fdb3db0de214c69a1c56245514dcc63
|
|
||||||
timeCreated: 1746712260
|
|
|
@ -1,39 +0,0 @@
|
||||||
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>();
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,127 +0,0 @@
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: da150243b9548f44682c6e00a7d1e9ed
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,8 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 4842e5bc1cca863418d9309ca2d32cd8
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,13 +0,0 @@
|
||||||
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); }
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 184f2910ee922884b8ab520482eb0ed0
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,8 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 0db40d2fd3d03fc439f0739a1ed85c6d
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,94 +0,0 @@
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
|
|
||||||
public interface IAsyncState
|
|
||||||
{
|
|
||||||
UniTask Enter();
|
|
||||||
UniTask Execute();
|
|
||||||
UniTask Exit();
|
|
||||||
}
|
|
||||||
|
|
||||||
public class AsyncStateMachine
|
|
||||||
{
|
|
||||||
private IAsyncState currentState;
|
|
||||||
private Dictionary<IAsyncState, List<Transition>> transitions = new Dictionary<IAsyncState, List<Transition>>();
|
|
||||||
private List<Transition> globalTransitions = new List<Transition>();
|
|
||||||
|
|
||||||
public async UniTask ChangeState(IAsyncState newState)
|
|
||||||
{
|
|
||||||
if (newState == currentState)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (currentState != null)
|
|
||||||
{
|
|
||||||
await currentState.Exit();
|
|
||||||
}
|
|
||||||
|
|
||||||
currentState = newState;
|
|
||||||
|
|
||||||
if (currentState != null)
|
|
||||||
{
|
|
||||||
await currentState.Enter();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTask Update()
|
|
||||||
{
|
|
||||||
foreach (var transition in globalTransitions)
|
|
||||||
{
|
|
||||||
if (transition.Condition())
|
|
||||||
{
|
|
||||||
await ChangeState(transition.TargetState);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (currentState != null && transitions.ContainsKey(currentState))
|
|
||||||
{
|
|
||||||
foreach (var transition in transitions[currentState])
|
|
||||||
{
|
|
||||||
if (transition.Condition())
|
|
||||||
{
|
|
||||||
await ChangeState(transition.TargetState);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (currentState != null)
|
|
||||||
{
|
|
||||||
await currentState.Execute();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AddTransition(IAsyncState fromState, IAsyncState toState, Func<bool> condition)
|
|
||||||
{
|
|
||||||
if (!transitions.ContainsKey(fromState))
|
|
||||||
{
|
|
||||||
transitions[fromState] = new List<Transition>();
|
|
||||||
}
|
|
||||||
transitions[fromState].Add(new Transition(toState, condition));
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AddGlobalTransition(IAsyncState toState, Func<bool> condition)
|
|
||||||
{
|
|
||||||
globalTransitions.Add(new Transition(toState, condition));
|
|
||||||
}
|
|
||||||
|
|
||||||
private class Transition
|
|
||||||
{
|
|
||||||
public IAsyncState TargetState { get; }
|
|
||||||
public Func<bool> Condition { get; }
|
|
||||||
|
|
||||||
public Transition(IAsyncState targetState, Func<bool> condition)
|
|
||||||
{
|
|
||||||
TargetState = targetState;
|
|
||||||
Condition = condition;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 990671db329eb1043bab4ecac29c9221
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,103 +0,0 @@
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
public interface IAsyncState<T>
|
|
||||||
{
|
|
||||||
UniTask Enter(T context);
|
|
||||||
UniTask Execute(T context);
|
|
||||||
UniTask Exit(T context);
|
|
||||||
}
|
|
||||||
|
|
||||||
public class AsyncStateMachine<T>
|
|
||||||
{
|
|
||||||
private IAsyncState<T> currentState;
|
|
||||||
private Dictionary<IAsyncState<T>, List<Transition>> transitions = new Dictionary<IAsyncState<T>, List<Transition>>();
|
|
||||||
private List<Transition> globalTransitions = new List<Transition>();
|
|
||||||
|
|
||||||
public async UniTask ChangeState(IAsyncState<T> newState, T context)
|
|
||||||
{
|
|
||||||
if (newState == currentState)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (currentState != null)
|
|
||||||
{
|
|
||||||
await currentState.Exit(context);
|
|
||||||
}
|
|
||||||
|
|
||||||
//Debug.Log($"{context} -> {currentState} -> {newState}");
|
|
||||||
currentState = newState;
|
|
||||||
|
|
||||||
if (currentState != null)
|
|
||||||
{
|
|
||||||
await currentState.Enter(context);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTask Update(T context)
|
|
||||||
{
|
|
||||||
foreach (var transition in globalTransitions)
|
|
||||||
{
|
|
||||||
if (transition.Condition())
|
|
||||||
{
|
|
||||||
await ChangeState(transition.TargetState, context);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (currentState != null && transitions.ContainsKey(currentState))
|
|
||||||
{
|
|
||||||
foreach (var transition in transitions[currentState])
|
|
||||||
{
|
|
||||||
if (transition.Condition())
|
|
||||||
{
|
|
||||||
await ChangeState(transition.TargetState, context);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (currentState != null)
|
|
||||||
{
|
|
||||||
await currentState.Execute(context);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AddTransition(IAsyncState<T> fromState, IAsyncState<T> toState, Func<bool> condition)
|
|
||||||
{
|
|
||||||
if (!transitions.ContainsKey(fromState))
|
|
||||||
{
|
|
||||||
transitions[fromState] = new List<Transition>();
|
|
||||||
}
|
|
||||||
transitions[fromState].Add(new Transition(toState, condition));
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AddGlobalTransition(IAsyncState<T> toState, Func<bool> condition)
|
|
||||||
{
|
|
||||||
globalTransitions.Add(new Transition(toState, condition));
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 상태머신 내부 데이터를 초기화합니다.
|
|
||||||
/// </summary>
|
|
||||||
public void Clear()
|
|
||||||
{
|
|
||||||
currentState = null;
|
|
||||||
transitions.Clear();
|
|
||||||
globalTransitions.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private class Transition
|
|
||||||
{
|
|
||||||
public IAsyncState<T> TargetState { get; }
|
|
||||||
public Func<bool> Condition { get; }
|
|
||||||
|
|
||||||
public Transition(IAsyncState<T> targetState, Func<bool> condition)
|
|
||||||
{
|
|
||||||
TargetState = targetState;
|
|
||||||
Condition = condition;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 8d6e9c874a25bd84996c716c294b629c
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,91 +0,0 @@
|
||||||
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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 1bdb5ee5978824342bf8f70083212f3b
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,53 +0,0 @@
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 49e767187741d7a44a8d5a4997eeb9fe
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,20 +0,0 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
public class Singleton<T> where T : class, new()
|
|
||||||
{
|
|
||||||
private static readonly Lazy<T> instance = new Lazy<T>(() => new T(), true);
|
|
||||||
|
|
||||||
public static T Instance => instance.Value;
|
|
||||||
|
|
||||||
protected Singleton()
|
|
||||||
{
|
|
||||||
if (instance.IsValueCreated)
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException("Singleton instance already created.");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: d9867a93428506e49a36d6ed9da583c5
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,192 +0,0 @@
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: eb4aa7119d8b57f4db1e2afc5e9d38d0
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,8 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: c668a33c62b41e3418810e6e2cc2e923
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,33 +0,0 @@
|
||||||
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();
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 8796eead6592165488e8a1f5a8ef601b
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,50 +0,0 @@
|
||||||
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
|
|
||||||
};
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: b1d39327a4bc367478018c4eb32e6a74
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,8 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: aee4acae4ce05834fbc77710825257f8
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 46bd8f1c673ca8e40bf245d298edd854
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: e77ea369962199342b0e376f37cd3ab7
|
guid: 36e847eb252a40b47a7a08ce6018325e
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
|
@ -10,6 +10,14 @@ 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;
|
||||||
|
@ -19,11 +27,13 @@ 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 keyQdown = null;
|
public Action keyWup = 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 leftMouve = null;
|
||||||
public Action rightMouve = null;
|
|
||||||
private void OnGUI()
|
private void OnGUI()
|
||||||
{
|
{
|
||||||
keyEvent = Event.current;
|
keyEvent = Event.current;
|
||||||
|
@ -47,14 +57,30 @@ 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)
|
||||||
|
{
|
||||||
|
switch (Event.current.keyCode)
|
||||||
|
{
|
||||||
|
case KeyCode.A:
|
||||||
|
keyAup?.Invoke();
|
||||||
|
break;
|
||||||
|
case KeyCode.D:
|
||||||
|
keyDup?.Invoke();
|
||||||
|
break;
|
||||||
|
case KeyCode.S:
|
||||||
|
keySup?.Invoke();
|
||||||
|
break;
|
||||||
|
case KeyCode.W:
|
||||||
|
keyWup?.Invoke();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
|
@ -62,9 +88,5 @@ public class PlayManager : SingletonMonoBehaviour<PlayManager>
|
||||||
{
|
{
|
||||||
leftMouve?.Invoke();
|
leftMouve?.Invoke();
|
||||||
}
|
}
|
||||||
if(Input.GetMouseButtonDown(1))
|
|
||||||
{
|
|
||||||
rightMouve?.Invoke();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 46bd8f1c673ca8e40bf245d298edd854
|
|
@ -1,5 +1,4 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using static PlayerController;
|
using static PlayerController;
|
||||||
|
|
||||||
|
@ -8,13 +7,12 @@ public class PlayerAttack : MonoBehaviour
|
||||||
Animator animator;
|
Animator animator;
|
||||||
PlayerController controller;
|
PlayerController controller;
|
||||||
public float attackTime = 0.5f; // 공격 후 쿨다운
|
public float attackTime = 0.5f; // 공격 후 쿨다운
|
||||||
public float attackCoolTime = 0.5f;
|
|
||||||
|
|
||||||
private int attackCount = 0; // 현재 공격 횟수
|
private int attackCount = 0; // 현재 공격 횟수
|
||||||
|
private float lastAttackTime;
|
||||||
|
private bool canAttack = true;
|
||||||
private int attackIdx = 0; // 공격 애니메이션 인덱스 (0,1 반복)
|
private int attackIdx = 0; // 공격 애니메이션 인덱스 (0,1 반복)
|
||||||
|
|
||||||
private bool canAttack = true;
|
private string[] anim_Strings = { "AttackIdx", "AttackState", "idleState" };
|
||||||
|
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
|
@ -23,55 +21,48 @@ public class PlayerAttack : MonoBehaviour
|
||||||
PlayManager.Instance.leftMouve += Attack;
|
PlayManager.Instance.leftMouve += Attack;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (controller.playerState == PlayerState.Dash) return;
|
||||||
|
|
||||||
|
if (attackCount > 0 && Time.time - lastAttackTime >= attackTime)
|
||||||
|
{
|
||||||
|
AttackStop(); // ÀϹÝÀûÀÎ °æ¿ì´Â ±×³É AttackStop()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Attack()
|
void Attack()
|
||||||
{
|
{
|
||||||
if(!canAttack || controller.playerState == PlayerState.Skill) return;
|
if(!canAttack) return;
|
||||||
controller.playerState = PlayerState.Attack;
|
controller.playerState = PlayerState.Attack;
|
||||||
|
lastAttackTime = Time.time;
|
||||||
attackCount++;
|
attackCount++;
|
||||||
|
|
||||||
|
Debug.Log($"Attack Count: {attackCount}, Attack Index: {attackIdx}");
|
||||||
|
|
||||||
animator.SetInteger("AttackIdx", attackIdx);
|
animator.SetInteger(anim_Strings[0], attackIdx);
|
||||||
attackIdx = (attackIdx + 1) % 2;
|
attackIdx = (attackIdx + 1) % 2;
|
||||||
|
|
||||||
AttackRot();
|
AttackRot();
|
||||||
animator.SetFloat("idleState", controller.idleState);
|
animator.SetFloat(anim_Strings[1], controller.idleState);
|
||||||
if(coroutine != null)
|
|
||||||
{
|
|
||||||
StopCoroutine(coroutine);
|
|
||||||
coroutine = StartCoroutine(AttackStopCoroutin());
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
coroutine = StartCoroutine(AttackStopCoroutin());
|
|
||||||
}
|
|
||||||
|
|
||||||
if (attackCount >= 3)
|
if (attackCount >= 3)
|
||||||
{
|
{
|
||||||
StartCoroutine(AttackCooldown()); // 마지막 공격이면 쿨다운 실행
|
StartCoroutine(AttackCooldown()); // 마지막 공격이면 쿨다운 실행
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Coroutine coroutine;
|
|
||||||
IEnumerator AttackStopCoroutin()
|
public void AttackStop()
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(attackTime);
|
|
||||||
AttackStop();
|
|
||||||
}
|
|
||||||
private void AttackStop()
|
|
||||||
{
|
{
|
||||||
attackCount = 0;
|
attackCount = 0;
|
||||||
controller.playerState = PlayerState.Idle;
|
controller.playerState = PlayerState.Idle;
|
||||||
animator.SetInteger("AttackIdx", -1);
|
animator.SetInteger(anim_Strings[0], -1);
|
||||||
}
|
|
||||||
public void AttackInitialized()
|
|
||||||
{
|
|
||||||
attackCount = 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator AttackCooldown()
|
IEnumerator AttackCooldown()
|
||||||
{
|
{
|
||||||
canAttack = false;
|
canAttack = false;
|
||||||
yield return new WaitForSeconds(attackCoolTime);
|
yield return new WaitForSeconds(attackTime);
|
||||||
AttackStop(); // 마지막 공격 후 Stop
|
AttackStop(); // 마지막 공격 후 Stop
|
||||||
canAttack = true;
|
canAttack = true;
|
||||||
}
|
}
|
||||||
|
@ -86,19 +77,19 @@ public class PlayerAttack : MonoBehaviour
|
||||||
if (Mathf.Abs(mouseScreenPos.x - playerScreenPos.x) > Mathf.Abs(mouseScreenPos.y - playerScreenPos.y))
|
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);
|
transform.GetChild(0).localEulerAngles = isLeft ? new Vector3(0, 180, 0) : new Vector3(0, 0, 0);
|
||||||
animator.SetFloat("AttackState", 1);
|
animator.SetFloat(anim_Strings[2], 1);
|
||||||
controller.idleState = 1f;
|
controller.idleState = 1f;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (mouseScreenPos.y > playerScreenPos.y)
|
if (mouseScreenPos.y > playerScreenPos.y)
|
||||||
{
|
{
|
||||||
animator.SetFloat("AttackState", 0.5f);
|
animator.SetFloat(anim_Strings[2], 0.5f);
|
||||||
controller.idleState = 2f / 3f;
|
controller.idleState = 2f / 3f;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
animator.SetFloat("AttackState", 0);
|
animator.SetFloat(anim_Strings[2], 0);
|
||||||
controller.idleState = 1f / 3f;
|
controller.idleState = 1f / 3f;
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -11,9 +11,10 @@ public class PlayerController : MonoBehaviour
|
||||||
public float accelerationTime = 2f; // 2초 동안 가속
|
public float accelerationTime = 2f; // 2초 동안 가속
|
||||||
public float dashTime = 0.5f;
|
public float dashTime = 0.5f;
|
||||||
public float moveTime = 0f; // 이동한 시간
|
public float moveTime = 0f; // 이동한 시간
|
||||||
public enum PlayerState { Idle, Walking, Dash, Attack, Skill }
|
public enum PlayerState { Idle, Walking, Dash, Attack }
|
||||||
public PlayerState playerState;
|
public PlayerState playerState;
|
||||||
private Vector2 moveDirection = Vector2.zero; // 현재 이동 방향
|
private Vector2 moveDirection = Vector2.zero; // 현재 이동 방향
|
||||||
|
private string[] anim_Strings = { "PosX", "PosY", "idleState" };
|
||||||
PlayerAttack playerAttack;
|
PlayerAttack playerAttack;
|
||||||
Animator animator;
|
Animator animator;
|
||||||
|
|
||||||
|
@ -42,7 +43,7 @@ public class PlayerController : MonoBehaviour
|
||||||
// 이동 처리
|
// 이동 처리
|
||||||
void HandleMovement()
|
void HandleMovement()
|
||||||
{
|
{
|
||||||
if (playerState == PlayerState.Dash || playerState == PlayerState.Attack || playerState == PlayerState.Skill) return;
|
if (playerState == PlayerState.Dash || playerState == PlayerState.Attack) return;
|
||||||
moveDirection = Vector2.zero; // 매 프레임 초기화
|
moveDirection = Vector2.zero; // 매 프레임 초기화
|
||||||
|
|
||||||
if (Input.GetKey(KeyCode.A)) moveDirection += Vector2.left;
|
if (Input.GetKey(KeyCode.A)) moveDirection += Vector2.left;
|
||||||
|
@ -64,13 +65,13 @@ 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("PosX", 1);
|
animator.SetFloat(anim_Strings[0], 1);
|
||||||
animator.SetFloat("PosY", 0);
|
animator.SetFloat(anim_Strings[1], 0);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
animator.SetFloat("PosX", 0);
|
animator.SetFloat(anim_Strings[0], 0);
|
||||||
animator.SetFloat("PosY", moveDirection.y);
|
animator.SetFloat(anim_Strings[1], moveDirection.y);
|
||||||
}
|
}
|
||||||
// 회전 처리
|
// 회전 처리
|
||||||
if (Mathf.Abs(moveDirection.x) > 0)
|
if (Mathf.Abs(moveDirection.x) > 0)
|
||||||
|
@ -83,9 +84,9 @@ public class PlayerController : MonoBehaviour
|
||||||
// 이동하지 않으면 Idle 상태를 설정
|
// 이동하지 않으면 Idle 상태를 설정
|
||||||
moveTime = 0f;
|
moveTime = 0f;
|
||||||
animator.SetBool("isWalking", false);
|
animator.SetBool("isWalking", false);
|
||||||
animator.SetFloat("PosX", 0);
|
animator.SetFloat(anim_Strings[0], 0);
|
||||||
animator.SetFloat("PosY", 0);
|
animator.SetFloat(anim_Strings[1], 0);
|
||||||
animator.SetFloat("idleState", idleState);
|
animator.SetFloat(anim_Strings[2], idleState);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private void PlayerRot(Vector2 direction)
|
private void PlayerRot(Vector2 direction)
|
||||||
|
@ -118,7 +119,7 @@ public class PlayerController : MonoBehaviour
|
||||||
{
|
{
|
||||||
playerState = PlayerState.Dash;
|
playerState = PlayerState.Dash;
|
||||||
animator.SetTrigger("DodgeTrigger");
|
animator.SetTrigger("DodgeTrigger");
|
||||||
playerAttack.AttackInitialized();
|
playerAttack.AttackStop();
|
||||||
moveTime = 0f;
|
moveTime = 0f;
|
||||||
StartCoroutine(DashCoroutine()); // 대시 시작
|
StartCoroutine(DashCoroutine()); // 대시 시작
|
||||||
}
|
}
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f5ce1188e2abd3c45b15851146565423
|
|
@ -1,8 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 123d57e322871b541bd742e56c6fa53b
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,8 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: b8b2840dad8d0114b9775f5803859f4c
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,11 +0,0 @@
|
||||||
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);
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 5d12116bd9af6b848a0a1f30d1a7acb8
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,20 +0,0 @@
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
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fileFormatVersion: 2
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guid: 70999adc26904334b845df97100da8b1
|
|
||||||
MonoImporter:
|
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externalObjects: {}
|
|
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serializedVersion: 2
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|
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executionOrder: 0
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|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,24 +1,13 @@
|
||||||
using System.Collections.Generic;
|
using UnityEngine;
|
||||||
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
|
|
@ -0,0 +1,16 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class ItemManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,5 +1,5 @@
|
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|
fileFormatVersion: 2
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|
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|
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externalObjects: {}
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|
serializedVersion: 2
|
|
@ -4,6 +4,9 @@ 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()
|
||||||
{
|
{
|
|
@ -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 = new List<SoundBox>();
|
List<SoundBox> soundList;
|
||||||
|
|
||||||
|
|
||||||
AudioSource BackGround;
|
AudioSource BackGround;
|
||||||
|
@ -20,7 +20,9 @@ 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];
|
||||||
|
@ -80,6 +82,5 @@ public class SoundManager : SingletonMonoBehaviour<SoundManager>
|
||||||
{
|
{
|
||||||
TitleSound,
|
TitleSound,
|
||||||
ButtonPop,
|
ButtonPop,
|
||||||
test,
|
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -0,0 +1,16 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class UnitManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,5 +1,5 @@
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fileFormatVersion: 2
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serializedVersion: 2
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|
@ -4,23 +4,12 @@ using UnityEngine;
|
||||||
|
|
||||||
public class Test : MonoBehaviour
|
public class Test : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Transform skillTr;
|
|
||||||
[SerializeField] SkillBase skill;
|
|
||||||
public static Test Instance;
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
Instance = this;
|
|
||||||
}
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if(Input.GetKeyDown(KeyCode.T))
|
if(Input.GetKeyDown(KeyCode.W))
|
||||||
{
|
{
|
||||||
Tests();
|
transform.position += Vector3.up;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
void Tests()
|
|
||||||
{
|
|
||||||
PlayerManager.Instance.GetPlayerComponent<PlayerSkill>().SkillAdd(skill, PlayerSkill.SkillKeyType.M_Right);
|
|
||||||
SoundManager.Instance.StartSound(SoundManager.eEftSuond.TitleSound);
|
|
||||||
}
|
|
||||||
}
|
}
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@ -1,311 +0,0 @@
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@ -1,19 +0,0 @@
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using System.Collections;
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using UnityEngine;
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{
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[SerializeField]
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{
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@ -1,40 +0,0 @@
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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 EventTestSub : MonoBehaviour
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{
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{
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private void Update()
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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Unsubscribe();
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{
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if(!isSubscribe) return;
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isSubscribe = false;
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using System.Collections;
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