UGUI Test

Unity/수업내용 2019. 5. 24. 19:55

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.U2D;
 
public class TestUGUI : MonoBehaviour
{
    public SpriteAtlas atlas;
    public RectTransform contents;
    public GameObject listItemGO;
    
    void Start()
    {
        DataManager.Instance.LoadData("Datas/QuestData");
        var missionData = DataManager.Instance.dicData;
        
        for (int i = 0; i < missionData.Count; i++)
        {
            var data = (MissionData)missionData[i];
            var listItem = Instantiate(this.listItemGO, this.contents);
            listItem.transform.localScale = new Vector3(111);
 
            var missionListItem = listItem.GetComponent<MissionListItem>();
            missionListItem.Init(data.id, data.ico_name);
        }
    }
}
 
cs


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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class MissionListItem : MonoBehaviour
{
    public Image imgIco;
 
    internal void Init(int id, string ico_name)
    {
        var testUGUI = GameObject.FindObjectOfType<TestUGUI>();
        var spriteName =testUGUI.atlas.GetSprite(ico_name);
        this.imgIco.sprite = spriteName;
    }
}
 
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Newtonsoft.Json;
 
public class DataManager : MonoBehaviour
{
    public static DataManager Instance;
    public Dictionary<int, RawData> dicData;
    
    void Awake()
    {
        DataManager.Instance = this;
        this.dicData = new Dictionary<int, RawData>();
    }
 
    public void LoadData(string path)
    {
        var ta = Resources.Load<TextAsset>(path);
        var json = ta.text;
        var arrData = JsonConvert.DeserializeObject<MissionData[]>(json);
 
        foreach(var data in arrData)
        {
            this.dicData.Add(data.id, data);
        }
    }
}
 
cs


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class RawData
{
    public int id;
}
 
cs


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class MissionData : RawData
{
    public string ico_name;
    public string name;
    public int goal_value;
}
 
cs


:

AStar algorithm 4방향(캐릭터 이동)

Algorithmus 2019. 5. 21. 18:54


애니메이션이 이상해


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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class Test0517 : MonoBehaviour
{
    public int row, col;
    public int startX, startY;
    public int targetX, targetY;
    public Button btnNext;
    public GameObject character;
 
    private GameObject[] tilePrefabs;
    private GameObject[,] tiles;
    private GameObject motherNode;
    private GameObject startNode;
    private GameObject targetNode;
    private List<GameObject> listTile;
    private List<GameObject> openList;
    private List<GameObject> closeList;
    private List<GameObject> motherNodes;
 
    private Vector2[,] coordinate;
 
    void Start()
    {
        this.tilePrefabs = Resources.LoadAll<GameObject>("Tiles");
        this.coordinate = new Vector2[this.row, this.col];
        this.tiles = new GameObject[this.row, this.col];
        this.listTile = new List<GameObject>();
        this.openList = new List<GameObject>();
        this.closeList = new List<GameObject>();
 
        this.SetCorrdinate();
        this.CreateTiles();
        this.character.transform.position = this.startNode.transform.position;
 
        this.SetMotherNode(this.tiles[startX, startY]);
        //this.FindPath(this.tiles[targetX, targetY]);
        this.FindPath_4(this.tiles[targetX, targetY]);
        this.closeList.Add(this.motherNode);
        this.btnNext.onClick.AddListener(() =>
        {
 
            //현재 박스 저장한 뒤
            this.OpenTileSort(this.openList);
            //Debug.LogFormat("{0}  F : {1}", this.openList[0].GetComponent<TestTile>().textCoord.text, this.openList[0].GetComponent<TestTile>().f);
 
            this.SetMotherNode(this.openList[0]);
            this.ResetNodeVal(this.openList);
            //this.openList.Clear();
            this.openList = new List<GameObject>();
            //this.FindPath(this.tiles[targetX, targetY]);
            this.FindPath_4(this.tiles[targetX, targetY]);
            this.closeList.Add(this.motherNode);
 
            if (this.motherNode.GetComponent<TestTile>().x == targetX && this.motherNode.GetComponent<TestTile>().y == targetY)
            {
                Debug.Log("찾음!");
 
                this.btnNext.gameObject.SetActive(false);
                StartCoroutine(this.MoveCharacter());
 
            }
        });
 
    }
 
    private IEnumerator MoveCharacter()
    {
        //Debug.LogFormat("움직여라 닝겐 : {0}", this.closeList.Count);
 
        for (int i = 0; i < this.closeList.Count; i++)
        {
            var dis = Vector2.Distance(this.closeList[i].transform.position, this.character.transform.position);
            var dir = (this.closeList[i].transform.position - this.character.transform.position);
            var dirX = Mathf.Round(dir.x);
            var dirY = Mathf.Round(dir.y);
            Debug.LogFormat("x : {0},y : {1}", dirX, dirY);
 
            if (dirX > 0)
            {
                Debug.Log("오른");
                this.character.GetComponent<Animator>().Play("Right");
            }
            else if (dirX < 0)
            {
                Debug.Log("왼");
                this.character.GetComponent<Animator>().Play("Left");
            }
            else if (dirY > 0)
            {
                Debug.Log("위");
                this.character.GetComponent<Animator>().Play("Up");
            }
            else if (dirY < 0)
            {
                Debug.Log("아래");
                this.character.GetComponent<Animator>().Play("Down");
            }
 
            while (true)
            {
                if (dis <= 0)
                {
                    break;
                }
                this.character.transform.position += dir * 1f * Time.deltaTime;
                dis -= 1f * Time.deltaTime;
                yield return null;
            }
        }
        Debug.Log("도착!");
        this.character.GetComponent<Animator>().Play("idle");
    }
 
    private void ResetNodeVal(List<GameObject> openList)
    {
        for (int i = 0; i < openList.Count; i++)
        {
            openList[i].GetComponent<TestTile>().textF.text = "F";
            openList[i].GetComponent<TestTile>().textG.text = "G";
            openList[i].GetComponent<TestTile>().textH.text = "H";
            openList[i].GetComponent<TestTile>().Arrow.gameObject.SetActive(false);
        }
    }
 
    private void OpenTileSort(List<GameObject> openList)
    {
        //Debug.Log("솔트시작");
        int i = 0;
        int j = 0;
        int min = 0;
 
        for (i = 0; i < openList.Count - 1; i++)//전체 훑기 Count-1 : 마지막칸은 자동으로 정렬되고 뒷칸이 없으므로 제외
        {
            min = i;//최소값을 들고 있을 제 3의 손//맨 처음엔 검사하는 첫배열을 들고있음
 
            for (j = i + 1; j < openList.Count; j++)// 최소값을 탐색한다.
            {
                if (openList[j].GetComponent<TestTile>().f < openList[min].GetComponent<TestTile>().f)//초기값 or 최소값이 j보다 크면 j를 최소값에 넣는다.
                {
                    min = j;
                }
            }
            if (min != 0)//스왑 알고리즘
            {
                SwapList(i, min);
            }
        }
    }
 
    private void SwapList(int index1, int index2)
    {
        //값을 임시로 저장할 temp변수
        var temp = openList[index2];
        openList[index2] = openList[index1];
        openList[index1] = temp;
    }
 
    private void FindPath(GameObject target)
    {
        this.FindNodes();
    }
 
    private void FindNodes()
    {
        var mother = this.motherNode.GetComponent<TestTile>();
        var motherX = this.motherNode.GetComponent<TestTile>().x - 1;
        var motherY = this.motherNode.GetComponent<TestTile>().y - 1;
        var maxX = this.motherNode.GetComponent<TestTile>().x + 1;
        var maxY = this.motherNode.GetComponent<TestTile>().y + 1;
 
        if (motherX < 0)
        {
            motherX = 0;
        }
        if (motherY < 0)
        {
            motherY = 0;
        }
 
        for (int i = motherX; i <= maxX; i++)
        {
            for (int j = motherY; j <= maxY; j++)
            {
                if (this.tiles[i, j].GetComponent<TestTile>().tileType == 0)
                {
                    this.listTile.Add(this.tiles[i, j]);
                    this.openList.Add(this.tiles[i, j]);
                    this.SetH(this.tiles[i, j]);
                    this.SetG(this.tiles[i, j]);
                    this.SetF(this.tiles[i, j]);
                    this.TurnArrow(this.tiles[i, j]);
                    var sprite = this.tiles[i, j].GetComponentInChildren<SpriteRenderer>();
                    sprite.color = Color.cyan;
                }
                else
                {
                    this.tiles[i, j].GetComponent<TestTile>().closeNode = true;
                }
            }
        }
    }
 
    private void FindPath_4(GameObject target)
    {
        this.FindNodes_4();
    }
 
    private void FindNodes_4()
    {
        var mother = this.motherNode.GetComponent<TestTile>();
        var motherX = this.motherNode.GetComponent<TestTile>().x - 1;
        var motherY = this.motherNode.GetComponent<TestTile>().y - 1;
        var maxX = this.motherNode.GetComponent<TestTile>().x + 1;
        var maxY = this.motherNode.GetComponent<TestTile>().y + 1;
 
        if (motherX < 0)
        {
            motherX = 0;
        }
        if (motherY < 0)
        {
            motherY = 0;
        }
 
        if (this.tiles[motherX, mother.y].GetComponent<TestTile>().tileType == 0)
        {
            this.listTile.Add(this.tiles[motherX, mother.y]);
            this.openList.Add(this.tiles[motherX, mother.y]);
            this.SetH(this.tiles[motherX, mother.y]);
            this.SetG(this.tiles[motherX, mother.y]);
            this.SetF(this.tiles[motherX, mother.y]);
            this.TurnArrow(this.tiles[motherX, mother.y]);
            var sprite = this.tiles[motherX, mother.y].GetComponentInChildren<SpriteRenderer>();
            sprite.color = Color.cyan;
 
        }
        if (this.tiles[maxX, mother.y].GetComponent<TestTile>().tileType == 0)
        {
            this.listTile.Add(this.tiles[maxX, mother.y]);
            this.openList.Add(this.tiles[maxX, mother.y]);
            this.SetH(this.tiles[maxX, mother.y]);
            this.SetG(this.tiles[maxX, mother.y]);
            this.SetF(this.tiles[maxX, mother.y]);
            this.TurnArrow(this.tiles[maxX, mother.y]);
            var sprite = this.tiles[maxX, mother.y].GetComponentInChildren<SpriteRenderer>();
            sprite.color = Color.cyan;
 
        }
        if (this.tiles[mother.x, motherY].GetComponent<TestTile>().tileType == 0)
        {
            this.listTile.Add(this.tiles[mother.x, motherY]);
            this.openList.Add(this.tiles[mother.x, motherY]);
            this.SetH(this.tiles[mother.x, motherY]);
            this.SetG(this.tiles[mother.x, motherY]);
            this.SetF(this.tiles[mother.x, motherY]);
            this.TurnArrow(this.tiles[mother.x, motherY]);
            var sprite = this.tiles[mother.x, motherY].GetComponentInChildren<SpriteRenderer>();
            sprite.color = Color.cyan;
 
        }
        if (this.tiles[mother.x, maxY].GetComponent<TestTile>().tileType == 0)
        {
            this.listTile.Add(this.tiles[mother.x, maxY]);
            this.openList.Add(this.tiles[mother.x, maxY]);
            this.SetH(this.tiles[mother.x, maxY]);
            this.SetG(this.tiles[mother.x, maxY]);
            this.SetF(this.tiles[mother.x, maxY]);
            this.TurnArrow(this.tiles[mother.x, maxY]);
            var sprite = this.tiles[mother.x, maxY].GetComponentInChildren<SpriteRenderer>();
            sprite.color = Color.cyan;
 
        }
    }
 
    private void TurnArrow(GameObject tile)
    {
        var script = tile.GetComponent<TestTile>();
        var xPos = this.motherNode.transform.position.x - script.Arrow.transform.position.x;
        var yPos = this.motherNode.transform.position.y - script.Arrow.transform.position.y;
        var rad = Mathf.Atan2(yPos, xPos) * Mathf.Rad2Deg;
        script.Arrow.transform.rotation = Quaternion.Euler(new Vector3(00, rad + 270));
 
        script.Arrow.SetActive(true);
    }
 
    private void SetMotherNode(GameObject mother)
    {
        this.motherNode = mother;
        this.motherNode.GetComponent<TestTile>().tileType = 2;
        this.motherNode.GetComponentInChildren<SpriteRenderer>().color = Color.gray;
    }
 
    private void SetCorrdinate()
    {
        for (int i = 0; i < this.row; i++)
        {
            for (int j = 0; j < this.col; j++)
            {
                this.coordinate[i, j] = new Vector2(i, j);
            }
        }
    }
 
    private void SetF(GameObject tile)
    {
        var tileScript = tile.GetComponent<TestTile>();
        tileScript.f = tileScript.g + tileScript.h;
        tileScript.textF.text = tileScript.f.ToString();
    }
    private void SetH(GameObject tile)
    {
        var tileScript = tile.GetComponent<TestTile>();
        var targetScript = this.targetNode.GetComponent<TestTile>();
        var dis = (int)(Vector2.Distance(tile.transform.position, this.targetNode.transform.position) * 10);
        //Debug.Log(dis);
        tileScript.textH.text = dis.ToString();
        tileScript.h = dis;
    }
    private void SetG(GameObject tile)
    {
        var tileScript = tile.GetComponent<TestTile>();
        var targetScript = this.targetNode.GetComponent<TestTile>();
        var dis = (int)Mathf.Round(((Vector2.Distance(tile.transform.position, this.motherNode.transform.position)) * 10));
        //Debug.LogFormat("G{0} : {1}", tile.transform.position, dis);
        tileScript.textG.text = dis.ToString();
        tileScript.g = dis;
    }
 
 
    private void CreateTiles()
    {
 
        for (int i = 0; i < this.row; i++)
        {
            for (int j = 0; j < this.col; j++)
            {
                var screenPos = Camera.main.ScreenToWorldPoint(new Vector2((j * 100+ 400, (i * -100+ 550));
                screenPos.z = 0;
                if (i == this.startX && j == this.startY)
                {
                    var tile = GameObject.Instantiate(this.tilePrefabs[1]);
                    this.tiles[i, j] = tile;
                    this.startNode = tile;
                    var script = tile.GetComponent<TestTile>();
                    script.x = i;
                    script.y = j;
                    script.textCoord.text = script.x.ToString() + ", " + script.y.ToString();
                    tile.transform.position = screenPos;
                }
                else if (i == this.targetX && j == this.targetY)
                {
                    var tile = GameObject.Instantiate(this.tilePrefabs[2]);
                    this.tiles[i, j] = tile;
                    this.targetNode = tile;
                    var script = tile.GetComponent<TestTile>();
                    script.x = i;
                    script.y = j;
                    script.textCoord.text = script.x.ToString() + ", " + script.y.ToString();
                    tile.transform.position = screenPos;
                }
                else if ((i >= 1 && i < 4&& j == 3)
                {
                    var tile = GameObject.Instantiate(this.tilePrefabs[0]);
                    this.tiles[i, j] = tile;
                    var script = tile.GetComponent<TestTile>();
                    script.tileType = 1;
                    script.x = i;
                    script.y = j;
                    script.textCoord.text = script.x.ToString() + ", " + script.y.ToString();
                    tile.transform.position = screenPos;
                }
                else
                {
                    var tile = GameObject.Instantiate(this.tilePrefabs[3]);
                    this.tiles[i, j] = tile;
                    var script = tile.GetComponent<TestTile>();
                    script.x = i;
                    script.y = j;
                    script.textCoord.text = script.x.ToString() + ", " + script.y.ToString();
                    tile.transform.position = screenPos;
                }
            }
        }
    }
}
 
cs


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class TestTile : MonoBehaviour
{
    public TextMesh textCoord;
    public TextMesh textF;
    public TextMesh textG;
    public TextMesh textH;
    public GameObject Arrow;
    public int x, y;
    public int tileType;
    public Vector2 vec2;
    public int g, h, f;
    public bool closeNode;
 
    public TestTile()
    {
        this.vec2 = new Vector2(this.x, this.y);
    }
}
 
cs


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:

AStar algorithm

Algorithmus 2019. 5. 20. 18:15



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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class Test0517 : MonoBehaviour
{
    public int row, col;
    public int startX, startY;
    public int targetX, targetY;
    public Button btnNext;
 
    private GameObject[] tilePrefabs;
    private GameObject[,] tiles;
    private GameObject motherNode;
    private GameObject startNode;
    private GameObject targetNode;
    private List<GameObject> listTile;
    private List<GameObject> openList;
    private List<GameObject> closeList;
    private List<GameObject> motherNodes;
 
    private Vector2[,] coordinate;
 
    void Start()
    {
        this.tilePrefabs = Resources.LoadAll<GameObject>("Tiles");
        this.coordinate = new Vector2[this.row, this.col];
        this.tiles = new GameObject[this.row, this.col];
        this.listTile = new List<GameObject>();
        this.openList = new List<GameObject>();
 
        this.SetCorrdinate();
        this.CreateTiles();
 
 
        this.SetMotherNode(this.tiles[startX, startY]);
        this.FindPath(this.tiles[targetX, targetY]);
 
        this.btnNext.onClick.AddListener(() =>
        {
 
            //현재 박스 저장한 뒤
            this.OpenTileSort(this.openList);
            Debug.LogFormat("{0}  F : {1}"this.openList[0].GetComponent<TestTile>().textCoord.text, this.openList[0].GetComponent<TestTile>().f);
 
            this.SetMotherNode(this.openList[0]);
            this.ResetNodeVal(this.openList);
            this.openList.Clear();
            this.openList = new List<GameObject>();
            this.FindPath(this.tiles[targetX, targetY]);
 
            if (this.motherNode.GetComponent<TestTile>().x == targetX && this.motherNode.GetComponent<TestTile>().y == targetY)
            {
                Debug.Log("도착!");
                this.btnNext.gameObject.SetActive(false);
            }
        });
 
    }
 
    private void ResetNodeVal(List<GameObject> openList)
    {
        for (int i = 0; i < openList.Count; i++)
        {
            openList[i].GetComponent<TestTile>().textF.text = "F";
            openList[i].GetComponent<TestTile>().textG.text = "G";
            openList[i].GetComponent<TestTile>().textH.text = "H";
            openList[i].GetComponent<TestTile>().Arrow.gameObject.SetActive(false);
        }
    }
 
    private void OpenTileSort(List<GameObject> openList)
    {
        Debug.Log("솔트시작");
        int i = 0;
        int j = 0;
        int min = 0;
 
        Debug.Log("솔트전");
        foreach (var data in openList)
        {
            Debug.LogFormat("{0}  F : {1}", data.GetComponent<TestTile>().textCoord.text, data.GetComponent<TestTile>().f);
        }
 
        for (i = 0; i < openList.Count - 1; i++)//전체 훑기 Count-1 : 마지막칸은 자동으로 정렬되고 뒷칸이 없으므로 제외
        {
            min = i;//최소값을 들고 있을 제 3의 손//맨 처음엔 검사하는 첫배열을 들고있음
 
            for (j = i + 1; j < openList.Count; j++)// 최소값을 탐색한다.
            {
                if (openList[j].GetComponent<TestTile>().f < openList[min].GetComponent<TestTile>().f)//초기값 or 최소값이 j보다 크면 j를 최소값에 넣는다.
                {
                    min = j;
                }
            }
            if (min != 0)//스왑 알고리즘
            {
                SwapList(i, min);
            }
        }
 
        Debug.Log("솔트 후");
        foreach (var data in openList)
        {
            Debug.LogFormat("{0}  F : {1}", data.GetComponent<TestTile>().textCoord.text, data.GetComponent<TestTile>().f);
        }
    }
 
    private void SwapList(int index1, int index2)
    {
        //값을 임시로 저장할 temp변수
        var temp = openList[index2];
        openList[index2] = openList[index1];
        openList[index1] = temp;
    }
 
    private void FindPath(GameObject target)
    {
        this.FindNodes();
    }
 
    private void FindNodes()
    {
        var mother = this.motherNode.GetComponent<TestTile>();
        var motherX = this.motherNode.GetComponent<TestTile>().x - 1;
        var motherY = this.motherNode.GetComponent<TestTile>().y - 1;
        var maxX = this.motherNode.GetComponent<TestTile>().x + 1;
        var maxY = this.motherNode.GetComponent<TestTile>().y + 1;
 
        if (motherX < 0)
        {
            motherX = 0;
        }
        if (motherY < 0)
        {
            motherY = 0;
        }
 
        for (int i = motherX; i <= maxX; i++)
        {
            for (int j = motherY; j <= maxY; j++)
            {
                if (this.tiles[i, j].GetComponent<TestTile>().tileType == 0)
                {
                    this.listTile.Add(this.tiles[i, j]);
                    this.openList.Add(this.tiles[i, j]);
                    this.SetH(this.tiles[i, j]);
                    this.SetG(this.tiles[i, j]);
                    this.SetF(this.tiles[i, j]);
                    this.TurnArrow(this.tiles[i, j]);
                    var sprite = this.tiles[i, j].GetComponentInChildren<SpriteRenderer>();
                    sprite.color = Color.cyan;
                }
                else
                {
                    this.tiles[i, j].GetComponent<TestTile>().closeNode = true;
                }
            }
        }
    }
 
    private void TurnArrow(GameObject tile)
    {
        var script = tile.GetComponent<TestTile>();
        var xPos = this.motherNode.transform.position.x - script.Arrow.transform.position.x;
        var yPos = this.motherNode.transform.position.y - script.Arrow.transform.position.y;
        var rad = Mathf.Atan2(yPos, xPos) * Mathf.Rad2Deg;
        script.Arrow.transform.rotation = Quaternion.Euler(new Vector3(00, rad + 270));
 
        script.Arrow.SetActive(true);
    }
 
    private void SetMotherNode(GameObject mother)
    {
        this.motherNode = mother;
        this.motherNode.GetComponent<TestTile>().tileType = 2;
        this.motherNode.GetComponentInChildren<SpriteRenderer>().color = Color.gray;
    }
 
    private void SetCorrdinate()
    {
        for (int i = 0; i < this.row; i++)
        {
            for (int j = 0; j < this.col; j++)
            {
                this.coordinate[i, j] = new Vector2(i, j);
            }
        }
    }
 
    private void SetF(GameObject tile)
    {
        var tileScript = tile.GetComponent<TestTile>();
        tileScript.f = tileScript.g + tileScript.h;
        tileScript.textF.text = tileScript.f.ToString();
    }
    private void SetH(GameObject tile)
    {
        var tileScript = tile.GetComponent<TestTile>();
        var targetScript = this.targetNode.GetComponent<TestTile>();
        var dis = (int)(Vector2.Distance(tile.transform.position, this.targetNode.transform.position) * 10);
        //Debug.Log(dis);
        tileScript.textH.text = dis.ToString();
        tileScript.h = dis;
    }
    private void SetG(GameObject tile)
    {
        var tileScript = tile.GetComponent<TestTile>();
        var targetScript = this.targetNode.GetComponent<TestTile>();
        var dis = (int)((Vector2.Distance(tile.transform.position, this.motherNode.transform.position)) * 10);
        //Debug.LogFormat("{0} : {1}", tile.transform.position, dis);
        tileScript.textG.text = dis.ToString();
        tileScript.g = dis;
    }
 
 
    private void CreateTiles()
    {
 
        for (int i = 0; i < this.row; i++)
        {
            for (int j = 0; j < this.col; j++)
            {
                var screenPos = Camera.main.ScreenToWorldPoint(new Vector2((j * 100+ 400, (i * -100+ 550));
                screenPos.z = 0;
                if (i == this.startX && j == this.startY)
                {
                    var tile = GameObject.Instantiate(this.tilePrefabs[1]);
                    this.tiles[i, j] = tile;
                    this.startNode = tile;
                    var script = tile.GetComponent<TestTile>();
                    script.x = i;
                    script.y = j;
                    script.textCoord.text = script.x.ToString() + ", " + script.y.ToString();
                    tile.transform.position = screenPos;
                }
                else if (i == this.targetX && j == this.targetY)
                {
                    var tile = GameObject.Instantiate(this.tilePrefabs[2]);
                    this.tiles[i, j] = tile;
                    this.targetNode = tile;
                    var script = tile.GetComponent<TestTile>();
                    script.x = i;
                    script.y = j;
                    script.textCoord.text = script.x.ToString() + ", " + script.y.ToString();
                    tile.transform.position = screenPos;
                }
                else if ((i >= 1 && i < 4&& j == 3)
                {
                    var tile = GameObject.Instantiate(this.tilePrefabs[0]);
                    this.tiles[i, j] = tile;
                    var script = tile.GetComponent<TestTile>();
                    script.tileType = 1;
                    script.x = i;
                    script.y = j;
                    script.textCoord.text = script.x.ToString() + ", " + script.y.ToString();
                    tile.transform.position = screenPos;
                }
                else
                {
                    var tile = GameObject.Instantiate(this.tilePrefabs[3]);
                    this.tiles[i, j] = tile;
                    var script = tile.GetComponent<TestTile>();
                    script.x = i;
                    script.y = j;
                    script.textCoord.text = script.x.ToString() + ", " + script.y.ToString();
                    tile.transform.position = screenPos;
                }
            }
        }
    }
}
 
cs



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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class TestTile : MonoBehaviour
{
    public TextMesh textCoord;
    public TextMesh textF;
    public TextMesh textG;
    public TextMesh textH;
    public GameObject Arrow;
    public int x, y;
    public int tileType;
    public Vector2 vec2;
    public int g, h, f;
    public bool closeNode;
 
    public TestTile()
    {
        this.vec2 = new Vector2(this.x, this.y);
    }
}
 
cs


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:

[Palindrome Number]05-14

Algorithmus 2019. 5. 14. 17:20




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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace Algorithm2
{
    public class App
    {
        public void Start()
        {
            int a;
            bool b;
 
            a = 121;
            b = this.IsPalindrome(a);
            Console.WriteLine("{0} : {1}", a, b);
 
            a = -121;
            b = this.IsPalindrome(a);
            Console.WriteLine("{0} : {1}", a, b);
 
            a = 122222222;
            b = this.IsPalindrome(a);
            Console.WriteLine("{0} : {1}", a, b);
 
            a = -143289579;
            b = this.IsPalindrome(a);
            Console.WriteLine("{0} : {1}", a, b);
 
            Console.WriteLine("======================");
 
            a = 121;
            b = this.IsPalindrome2(a);
            Console.WriteLine("{0} : {1}", a, b);
 
            a = -121;
            b = this.IsPalindrome2(a);
            Console.WriteLine("{0} : {1}", a, b);
 
            a = 122222222;
            b = this.IsPalindrome2(a);
            Console.WriteLine("{0} : {1}", a, b);
 
            a = -122125135;
            b = this.IsPalindrome2(a);
            Console.WriteLine("{0} : {1}", a, b);
 
        }
 
        //
        public bool IsPalindrome(int x)
        {
            if (x < 0)
            {
                x *= -1;
            }
 
            var charX = x.ToString();
 
            return charX[0== charX[charX.Length - 1];
        }
        
        //문자열로 바꾸지 않고 하기
        public bool IsPalindrome2(int x)
        {
            if (x < 0)
            {
                x *= -1;
            }
 
            int i = 1;
            int firstNum = 0;
 
            //첫번째 자리 구하기
            while (true)
            {
                var a = x / i;
 
                if (a == 0)
                {
                    break;
                }
                i *= 10;
                firstNum = a;
            }
 
            var lastNum = x % 10;
 
            return firstNum == lastNum;
        }
    }
}
 
cs


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:

마인드맵

잡담 2019. 5. 13. 18:50

https://coggle.it/

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:

UI리소스

카테고리 없음 2019. 5. 13. 18:31

참고사이트 : https://opengameart.org/

====================================무료====================================

https://assetstore.unity.com/packages/2d/gui/icons/rpg-unitframes-1-powerful-metal-95252 //HP bar








====================================1~10$===================================

https://assetstore.unity.com/packages/2d/gui/icons/casual-ui-138532    //GUI


https://assetstore.unity.com/packages/tools/gui/gothic-ui-135882        //어두운 풍의 GUI


https://assetstore.unity.com/packages/2d/gui/icons/spellbook-page03-107957    //스킬아이콘 https://assetstore.unity.com/publishers/13229



https://assetstore.unity.com/packages/2d/gui/icons/150-fantasy-skill-icons-83847         //허접한 스타일 너무 좋앜ㅋㅋ


https://assetstore.unity.com/packages/2d/gui/icons/400-magic-skills-139357               //허접한 스타일 2


=====================================ui sound===================================

https://assetstore.unity.com/packages/audio/sound-fx/ui-sounds-futuristic-100706

https://assetstore.unity.com/packages/audio/sound-fx/magic-sounds-ui-menu-30039


==============================================================================


//도트찍는 프로그램
Aseprite - 스팀

:

<Isomatric> 타일만들기

카테고리 없음 2019. 5. 13. 09:38



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using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
 
public class TestHelloWorld : MonoBehaviour
{
    public Button btn;
    public GameObject tiles;
 
    private GameObject tilePrefab;
    private GameObject tileGo;
 
    //타일의 크기
    private float tileWidth = 0.64f;
    private float tileHeight = -0.32f;
 
    //타일의 개수를 정해줌
    //x로 몇개, Y로 몇개
    public int col;
    public int row;
 
    //타일이 찍힐 좌표
    private int isoPosX;
    private int isoPosY;
 
    private void Awake()
    {
        this.tilePrefab = Resources.Load<GameObject>("IsoTile");
    }
 
    void Start()
    {
        StringBuilder txtPos = new StringBuilder();
 
        //버튼눌러 타일 생성, 및 위치
        this.btn.onClick.AddListener(() =>
        {
            while (true)
            {
                //버튼눌러 만듬
                //Debug.Log("아뽜튼누름");
                this.tileGo = GameObject.Instantiate(tilePrefab);
                this.tileGo.transform.SetParent(this.tiles.transform);
                this.tileGo.transform.position = this.IsoMapToScreen(this.isoPosX, this.isoPosY);
                this.tileGo.GetComponent<Tile>().Pos = new Vector2(this.isoPosX, this.isoPosY);
                //텍스트
                this.tileGo.GetComponent<Tile>().txt.text = string.Format("({0}, {1})"this.isoPosX, this.isoPosY);
                
                //카운팅 쇽쇽
                this.isoPosX++;
 
                if (this.isoPosX == col)
                {
                    this.isoPosY++;
                    this.isoPosX = 0;
                }
                if (isoPosY == row)
                {
                    this.btn.gameObject.SetActive(false);
                    this.StartSearchTile();
                break;
            }
        }
        });
    }
 
    private Vector2 IsoMapToScreen(float x, float y)
    {
        var screenX = this.tiles.transform.position.x + (x - y) * this.tileWidth;
        var screenY = this.tiles.transform.position.y + (x + y) * this.tileHeight;
 
        //Debug.LogFormat("{0},{1}",screenX, screenY);
        return new Vector2(screenX, screenY);
    }
 
    private Vector2 IsoScreenToMap(float x, float y)
    {
        //var mapX = this.tiles.transform.position.x - (x + y) / this.tileWidth;
        //var mapY = this.tiles.transform.position.y - (x - y) / this.tileHeight;
 
        float mapX = (x - y) / this.tileWidth;
        float mapY = (x + y) / this.tileHeight;
        
 
        Debug.LogFormat("{0},{1}", mapX, mapY);
        return new Vector2(mapX, mapY);
    }
 
    private void StartSearchTile()
    {
        StartCoroutine(this.StartSearchTileImpl());
    }
 
    private IEnumerator StartSearchTileImpl()
    {
        while (true)
        {
            if (Input.GetMouseButtonUp(0))
            {
                Vector2 worldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                RaycastHit2D hit = Physics2D.Raycast(worldPoint, Vector2.zero);
                if (hit.collider != null)
                {
                    Debug.LogFormat("({0}, {1})", hit.collider.GetComponent<Tile>().Pos.x, hit.collider.GetComponent<Tile>().Pos.y);
                }
            }
            yield return null;
        }
    }
}
cs



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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Tile : MonoBehaviour
{
    public TextMesh txt;
    public Vector2 Pos;
}
 
cs


:

<uBMSC> 리듬게임

Unity/찾아볼것 2019. 5. 9. 18:08

https://sctl.tistory.com/47


https://github.com/zardoru/iBMSC/releases/

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