'Algorithmus' 카테고리의 다른 글


<Test_SunnyLand>짬뿌END

Unity/수업내용 2019. 5. 9. 17:54


Action 매개변수 넘기기, delegate다시한번 보기


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using System;
 
public class Test_SunnyLand : MonoBehaviour
{
    #region 캐릭터 컨트롤 맴버 변수
    public GameObject player;
    public Button btnIdle, btnRun, btnJump, btnDir;
    public float jumpPower;
    public Text txt;
 
    private Animator anim;
    private Coroutine routine;
    private string currentAnim;
    private Vector2 jumpVec;
 
    //스위치
    private Coroutine jumpRoutine;
    private Coroutine runRoutine;
    #endregion
 
    #region 맵 컨트롤 맴버 변수
    public Transform[] arrBackGround;
    public Transform[] arrGround;
    public Transform[] arrTree;
    public GameObject[] arrGemGo;
    public float inGameSpeed;
 
    private float dir;
    #endregion
 
    #region 젬 컨트롤 맴버 변수
    public GameObject[] arrUIGem;
    public Transform targetPos;
 
    #endregion
 
    private int count;
    private int i;
 
 
    private void Awake()
    {
        this.anim = this.player.GetComponent<Animator>();
        this.dir = 1;
 
 
    }
 
    private void Start()
    {
        btnDir.onClick.AddListener(() =>
        {
            Debug.Log("방향전환");
            this.dir *= -1;
            this.player.transform.localScale = new Vector3(2 * this.dir, 20);
 
            Debug.LogFormat("방향 : {0}"this.dir);
        });
 
        btnIdle.onClick.AddListener(() =>
        {
            StopAllCoroutines();
            this.Idle();
        });
 
        btnRun.onClick.AddListener(() =>
        {
            this.Run();
        });
 
        btnJump.onClick.AddListener(() =>
        {
            this.Jump();
        });
 
    }
 
    private void Update()
    {
        this.txt.text = this.count.ToString();
        this.player.GetComponent<Player>().onGetGem = (pos) =>
        {
            this.EatGem(pos);
        };
    }
 
    #region 캐릭터 컨트롤
    private void Idle()
    {
        if (this.routine != null)
        {
            StopCoroutine(routine);
        }
 
        this.runRoutine = null;
        this.routine = StartCoroutine(this.IdleImpl());
    }
 
    private void Run()
    {
        if (this.runRoutine != null)
        {
            Debug.Log("이미 뛰고있어");
        }
        else
        {
            this.runRoutine = StartCoroutine(this.RunImpl());
            #region 맵 무브 관련
            StartCoroutine(this.GemMoveImpl());
            StartCoroutine(this.TreeMoveImpl());
            StartCoroutine(this.GroundLoopImpl());
            StartCoroutine(this.BGLoopImpl());
            #endregion
        }
    }
 
    private void Jump()
    {
        if (this.jumpRoutine != null)
        {
            Debug.Log("지금은 점프할 수 없어");
        }
        else
        {
            jumpRoutine = StartCoroutine(this.JumpImpl());
            StartCoroutine(this.JumpPosImpl());
        }
    }
 
    private IEnumerator IdleImpl()
    {
        Debug.Log("아이들");
        this.anim.Play("player_idle");
        while (true)
        {
            yield return null;
        }
    }
 
    private IEnumerator RunImpl()
    {
        Debug.Log("런");
        this.anim.Play("player_run");
        while (true)
        {
            yield return null;
        }
    }
 
    private IEnumerator JumpImpl()
    {
        if (this.anim.GetCurrentAnimatorStateInfo(0).IsName("player_idle"))
        {
            this.currentAnim = "player_idle";
        }
        else if (this.anim.GetCurrentAnimatorStateInfo(0).IsName("player_run"))
        {
            this.currentAnim = "player_run";
        }
 
        Debug.Log("쩜");
        this.anim.Play("player_jump");
 
        if (this.currentAnim == "player_idle")
        {
            //아이들일땐 제자리 쩜
            yield return new WaitForSeconds(0.5f);
            this.anim.Play("player_idle");
        }
        else if (this.currentAnim == "player_run")
        {
            //아닐땐 달리면서 쩜?
            yield return new WaitForSeconds(0.5f);
            this.anim.Play("player_run");
        }
        yield return null;
    }
 
    private IEnumerator JumpPosImpl()
    {
        //올라가는애
        while (true)
        {
            this.player.transform.position += new Vector3(0this.jumpPower * 4 * Time.deltaTime, 0);
 
            if (this.player.transform.position.y >= this.jumpPower)
            {
                break;
            }
            yield return null;
        }
        //내려가는애
        while (true)
        {
            this.player.transform.position += new Vector3(0-this.jumpPower * 4 * Time.deltaTime, 0);
 
            if (this.player.transform.position.y <= 0)
            {
                this.player.transform.position = new Vector3(000);
                this.jumpRoutine = null;
                break;
            }
            yield return null;
        }
 
 
 
    }
    #endregion
 
    #region 맵컨트롤
 
 
    private IEnumerator BGLoopImpl()
    {
        if (dir > 0)
        {
            while (true)
            {
                for (int i = 0; i < this.arrBackGround.Length; i++)
                {
                    this.arrBackGround[i].Translate(new Vector3(0.1f * this.dir, 00* this.inGameSpeed / 40);
                    if (this.arrBackGround[i].transform.localPosition.x >= 7.6f * this.dir)
                    {
                        this.arrBackGround[i].transform.localPosition = new Vector3(-14.2f * this.dir, -9.4412f, 0);
                    }
                }
                yield return null;
            }
        }
        else
        {
            while (true)
            {
                for (int i = 0; i < this.arrBackGround.Length; i++)
                {
                    this.arrBackGround[i].Translate(new Vector3(0.1f * this.dir, 00* this.inGameSpeed / 40);
                    if (this.arrBackGround[i].transform.localPosition.x <= -7.6f)
                    {
                        this.arrBackGround[i].transform.localPosition = new Vector3(14.2f, -9.4412f, 0);
                    }
                }
                yield return null;
            }
        }
 
    }
 
    private IEnumerator GroundLoopImpl()
    {
        if (dir > 0)
        {
            while (true)
            {
                for (int i = 0; i < this.arrGround.Length; i++)
                {
                    this.arrGround[i].Translate(new Vector3(-0.1f, 00* this.inGameSpeed * this.dir);
                    if (this.arrGround[i].transform.localPosition.x <= -4.8 * this.dir)
                    {
                        this.arrGround[i].transform.localPosition = new Vector3(6.4f * this.dir, -9.6912f, 0);
                    }
                }
                yield return null;
            }
        }
        else
        {
            while (true)
            {
                for (int i = 0; i < this.arrGround.Length; i++)
                {
                    this.arrGround[i].Translate(new Vector3(-0.1f, 00* this.inGameSpeed * this.dir);
                    if (this.arrGround[i].transform.localPosition.x >= 4.8f)
                    {
                        this.arrGround[i].transform.localPosition = new Vector3(-6.4f, -9.6912f, 0);
                    }
                }
                yield return null;
            }
        }
    }
 
    private IEnumerator TreeMoveImpl()
    {
        if (dir > 0)
        {
            while (true)
            {
                for (int i = 0; i < this.arrTree.Length; i++)
                {
                    this.arrTree[i].Translate(new Vector3(-0.1f, 00* this.inGameSpeed / 5 * this.dir);
                    if (this.arrTree[i].transform.localPosition.x <= -4 * this.dir)
                    {
                        this.arrTree[i].transform.localPosition = new Vector3(7.9f * this.dir, -14.298f, 0);
                    }
                }
                yield return null;
            }
        }
        else
        {
            while (true)
            {
                for (int i = 0; i < this.arrTree.Length; i++)
                {
                    this.arrTree[i].Translate(new Vector3(-0.1f, 00* this.inGameSpeed / 5 * this.dir);
                    if (this.arrTree[i].transform.localPosition.x >= 4)
                    {
                        this.arrTree[i].transform.localPosition = new Vector3(-8.1f, -14.298f, 0);
                    }
                }
                yield return null;
            }
        }
    }
 
    private IEnumerator GemMoveImpl()
    {
        while (true)
        {
 
            for (int i = 0; i < this.arrGemGo.Length; i++)
            {
                this.arrGemGo[i].transform.position += new Vector3(-0.1f, 00* this.inGameSpeed * this.dir;
                if (this.arrGemGo[i].transform.localPosition.x <= -4.8 * this.dir)
                {
                    this.arrGemGo[i].transform.localPosition = new Vector3(6.4f * this.dir, this.arrGemGo[i].transform.localPosition.y, 0);
                    this.arrGemGo[i].SetActive(true);
                }
            }
            yield return null;
        }
    }
    #endregion
 
    #region 젬컨트롤
 
    private void EatGem(Vector3 pos)
    {
        StartCoroutine(this.GetGemMove(this.i, pos));
        this.i++;
        if (this.i >= this.arrUIGem.Length)
        {
            this.i = 0;
        }
    }
 
    private IEnumerator GetGemMove(int i,Vector3 pos)
    {
        Debug.Log(i);
        this.arrUIGem[i].transform.position = Camera.main.WorldToScreenPoint(pos);
        this.arrUIGem[i].SetActive(true);
        Vector3 dir = (targetPos.position - this.arrUIGem[i].transform.position).normalized;
        var dis = Vector3.Distance(targetPos.position, this.arrUIGem[i].transform.position);
 
        while (true)
        {
            this.arrUIGem[i].transform.position += 500 * dir * Time.deltaTime;
            dis -= 500 * Time.deltaTime;
 
            if (dis <= 0)
            {
                this.arrUIGem[i].SetActive(false);
                this.count++;
                break;
            }
            yield return null;
        }
    }
    #endregion
}
 
cs


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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Player : MonoBehaviour
{
    public int count;
    public Vector3 vecCoin;
    
    public System.Action<Vector3> onGetGem;
 
    private void Start()
    {
        Debug.Log("응실행");
    }
 
    public void OnTriggerEnter2D(Collider2D other)
    {
        count += 1;
        other.gameObject.SetActive(false);
        this.onGetGem(other.transform.position);
    }
}
 
cs


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<Test_SunnyLand>짬뿌2  (0) 2019.05.08
<Test_SunnyLand>짬뿌  (0) 2019.05.07
(3,4)ShootAndObjectPooling  (0) 2019.05.01
:

<Test_SunnyLand>짬뿌2

Unity/수업내용 2019. 5. 8. 18:38



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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Player : MonoBehaviour
{
    public int count;
 
    private void Start()
    {
        Debug.Log("응실행");
    }
 
    public void OnTriggerEnter2D(Collider2D other)
    {
        count += 1;
        other.gameObject.SetActive(false);
    }
 
}
 
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
 
public class Test_SunnyLand : MonoBehaviour
{
    #region 캐릭터 컨트롤 맴버 변수
    public GameObject player;
    public Button btnIdle, btnRun, btnJump, btnDir;
    public float jumpPower;
    public Text txt;
 
    private Animator anim;
    private Coroutine routine;
    private string currentAnim;
    private Vector2 jumpVec;
 
    //스위치
    private Coroutine jumpRoutine;
    private Coroutine runRoutine;
    #endregion
    #region 맵 컨트롤 맴버 변수
    public Transform[] arrBackGround;
    public Transform[] arrGround;
    public Transform[] arrTree;
    public GameObject[] arrGemGo;
    public Transform[] arrGem;
 
    [Range(15)]
    public float inGameSpeed;
 
    private float dir;
    #endregion
 
 
 
    private void Awake()
    {
        this.anim = this.player.GetComponent<Animator>();
        this.dir = 1;
    }
 
    private void Start()
    {
        btnDir.onClick.AddListener(() =>
        {
            Debug.Log("방향전환");
            this.dir *= -1;
            this.player.transform.localScale = new Vector3(2 * this.dir, 20);
 
            Debug.LogFormat("방향 : {0}"this.dir);
        });
 
        btnIdle.onClick.AddListener(() =>
        {
            StopAllCoroutines();
            this.Idle();
        });
 
        btnRun.onClick.AddListener(() =>
        {
            this.Run();
        });
 
        btnJump.onClick.AddListener(() =>
        {
            this.Jump();
        });
 
    }
 
    private void Update()
    {
        this.txt.text = this.player.GetComponent<Player>().count.ToString();
    }
 
    #region 캐릭터 컨트롤
    private void Idle()
    {
        if (this.routine != null)
        {
            StopCoroutine(routine);
        }
 
        this.runRoutine = null;
        this.routine = StartCoroutine(this.IdleImpl());
    }
 
    private void Run()
    {
        if (this.runRoutine != null)
        {
            Debug.Log("이미 뛰고있어");
        }
        else
        {
            this.runRoutine = StartCoroutine(this.RunImpl());
            #region 맵 무브 관련
            StartCoroutine(this.GemMoveImpl());
            StartCoroutine(this.TreeMoveImpl());
            StartCoroutine(this.GroundLoopImpl());
            StartCoroutine(this.BGLoopImpl());
            #endregion
        }
    }
 
    private void Jump()
    {
        if (this.jumpRoutine != null)
        {
            Debug.Log("지금은 점프할 수 없어");
        }
        else
        {
            jumpRoutine = StartCoroutine(this.JumpImpl());
            StartCoroutine(this.JumpPosImpl());
        }
    }
 
    private IEnumerator IdleImpl()
    {
        Debug.Log("아이들");
        this.anim.Play("player_idle");
        while (true)
        {
            yield return null;
        }
    }
 
    private IEnumerator RunImpl()
    {
        Debug.Log("런");
        this.anim.Play("player_run");
        while (true)
        {
            yield return null;
        }
    }
 
    private IEnumerator JumpImpl()
    {
        if (this.anim.GetCurrentAnimatorStateInfo(0).IsName("player_idle"))
        {
            this.currentAnim = "player_idle";
        }
        else if (this.anim.GetCurrentAnimatorStateInfo(0).IsName("player_run"))
        {
            this.currentAnim = "player_run";
        }
 
        Debug.Log("쩜");
        this.anim.Play("player_jump");
 
        if (this.currentAnim == "player_idle")
        {
            //아이들일땐 제자리 쩜
            yield return new WaitForSeconds(0.5f);
            this.anim.Play("player_idle");
        }
        else if (this.currentAnim == "player_run")
        {
            //아닐땐 달리면서 쩜?
            yield return new WaitForSeconds(0.5f);
            this.anim.Play("player_run");
        }
        yield return null;
    }
 
    private IEnumerator JumpPosImpl()
    {
        //올라가는애
        while (true)
        {
            this.player.transform.position += new Vector3(0this.jumpPower * 4 * Time.deltaTime, 0);
 
            if (this.player.transform.position.y >= this.jumpPower)
            {
                break;
            }
            yield return null;
        }
        //내려가는애
        while (true)
        {
            this.player.transform.position += new Vector3(0-this.jumpPower * 4 * Time.deltaTime, 0);
 
            if (this.player.transform.position.y <= 0)
            {
                this.player.transform.position = new Vector3(000);
                this.jumpRoutine = null;
                break;
            }
            yield return null;
        }
 
 
 
    }
    #endregion
 
    #region 맵컨트롤
    
 
    private IEnumerator BGLoopImpl()
    {
        if (dir > 0)
        {
            while (true)
            {
                for (int i = 0; i < this.arrBackGround.Length; i++)
                {
                    this.arrBackGround[i].Translate(new Vector3(0.1f * this.dir, 00* this.inGameSpeed / 40);
                    if (this.arrBackGround[i].transform.localPosition.x >= 7.6f * this.dir)
                    {
                        this.arrBackGround[i].transform.localPosition = new Vector3(-14.2f * this.dir, -9.4412f, 0);
                    }
                }
                yield return null;
            }
        }
        else
        {
            while (true)
            {
                for (int i = 0; i < this.arrBackGround.Length; i++)
                {
                    this.arrBackGround[i].Translate(new Vector3(0.1f * this.dir, 00* this.inGameSpeed / 40);
                    if (this.arrBackGround[i].transform.localPosition.x <= -7.6f)
                    {
                        this.arrBackGround[i].transform.localPosition = new Vector3(14.2f, -9.4412f, 0);
                    }
                }
                yield return null;
            }
        }
 
    }
 
    private IEnumerator GroundLoopImpl()
    {
        if (dir > 0)
        {
            while (true)
            {
                for (int i = 0; i < this.arrGround.Length; i++)
                {
                    this.arrGround[i].Translate(new Vector3(-0.1f, 00* this.inGameSpeed * this.dir);
                    if (this.arrGround[i].transform.localPosition.x <= -4.8 * this.dir)
                    {
                        this.arrGround[i].transform.localPosition = new Vector3(6.4f * this.dir, -9.6912f, 0);
                    }
                }
                yield return null;
            }
        }
        else
        {
            while (true)
            {
                for (int i = 0; i < this.arrGround.Length; i++)
                {
                    this.arrGround[i].Translate(new Vector3(-0.1f, 00* this.inGameSpeed * this.dir);
                    if (this.arrGround[i].transform.localPosition.x >= 4.8f)
                    {
                        this.arrGround[i].transform.localPosition = new Vector3(-6.4f, -9.6912f, 0);
                    }
                }
                yield return null;
            }
        }
    }
 
    private IEnumerator TreeMoveImpl()
    {
        if (dir > 0)
        {
            while (true)
            {
                for (int i = 0; i < this.arrTree.Length; i++)
                {
                    this.arrTree[i].Translate(new Vector3(-0.1f, 00* this.inGameSpeed / 5 * this.dir);
                    if (this.arrTree[i].transform.localPosition.x <= -4 * this.dir)
                    {
                        this.arrTree[i].transform.localPosition = new Vector3(7.9f * this.dir, -14.298f, 0);
                    }
                }
                yield return null;
            }
        }
        else
        {
            while (true)
            {
                for (int i = 0; i < this.arrTree.Length; i++)
                {
                    this.arrTree[i].Translate(new Vector3(-0.1f, 00* this.inGameSpeed / 5 * this.dir);
                    if (this.arrTree[i].transform.localPosition.x >= 4)
                    {
                        this.arrTree[i].transform.localPosition = new Vector3(-8.1f, -14.298f, 0);
                    }
                }
                yield return null;
            }
        }
    }
 
    private IEnumerator GemMoveImpl()
    { 
        while (true)
        {
            for (int i = 0; i < this.arrGem.Length; i++)
            {
                this.arrGem[i].Translate(new Vector3(-0.1f, 00* this.inGameSpeed * this.dir);
                if (this.arrGem[i].transform.localPosition.x <= -4.8 * this.dir)
                {
                    this.arrGem[i].transform.localPosition = new Vector3(6.4f * this.dir, this.arrGem[i].transform.localPosition.y, 0);
                    this.arrGemGo[i].SetActive(true);
                }
            }
            yield return null;
        }
    }
    #endregion
 
}
 
cs


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:

<Test_SunnyLand>짬뿌

Unity/수업내용 2019. 5. 7. 18:15



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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class Test_SunnyLand : MonoBehaviour
{
    #region 캐릭터 컨트롤 맴버 변수
    public GameObject player;
    public Button btnIdle, btnRun, btnJump;
    public float jumpPower;
 
    private Animator anim;
    private Coroutine routine;
    private string currentAnim;
 
    //스위치
    private bool onJumpMax;
    #endregion
    #region 맵 컨트롤 맴버 변수
    public Transform[] arrBackGround;
    public Transform[] arrGround;
    public Transform[] arrTree;
 
    [Range(15)]
    public float inGameSpeed;
    
    public float dir;
    #endregion
    
    private void Awake()
    {
        this.anim = this.player.GetComponent<Animator>();
    }
 
    private void Start()
    {
        btnIdle.onClick.AddListener(() =>
        {
            StopAllCoroutines();
            this.Idle();
        });
 
        btnRun.onClick.AddListener(() =>
        {
            this.Run();
            this.BGLoop();
            this.GroundLoop();
            this.TreeMove();
        });
 
        btnJump.onClick.AddListener(() =>
        {
            this.Jump();
        });
    }
 
    #region 캐릭터 컨트롤
    private void Idle()
    {
        if (this.routine != null)
        {
            StopCoroutine(routine);
        }
        this.routine = StartCoroutine(this.IdleImpl());
    }
 
    private void Run()
    {
        if (this.routine != null)
        {
            StopCoroutine(routine);
        }
        this.routine = StartCoroutine(this.RunImpl());
    }
 
    private void Jump()
    {
        StartCoroutine(this.JumpImpl());
        StartCoroutine(this.JumpPosImpl());
    }
 
    private IEnumerator IdleImpl()
    {
        Debug.Log("아이들");
        this.anim.Play("player_idle");
        while (true)
        {
            yield return null;
        }
    }
 
    private IEnumerator RunImpl()
    {
        Debug.Log("런");
        this.anim.Play("player_run");
        while (true)
        {
            yield return null;
        }
    }
 
    private IEnumerator JumpImpl()
    {
        if (this.anim.GetCurrentAnimatorStateInfo(0).IsName("player_idle"))
        {
            this.currentAnim = "player_idle";
        }
        else if (this.anim.GetCurrentAnimatorStateInfo(0).IsName("player_run"))
        {
            this.currentAnim = "player_run";
        }
 
        Debug.Log("쩜");
        this.anim.Play("player_jump");
 
        if (this.currentAnim == "player_idle")
        {
            //아이들일땐 제자리 쩜
            yield return new WaitForSeconds(0.5f);
            this.anim.Play("player_idle");
        }
        else if (this.currentAnim == "player_run")
        {
            //아닐땐 달리면서 쩜?
            yield return new WaitForSeconds(0.5f);
            this.anim.Play("player_run");
        }
        yield return null;
    }
 
    private IEnumerator JumpPosImpl()
    {
        //올라가는애
        while (true)
        {
            this.player.transform.position += new Vector3(0this.jumpPower * 4 * Time.deltaTime, 0);
 
            if (this.player.transform.position.y >= this.jumpPower)
            {
                this.onJumpMax = true;
                break;
            }
            yield return null;
        }
 
        while (true)
        {
            this.player.transform.position += new Vector3(0-this.jumpPower * 4 * Time.deltaTime, 0);
 
            if (this.player.transform.position.y <= 0)
            {
                this.player.transform.position = new Vector3(000);
                break;
            }
            yield return null;
        }
    }
    #endregion
 
    #region 맵컨트롤
    private void BGLoop()
    {
        StartCoroutine(this.BGLoopImpl());
    }
 
    private void GroundLoop()
    {
        StartCoroutine(this.GroundLoopImpl());
    }
 
    private void TreeMove()
    {
        StartCoroutine(this.TreeMoveImpl());
    }
 
    private IEnumerator BGLoopImpl()
    {
        while(true)
        {
            for (int i = 0; i < this.arrBackGround.Length; i++)
            {
                this.arrBackGround[i].Translate(new Vector3(0.1f * this.dir, 00* this.inGameSpeed/40);
                if (this.arrBackGround[i].transform.localPosition.x >= 7.61 * this.dir)
                {
                    this.arrBackGround[i].transform.localPosition = new Vector3(-15.36f * this.dir, -9.4412f, 0);
                }
            }
            yield return null;
        }
 
    }
 
    private IEnumerator GroundLoopImpl()
    {
        while (true)
        {
            for (int i = 0; i < this.arrGround.Length; i++)
            {
                this.arrGround[i].Translate(new Vector3(-0.1f * this.dir, 00* this.inGameSpeed);
                if (this.arrGround[i].transform.localPosition.x <= -4.8 * this.dir)
                {
                    this.arrGround[i].transform.localPosition = new Vector3(6.4f * this.dir, -9.6912f, 0);
                }
            }
            yield return null;
        }
    }
 
    private IEnumerator TreeMoveImpl()
    {
        while (true)
        {
            for (int i = 0; i < this.arrTree.Length; i++)
            {
                this.arrTree[i].Translate(new Vector3(-0.1f * this.dir, 00* this.inGameSpeed/5);
                if (this.arrTree[i].transform.localPosition.x <= -4 * this.dir)
                {
                    this.arrTree[i].transform.localPosition = new Vector3(8f * this.dir, -14.298f, 0);
                }
            }
            yield return null;
        }
    }
    #endregion
}
 
cs


찾아볼 것 Unity Editor확장기능(방향전환)

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:

Unity Editor확장입문 참고

Unity/찾아볼것 2019. 5. 7. 18:04

https://loadofprogrammer.tistory.com/137

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:

[0. 비트테스트]

카테고리 없음 2019. 5. 4. 14:30


:

[TwoSum]05-04

Algorithmus 2019. 5. 4. 10:56

TwoSum(); // 이중포문 사용

TwoSum2(); //이중포문 사용 안 함

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace Algorithm1
{
    public class App
    {
        private int[] arr = { 111927 };
 
        public App()
        {
 
        }
 
        public void Start()
        {
            //a의 각원소를 더해 9가 나오나 검사
            for (int i = 0; i < this.arr.Length; i++)
            {
                Console.WriteLine("index[{0}] : {1}", i, arr[i]);
            }
            Console.WriteLine();
 
            var arr2 = this.TwoSum(this.arr, 9);
            for (int i = 0; i < arr2.Length; i++)
            {
                Console.WriteLine("index : {0}", arr2[i]);
            }
 
            var arr3 = this.TwoSum2(this.arr, 9);
 
            for (int i = 0; i < arr3.Length; i++)
            {
                Console.WriteLine("index : {0}", arr3[i]);
            }
        }
 
        public int[] TwoSum(int[] nums, int target)
        {
            int[] returnArr = new int[2];
            for (int i = 0; i < nums.Length - 1; i++)
            {
                for (int j = 1; j < nums.Length; j++)
                {
                    if (nums[i] + nums[j] == target)
                    {
                        Console.WriteLine("index[{0}], index[{1}] = {2}", i, j, nums[i] + nums[j]);
                        returnArr[0= i;
                        returnArr[1= j;
                    }
                }
            }
            return returnArr;
        }
 
        public int[] TwoSum2(int[] nums, int target)
        {
            int[] returnAtrr = new int[2];
            int index = 0;
            for (int i = 0; i < nums.Length; i++)
            {
                Console.WriteLine("index[{0}] + index[{1}] : {2} ", index, i, nums[index] + nums[i]);
                if (nums[index] + nums[i] == target)
                {
                    returnAtrr[0= index;
                    returnAtrr[1= i;
                    break;
                }
 
                if (returnAtrr[0== 0 && returnAtrr[1== 0 && i == nums.Length-1)
                {
                    index++;
                    i = 0;
                }
            }
 
            return returnAtrr;
        }
    }
}
cs


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setdestination can only be called on an active agent that has been placed on a navmesh

Unity/찾아본것 2019. 5. 3. 15:27


네브메쉬가 적용된 캐릭터의 좌표를 동적으로 할당할때 생기는 문제


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.UI;
 
public class TestMove : MonoBehaviour
{
    public Button btnStart;
    public GameObject StartPos;
    public GameObject EndPos;
 
    private GameObject hobPrefab;
    private GameObject hob;
    private NavMeshAgent agent;
 
    private bool nope;
 
    private void Awake()
    {
        this.hobPrefab = Resources.Load<GameObject>("Hoverbuggy");
    }
 
    private void Start()
    {
        this.StartGame();
    }
 
    private void StartGame()
    {
        StartCoroutine(this.StartGameImpl());
    }
 
    private IEnumerator StartGameImpl()
    {
        while (true)
        {
            this.btnStart.onClick.AddListener(() =>
            {
                if(!nope)
                {
                    this.nope = true;
 
                    this.hob = Instantiate(hobPrefab);
                    this.agent = this.hob.GetComponent<NavMeshAgent>();
                    this.agent.enabled = false;
                    this.hob.transform.position = new Vector3(this.StartPos.transform.position.x, 0.3f, this.StartPos.transform.position.z);
                    this.agent.enabled = true;
                    this.agent.destination = this.EndPos.transform.position;
                }
            });
            yield return null;
        }
    }
 
}
 
cs


44~49번줄
캐릭터를 인스턴스화 하고, 네브메쉬를 비활성화 한 뒤, 새로운 Vector3를 주고 네브메쉬를 다시 활성화한다.





http://egloos.zum.com/foodybug/v/4102604

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[TwoSum]05-03

Algorithmus 2019. 5. 3. 10:43

TwoSum(); 이중포문 사용
TwoSum2(); 이중포문 사용 안 함

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace Algorithm1
{
    public class App
    {
        private int[] arr = { 111927 };
 
        public App()
        {
 
        }
 
        public void Start()
        {
            //a의 각원소를 더해 9가 나오나 검사
            for (int i = 0; i < this.arr.Length; i++)
            {
                Console.WriteLine("index[{0}] : {1}", i, arr[i]);
            }
            Console.WriteLine();
 
            var arr2 = this.TwoSum(this.arr, 9);
            for (int i = 0; i < arr2.Length; i++)
            {
                Console.WriteLine("index : {0}", arr2[i]);
            }
 
            var arr3 = this.TwoSum2(this.arr, 9);
 
            for (int i = 0; i < arr3.Length; i++)
            {
                Console.WriteLine("index : {0}", arr3[i]);
            }
        }
 
        public int[] TwoSum(int[] nums, int target)
        {
            int[] returnArr = new int[2];
            for (int i = 0; i < nums.Length - 1; i++)
            {
                for (int j = 1; j < nums.Length; j++)
                {
                    if (nums[i] + nums[j] == target)
                    {
                        Console.WriteLine("index[{0}], index[{1}] = {2}", i, j, nums[i] + nums[j]);
                        returnArr[0= i;
                        returnArr[1= j;
                    }
                }
            }
            return returnArr;
        }
 
        public int[] TwoSum2(int[] nums, int target)
        {
            int[] returnAtrr = new int[2];
            int index = 0;
            for (int i = 0; i < nums.Length; i++)
            {
                Console.WriteLine("index[{0}] + index[{1}] : {2} ", index, i, nums[index] + nums[i]);
                if (nums[index] + nums[i] == target)
                {
                    returnAtrr[0= index;
                    returnAtrr[1= i;
                    break;
                }
 
                if (returnAtrr[0== 0 && returnAtrr[1== 0 && i == nums.Length-1)
                {
                    index++;
                    i = 0;
                }
            }
 
            return returnAtrr;
        }
    }
}
cs
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:
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