<Test_SunnyLand>짬뿌END
Unity/수업내용 2019. 5. 9. 17:54
Action 매개변수 넘기기, delegate다시한번 보기
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 | 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, 2, 0); 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(0, this.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(0, 0, 0); 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, 0, 0) * 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, 0, 0) * 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, 0, 0) * 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, 0, 0) * 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, 0, 0) * 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, 0, 0) * 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, 0, 0) * 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 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 | 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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