'Unity/과제'에 해당되는 글 3건

  1. 2019.04.21 <설계구조를 다시 짜보았다.>
  2. 2019.04.19 <캐릭터 생성 월드로>한단계 진화함
  3. 2019.04.18 <데이터 로드, 월드 구성, by포토샵>미완성

<설계구조를 다시 짜보았다.>

Unity/과제 2019. 4. 21. 23:34


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
 
public class App : MonoBehaviour
{
    public Camera uiCamera;
 
    //씬
    private Logo logo;
    private Title title;
    private UIInGame inGame;
    private System.Action OnLogoEnd;
    private System.Action OnTitleEnd;
 
    private void Awake()
    {
        Object.DontDestroyOnLoad(this);
    }
 
    private void Start()
    {
        #region 로고 씬 로드 하는 부분(로고 씬 테스트 건너 뛰고 싶을 시 region 주석)
        var operLogo = SceneManager.LoadSceneAsync("Logo");
        operLogo.completed += (AsyncOper) =>
        {
            Debug.Log("로고 씬 로드");
            var logo = GameObject.FindObjectOfType<Logo>();
            logo.Init(this.uiCamera);
            logo.OnLogoEnd = () =>
            {
                this.OnLogoEnd();
            };
        };
        #endregion
 
        #region 타이틀 씬 로드하는 부분(타이틀 씬 테스트 건너 뛰고 싶을 시 region 주석)
        this.OnLogoEnd = () =>
        {
            var operTitle = SceneManager.LoadSceneAsync("Title");
            operTitle.completed += (AsyncOper) =>
            {
                Debug.Log("타이틀 씬 로드");
                var title = GameObject.FindObjectOfType<Title>();
                title.Init(this.uiCamera);
                title.OnTitleEnd = () =>
                  {
                      this.OnTitleEnd();
                  };
            };
        };
        #endregion
 
        #region 인게임 씬 로드하는 부분
        this.OnTitleEnd = () =>
          {
              var operInGame = SceneManager.LoadSceneAsync("InGame");
              operInGame.completed += (AsyncOper) =>
              {
                  Debug.Log("인게임 씬 로드");
                  var inGame = GameObject.FindObjectOfType<UIInGame>();
                  inGame.Init(this.uiCamera);
 
              };
          };
        #endregion
 
        #region 테스트용 스킵
        //로고 씬 테스트 건너뛰고 싶을 시 밑의 주석 제거
        //this.OnLogoEnd();
        //타이틀 씬 테스트 건너뛰고 싶을 시 밑의 주석 제거
        //this.OnTitleEnd();
        #endregion
    }
}
 
cs


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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Linq;
 
namespace SG.scenes
{
    public class InGame : MonoBehaviour
    {
        public UIInGame uiInGame;
 
        private Canvas canvas;
        private Image dim;
        private GameObject currentStage;
        private Character hero;
        private List<Character> monsters;
 
        private int posCount = 0;
 
 
        private void Awake()
        {
            //데이터 불러오기
            DataManager.GetInstance().LoadCharacterDatas("Data/character_data");
            DataManager.GetInstance().LoadMonsterGroupDatas("Data/monster_group_data");
            DataManager.GetInstance().LoadStageDatas("Data/stage_data");
 
            AssetManager.GetInstance().LoadDatas("Preloads");
 
            var characterDatas = DataManager.GetInstance();
            var monsterGroupDatas = DataManager.GetInstance();
            var stageDatas = DataManager.GetInstance();
 
 
            //스테이지 생성
            this.CreateStage(stageDatas.GetStageData(0).id);
 
            //캐릭터 생성하기(히어로)
            this.hero = this.CreateCharacter(0);
            //캐릭터 썸네일 생성하기
 
            //스테이지에 맞는 몬스터 생성하기
            this.monsters = this.CreateMonsterGroup(0);
 
            //칼만들기
            var itemPre = AssetManager.GetInstance().dicAssetData["ch_sword_01"];
            var item = Instantiate(itemPre);
            
 
            //칼 장비하기
            item.transform.SetParent(GameObject.FindGameObjectWithTag("Rweapon").transform, false);
 
            //몬스터의 썸네일 만들어놓기(?), 아니면 Character || Monster:Character 에서 쳐 맞는 순간 만들기?(띄우기?)
 
            //몬뒤시 썸네일 회색으로 만들어 3초간 유지하고 X표까지 그리면 좋고. 썸네일과 몬스터 둘다 사라지게 하기(?)
 
        }
 
        private void CreateWeapon()
        {
            
        }
 
        private List<Character> CreateMonsterGroup(int id)
        {
            //스테이지 데이터에 아이디를 입력받아, 황량한 사막의 정보를 저장함
            var stageData = DataManager.GetInstance().GetStageData(id);
 
            //스테이지에 저장된 몬스터 그룹아이디를 불러옴//100
            var monsterGroupID = stageData.monster_group_id;
 
            //몬스터들의 그룹아이디가 100인 애들을 다 가꼬옴
            var monsterDatas = DataManager.GetInstance().dicMonsterGroupData;
 
            List<Character> monsters = new List<Character>();
            foreach (var data in monsterDatas)
            {
                print(data.Value.group_no);
                if (data.Value.group_no == monsterGroupID)
                {
                    monsters.Add(CreateCharacter(data.Value.monster_id));
                }
            }
            return monsters;
        }
 
        private Character CreateCharacter(int id)
        {
            var characterData = DataManager.GetInstance().GetCharacterData(id);
            var asset = AssetManager.GetInstance().dicAssetData[characterData.prefab_name];
 
            var charGo = GameObject.Instantiate<GameObject>(asset);
            var modelPrefab = AssetManager.GetInstance().dicAssetData[characterData.prefab_name];
            var character = charGo.AddComponent<Character>();
            
            character.name = characterData.character_name;
            character.info = new SG.CharacterInfo(id, characterData.hp, new Vector3(000));
 
            var stage_01 = this.currentStage.GetComponent<Stage_01>();
 
            character.transform.position = stage_01.charactersPos[this.posCount++].transform.position;
 
            Debug.Log("캐릭터가 생성되었습니다.");
            return character;
        }
 
        private void CreateStage(int id)
        {
            var stageDatas = DataManager.GetInstance().GetStageData(id);
            var stagePrefab = AssetManager.GetInstance().dicAssetData[stageDatas.prefab_name];
            var stageGo = Instantiate(stagePrefab);
            this.currentStage = stageGo;
            stageGo.transform.position = Vector3.zero;
        }
 
        public void Init(Camera uiCamera)
        {
            this.canvas.worldCamera = uiCamera;
            Debug.Log("와 게임 시작이다!");
            //월드 생성 후 페이드 아웃
            this.uiInGame.OnFadeInComplete = () =>
            {
                Debug.Log("페이드 인 완료");
            };
            this.uiInGame.FadeIn();
        }
    }
}
cs



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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Character : MonoBehaviour
{
    private Animation anim;
    public int id;
    public GameObject model;
    public string characterName;
    public SG.CharacterInfo info;
 
    private void Awake()
    {
        this.anim = this.gameObject.GetComponent<Animation>();
    }
 
    public void Init(Vector3 initPosition)
    {
        this.gameObject.transform.position = initPosition;
    }
 
    public void Move(Vector3 targetPos)
    {
        //좌표받아 이동
    }
 
    public void Move(Character target)
    {
        //공격할 몬스터 받아서 이동
    }
 
    public void Attack(Character target)
    {
        //공격할 몬스터 받아서 이동, 후 때리기
    }
 
    public void HitDamage(int damage)
    {
        //몬스터 데미지 받기
    }
}
cs



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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
namespace SG
{
    public class MonsterGroupData
    {
        public int id;
        public int group_no;
        public int monster_id;
    }
}
 
cs


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
namespace SG
{
    public class CharacterData
    {
        public int id;
        public string character_name;
        public int type;
        public string prefab_name;
        public int hp;
        public string thumb_name;
        public string thumb_hex_color;
        public string idle_anim_name;
        public string run_anim_name;
        public string attack_anim_name;
        public string hit_anim_name;
        public string death_anim_name;
    }
}
 
cs


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
namespace SG
{
    public class CharacterInfo
    {
        public int id;
        public int hp;
        public Vector3 pos;
 
        public CharacterInfo(int id, int hp, Vector3 pos)
        {
            this.id = id;
            this.hp = hp;
            this.pos = pos;
        }
    }
}
 
cs



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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
namespace SG
{
    public class AssetManager
    {
        private static AssetManager Instance;
        public Dictionary<string, GameObject> dicAssetData;
 
        private AssetManager()
        {
            this.dicAssetData = new Dictionary<string, GameObject>();
        }
 
        public static AssetManager GetInstance()
        {
            if (AssetManager.Instance == null)
            {
                AssetManager.Instance = new AssetManager();
            }
            return AssetManager.Instance;
        }
 
        public void LoadDatas(string path)
        {
            var asset = Resources.LoadAll<GameObject>(path);
            foreach (var data in asset)
            {
                this.dicAssetData.Add(data.name, data);
            }
        }
    }
}
cs


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Newtonsoft.Json;
 
namespace SG
{
    public class DataManager
    {
        private static DataManager Instance;
        public Dictionary<int, CharacterData> dicCharacterData;
        public Dictionary<int, MonsterGroupData> dicMonsterGroupData;
        public Dictionary<int, StageData> dicStageData;
 
        private DataManager()
        {
            this.dicCharacterData = new Dictionary<int, CharacterData>();
            this.dicMonsterGroupData = new Dictionary<int, MonsterGroupData>();
            this.dicStageData = new Dictionary<int, StageData>();
        }
 
        public static DataManager GetInstance()
        {
            if (DataManager.Instance == null)
            {
                DataManager.Instance = new DataManager();
            }
            return DataManager.Instance;
        }
 
        public void LoadCharacterDatas(string path)
        {
            Debug.Log("캐릭터 데이터 로드 완료");
            var json = Resources.Load<TextAsset>(path);
            var arrDatas = JsonConvert.DeserializeObject<CharacterData[]>(json.text);
 
            foreach (var data in arrDatas)
            {
                this.dicCharacterData.Add(data.id, data);
            }
        }
 
        public void LoadMonsterGroupDatas(string path)
        {
            Debug.Log("몬스터 그룹 데이터 로드 완료");
            var json = Resources.Load<TextAsset>(path);
            var arrDatas = JsonConvert.DeserializeObject<MonsterGroupData[]>(json.text);
 
            foreach (var data in arrDatas)
            {
                this.dicMonsterGroupData.Add(data.id, data);
            }
        }
 
        public void LoadStageDatas(string path)
        {
            Debug.Log("스테이지 데이터 로드 완료");
            var json = Resources.Load<TextAsset>(path);
            var arrDatas = JsonConvert.DeserializeObject<StageData[]>(json.text);
 
            foreach (var data in arrDatas)
            {
                this.dicStageData.Add(data.id, data);
            }
        }
 
        public CharacterData GetCharacterData(int id)
        {
            return this.dicCharacterData[id];
        }
 
        public MonsterGroupData GetMonsterGroupData(int id)
        {
            return this.dicMonsterGroupData[id];
        }
 
        public StageData GetStageData(int id)
        {
            return this.dicStageData[id];
        }
    }
}
cs


:

<캐릭터 생성 월드로>한단계 진화함

Unity/과제 2019. 4. 19. 01:12



//추가할것, 링큐써서 데이터 매니져 제네릭타입으로 구현해보기( 못하겠으면 빠르게 손절하기 )( +링큐 공부 ), 몬스터 추가, 움직이기 때리기(예전에 했던거),몬스터썸네일 몬스터 때리면 뜨도록 수정

//무기줍고 때리기, 0,0,0으로 귀환하기


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
 
namespace SG.scenes
{
    public class App : MonoBehaviour
    {
        public Camera uiCamera;
 
        private void Awake()
        {
            //로드된 직후 호출
            Object.DontDestroyOnLoad(this);
        }
 
        // Start is called before the first frame update
        void Start()
        {
            //객체 생성시 호출
            var oper = SceneManager.LoadSceneAsync("Logo");
            oper.completed += (AsyncOper) =>
              {
                  Debug.Log("로고 씬 로드 완료");
                  var logo = GameObject.FindObjectOfType<Logo>();
                  logo.Init(this.uiCamera);
              };
        }
    }
}
 
 
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
 
namespace SG.scenes
{
    public class Logo : MonoBehaviour
    {
        public UILogo uiLogo;
        public System.Action OnWaitForSeconds;
 
        public void Init(Camera uiCamera)
        {
            this.uiLogo.OnFadeInComplete = () =>//3완료
            {
                Debug.Log("페이드 인 완료");
 
                //타이틀 씬으로 전환
                var oper = SceneManager.LoadSceneAsync("Title");
                oper.completed += (AsyncOper) =>
                {
                    Debug.Log("로고 씬 로드 완료");
                    var title = GameObject.FindObjectOfType<Title>();
                    title.Init(uiCamera);
                };
            };
            this.uiLogo.OnFadeOutComplete = () =>//1완료
            {
                Debug.Log("페이드 아웃 완료");
 
                //3초기달
                this.OnWaitForSeconds = () =>//2완료
                {
                    StartCoroutine(this.uiLogo.FadeIn());//3
                };
                StartCoroutine(this.WaitForSeconds(2));//2
            };
 
            this.uiLogo.Init(uiCamera);
            StartCoroutine(this.uiLogo.FadeOut());//1
        }
        private IEnumerator WaitForSeconds(float sec)
        {
            yield return new WaitForSeconds(sec);
            OnWaitForSeconds();
        }
    }
}
 
 
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class UILogo : MonoBehaviour
{
    public Canvas canvas;
    public Image dim;
    public System.Action OnFadeOutComplete;
    public System.Action OnFadeInComplete;
 
    public void Init(Camera uiCamera)
    {
        this.canvas.worldCamera = uiCamera;
    }
 
    public IEnumerator FadeOut()
    {
        var color = this.dim.color;
        float alpha = color.a;
        
        while (true)
        {
            alpha -= 0.016f;
            color.a = alpha;
            this.dim.color = color;
 
            if (alpha <= 0)
            {
                alpha = 0;
                break;
            }
            yield return null;
        }
        this.OnFadeOutComplete();
    }
 
    public IEnumerator FadeIn()
    {
        var color = this.dim.color;
        float alpha = color.a;
 
        while (true)
        {
            alpha += 0.016f;
            color.a = alpha;
            this.dim.color = color;
 
            if (alpha >= 1)
            {
                alpha = 1;
                break;
            }
            yield return null;
        }
        this.OnFadeInComplete();
    }
}
 
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class UITitle : MonoBehaviour
{
    public Canvas canvas;
    public Image dim;
    public System.Action OnFadeOutComplete;
    public System.Action OnFadeInComplete;
    public Button btn;
 
    public void Init(Camera uiCamera)
    {
        this.canvas.worldCamera = uiCamera;
    }
 
    public IEnumerator FadeOut()
    {
        var color = this.dim.color;
        float alpha = color.a;
 
        while (true)
        {
            alpha -= 0.016f;
            color.a = alpha;
            this.dim.color = color;
 
            if (alpha <= 0)
            {
                alpha = 0;
                break;
            }
            yield return null;
        }
        this.OnFadeOutComplete();
    }
 
    public IEnumerator FadeIn()
    {
        var color = this.dim.color;
        float alpha = color.a;
 
        while (true)
        {
            alpha += 0.016f;
            color.a = alpha;
            this.dim.color = color;
 
            if (alpha >= 1)
            {
                alpha = 1;
                break;
            }
            yield return null;
        }
        this.OnFadeInComplete();
    }
}
 
cs


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class StageData
{
    public int id;
    public string name;
    public string prefab_name;
    public int monster_group_id;
}
 
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class MonsterGroupData
{
    public int id;
    public int group_id;
    public int monster_id;
}
 
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class CharacterData
{
    public int id;
    public string character_name;
    public int type;
    public string prefab_name;
    public int hp;
    public string thumb_name;
    public string thumb_hex_color;
    public string idle_anim_name;
    public string run_anim_name;
    public string attack_anim_name;
    public string hit_anim_name;
    public string death_anim_name;
}
 
 
 
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SG
{
    public class CharacterInfo
    {
        public int id;
        public int hp;
        public Vector3 pos;
 
        public CharacterInfo(int id, int hp, Vector3 pos)
        {
            this.id = id;
            this.hp = hp;
            this.pos = pos;
        }
    }
}
 
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
namespace SG.scenes
{
    public class InGame : MonoBehaviour
    {
        public Canvas canvas;
        public Image dim;
 
        public Character hero;
        public Character monster;
 
        public System.Action OnFadeOutComplete;
        public System.Action OnFadeInComplete;
        public System.Action OnWaitForSeconds;
 
        private void Awake()
        {
            //데이터 불러오기
            DataManager.GetInstance().LoadCharacterDatas("Data/character_data");
            DataManager.GetInstance().LoadMonsterGroupDatas("Data/monster_group_data");
            DataManager.GetInstance().LoadStageDatas("Data/stage_data");
 
            AssetManager.GetInstance().LoadDatas("PreLoad");
 
            var characterDatas = DataManager.GetInstance();
            var monsterGroupDatas = DataManager.GetInstance();
 
            //스테이지 생성
            var stageDatas = DataManager.GetInstance().GetStageData(0);
            this.CreateStage(stageDatas.id);
            //캐릭터 생성하기(히어로&&몬스터)
            this.hero = CreateCharacter(0);
 
        }
 
        private Character CreateCharacter(int id)
        {
            var data = DataManager.GetInstance().GetCharacterData(id);
            var asset = AssetManager.GetInstance().dicAssetData[data.prefab_name];
 
            var charGo = GameObject.Instantiate<GameObject>(asset);
            var modelPrefab = AssetManager.GetInstance().dicAssetData[data.prefab_name];
            var character = charGo.AddComponent<Character>();
            
            character.name= data.character_name;
            character.info = new SG.CharacterInfo(id, data.hp, new Vector3(000));
 
            if (character.info.id == 1)
            {
                character.transform.position = new Vector3(505);
            }
            else
            {
                character.transform.position = character.info.pos;
            }
 
            Debug.Log("캐릭터가 생성되었습니다.");
            return character;
        }
 
        private void CreateStage(int id)
        {
            var stageDatas = DataManager.GetInstance().GetStageData(id);
            var stagePrefab = AssetManager.GetInstance().dicAssetData[stageDatas.prefab_name];
            var stageGo = Instantiate(stagePrefab);
 
            stageGo.transform.position = Vector3.zero;
        }
 
        public void Init(Camera uiCamera)
        {
            this.canvas.worldCamera = uiCamera;
            Debug.Log("와 게임 시작이다!");
            //월드 생성 후 페이드 아웃
            this.OnFadeOutComplete = () =>
              {
                  Debug.Log("페이드 아웃완료");
              };
            StartCoroutine(this.FadeOut());
        }
 
        public IEnumerator FadeOut()
        {
            var color = this.dim.color;
            float alpha = color.a;
 
            while (true)
            {
                alpha -= 0.016f;
                color.a = alpha;
                this.dim.color = color;
 
                if (alpha <= 0)
                {
                    alpha = 0;
                    break;
                }
                yield return null;
            }
            this.OnFadeOutComplete();
        }
 
        public IEnumerator FadeIn()
        {
            var color = this.dim.color;
            float alpha = color.a;
 
            while (true)
            {
                alpha += 0.016f;
                color.a = alpha;
                this.dim.color = color;
 
                if (alpha >= 1)
                {
                    alpha = 1;
                    break;
                }
                yield return null;
            }
            this.OnFadeInComplete();
        }
 
        private IEnumerator WaitForSeconds(float sec)
        {
            yield return new WaitForSeconds(sec);
            OnWaitForSeconds();
        }
    }
}
 
 
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Character : MonoBehaviour
{
    private Animation anim;
    public int id;
    public GameObject model;
    public string characterName;
    public SG.CharacterInfo info;
 
    private void Awake()
    {
        this.anim = this.gameObject.GetComponent<Animation>();
    }
    
    public void Init(Vector3 initPosition)
    {
        this.gameObject.transform.position = initPosition;
    }
}
 
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class AssetManager
{
    private static AssetManager Instance;
    public Dictionary<string, GameObject> dicAssetData;
 
    private AssetManager()
    {
        this.dicAssetData = new Dictionary<string, GameObject>();
    }
 
    public static AssetManager GetInstance()
    {
        if (AssetManager.Instance == null)
        {
            AssetManager.Instance = new AssetManager();
        }
        return AssetManager.Instance;
    }
 
    public void LoadDatas(string path)
    {
        var asset = Resources.LoadAll<GameObject>(path);
        foreach(var data in asset)
        {
            this.dicAssetData.Add(data.name, data);
        }
    }
}
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Newtonsoft.Json;
 
public class DataManager
{
    private static DataManager Instance;
    public Dictionary<int, CharacterData> dicCharacterData;
    public Dictionary<int, MonsterGroupData> dicMonsterGroupData;
    public Dictionary<int, StageData> dicStageData;
 
    private DataManager()
    {
        this.dicCharacterData = new Dictionary<int, CharacterData>();
        this.dicMonsterGroupData = new Dictionary<int, MonsterGroupData>();
        this.dicStageData = new Dictionary<int, StageData>();
    }
 
    public static DataManager GetInstance()
    {
        if (DataManager.Instance == null)
        {
            DataManager.Instance = new DataManager();
        }
        return DataManager.Instance;
    }
 
    public void LoadCharacterDatas(string path)
    {
        Debug.Log("캐릭터 데이터 로드 완료");
        var json = Resources.Load<TextAsset>(path);
        var arrDatas = JsonConvert.DeserializeObject<CharacterData[]>(json.text);
 
        foreach (var data in arrDatas)
        {
            this.dicCharacterData.Add(data.id, data);
        }
    }
 
    public void LoadMonsterGroupDatas(string path)
    {
        Debug.Log("몬스터 그룹 데이터 로드 완료");
        var json = Resources.Load<TextAsset>(path);
        var arrDatas = JsonConvert.DeserializeObject<MonsterGroupData[]>(json.text);
 
        foreach (var data in arrDatas)
        {
            this.dicMonsterGroupData.Add(data.id, data);
        }
    }
 
    public void LoadStageDatas(string path)
    {
        Debug.Log("스테이지 데이터 로드 완료");
        var json = Resources.Load<TextAsset>(path);
        var arrDatas = JsonConvert.DeserializeObject<StageData[]>(json.text);
 
        foreach (var data in arrDatas)
        {
            this.dicStageData.Add(data.id, data);
        }
    }
 
    public CharacterData GetCharacterData(int id)
    {
        return this.dicCharacterData[id];
    }
 
    public MonsterGroupData GetMonsterGroupData(int id)
    {
        return this.dicMonsterGroupData[id];
    }
 
    public StageData GetStageData(int id)
    {
        return this.dicStageData[id];
    }
}
 
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
 
namespace SG.scenes
{
    public class Title : MonoBehaviour
    {
        public UITitle uiTitle;
        public Camera uiCamera;
        public bool isRead;
 
        private void Awake()
        {
            this.uiTitle.btn.onClick.AddListener(() => 
            {
                if (!isRead)
                {
                    Debug.Log("아직 실행이 준비되지 않았습니다.");
                }
                else
                {
                    //인게임 실행
                    var oper = SceneManager.LoadSceneAsync("InGame");
                    oper.completed += (AsyncOper) =>
                    {
                        Debug.Log("인게임씬 로드 완료");
                        var inGame = GameObject.FindObjectOfType<InGame>();
                        inGame.Init(this.uiCamera);
                    };
                }
            });
 
        }
 
        public void Init(Camera uiCamera)
        {
            this.uiCamera = uiCamera;
            this.uiTitle.Init(uiCamera);
            this.uiTitle.OnFadeOutComplete = () =>
            {
                Debug.Log("똬이럴실행");
                isRead = true;
            };
            StartCoroutine(this.uiTitle.FadeOut());
        }
    }
}
 
cs


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<설계구조를 다시 짜보았다.>  (0) 2019.04.21
<데이터 로드, 월드 구성, by포토샵>미완성  (0) 2019.04.18
:

<데이터 로드, 월드 구성, by포토샵>미완성

Unity/과제 2019. 4. 18. 00:34


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
 
namespace SG.scenes
{
    public class App : MonoBehaviour
    {
        public Camera uiCamera;
 
        private void Awake()
        {
            //로드된 직후 호출
            Object.DontDestroyOnLoad(this);
        }
 
        // Start is called before the first frame update
        void Start()
        {
            //객체 생성시 호출
            var oper = SceneManager.LoadSceneAsync("Logo");
            oper.completed += (AsyncOper) =>
              {
                  Debug.Log("로고 씬 로드 완료");
                  var logo = GameObject.FindObjectOfType<Logo>();
                  logo.Init(this.uiCamera);
              };
        }
    }
}
 
 
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
 
namespace SG.scenes
{
    public class Logo : MonoBehaviour
    {
        public UILogo uiLogo;
        public System.Action OnWaitForSeconds;
 
        public void Init(Camera uiCamera)
        {
            this.uiLogo.OnFadeInComplete = () =>//3완료
            {
                Debug.Log("페이드 인 완료");
 
                //타이틀 씬으로 전환
                var oper = SceneManager.LoadSceneAsync("Title");
                oper.completed += (AsyncOper) =>
                {
                    Debug.Log("로고 씬 로드 완료");
                    var title = GameObject.FindObjectOfType<Title>();
                    title.Init(uiCamera);
                };
            };
            this.uiLogo.OnFadeOutComplete = () =>//1완료
            {
                Debug.Log("페이드 아웃 완료");
 
                //3초기달
                this.OnWaitForSeconds = () =>//2완료
                {
                    StartCoroutine(this.uiLogo.FadeIn());//3
                };
                StartCoroutine(this.WaitForSeconds(2));//2
            };
 
            this.uiLogo.Init(uiCamera);
            StartCoroutine(this.uiLogo.FadeOut());//1
        }
        private IEnumerator WaitForSeconds(float sec)
        {
            yield return new WaitForSeconds(sec);
            OnWaitForSeconds();
        }
    }
}
 
 
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Newtonsoft.Json;
 
public class AssetManager
{
    public enum eDataType
    {
        None = -1,
        CharacterData,
        MonsterGroupData,
        StageData
    }
 
    private static AssetManager Instance;
    public Dictionary<string, GameObject> dicAssetData;
 
    private AssetManager()
    {
        this.dicAssetData = new Dictionary<string, GameObject>();
    }
 
    public static AssetManager GetInstance()
    {
        if (AssetManager.Instance == null)
        {
            AssetManager.Instance = new AssetManager();
        }
        return AssetManager.Instance;
    }
 
    public void LoadDatas<T>(string path)
    {
        var asset = Resources.Load<TextAsset>(path);
        var arrDatas = JsonConvert.DeserializeObject<T[]>(asset.text);
        foreach(var data in arrDatas)
        {
            //데이터 넣기
        }
    }
}
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Newtonsoft.Json;
 
public class DataManager
{
    public enum eDataType
    {
        None = -1,
        CharacterData,
        MonsterGroupData,
        StageData
    }
 
    private static DataManager Instance;
    public Dictionary<int, CharacterData> dicCharacterData = new Dictionary<int, CharacterData>();
    public Dictionary<int, MonsterGroupData> dicMonsterGroupData = new Dictionary<int, MonsterGroupData>();
    public Dictionary<int, StageData> dicStageData = new Dictionary<int, StageData>();
 
    private DataManager()
    {
 
    }
 
    public static DataManager GetInstance()
    {
        if (DataManager.Instance == null)
        {
            DataManager.Instance = new DataManager();
        }
        return DataManager.Instance;
    }
 
    public void LoadDatas<T>(string path, eDataType dataType)
    {
        var asset = Resources.Load<TextAsset>(path);
        var arrDatas = JsonConvert.DeserializeObject<T[]>(asset.text);
        foreach(var data in arrDatas)
        {
            //데이터 넣기
        }
    }
}
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
 
namespace SG.scenes
{
    public class Title : MonoBehaviour
    {
        public UITitle uiTitle;
        public Camera uiCamera;
        public bool isRead;
 
        private void Awake()
        {
            this.uiTitle.btn.onClick.AddListener(() => 
            {
                if (!isRead)
                {
                    Debug.Log("아직 실행이 준비되지 않았습니다.");
                }
                else
                {
                    //인게임 실행
                    var oper = SceneManager.LoadSceneAsync("InGame");
                    oper.completed += (AsyncOper) =>
                    {
                        Debug.Log("인게임씬 로드 완료");
                        var inGame = GameObject.FindObjectOfType<InGame>();
                        inGame.Init(this.uiCamera);
                    };
                }
            });
 
        }
 
        public void Init(Camera uiCamera)
        {
            this.uiCamera = uiCamera;
            this.uiTitle.Init(uiCamera);
            this.uiTitle.OnFadeOutComplete = () =>
            {
                Debug.Log("똬이럴실행");
                isRead = true;
            };
            StartCoroutine(this.uiTitle.FadeOut());
        }
    }
}
 
cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
namespace SG.scenes
{
    public class InGame : MonoBehaviour
    {
        public Canvas canvas;
        public Image dim;
        public GameObject heroGo;
        public GameObject monsterGo;
        public System.Action OnFadeOutComplete;
        public System.Action OnFadeInComplete;
 
        private void Awake()
        {
            DataManager.GetInstance().LoadDatas<Character>("Data/character_data"0);
            DataManager.GetInstance().LoadDatas<MonsterGroupData>("Data/monster_group_data"0);
            DataManager.GetInstance().LoadDatas<StageData>("Data/stage_data"0);
        }
 
        public void Init(Camera uiCamera)
        {
            this.canvas.worldCamera = uiCamera;
            Debug.Log("와 게임 시작이다!");
            var hero = this.heroGo.GetComponent<Character>();
            var monster = this.monsterGo.GetComponent<Character>();
            //System.Action OnFadeOutComplete = () =>
            //  {
            //      System.Action OnFadeInComplete = () =>
            //      {
 
            //      };
            //      this.FadeIn();
            //  };
            //this.Fadeout();
        }
 
        private void PreLoad()
        {
            var arrObject=  Resources.LoadAll("PreFabs");
            foreach(var obj in arrObject)
            {
                //데이터 넣기
            }
        }
 
        public void Fadeout()
        {
            StartCoroutine(FadeOutImpl());
        }
 
        public IEnumerator FadeOutImpl()
        {
            var color = this.dim.color;
            float alpha = color.a;
 
            while (true)
            {
                alpha -= 0.016f;
                color.a = alpha;
                this.dim.color = color;
 
                if (alpha <= 0)
                {
                    alpha = 0;
                    break;
                }
                yield return null;
            }
            this.OnFadeOutComplete();
        }
 
        public void FadeIn()
        {
            StartCoroutine(FadeInImpl());
        }
        public IEnumerator FadeInImpl()
        {
            var color = this.dim.color;
            float alpha = color.a;
 
            while (true)
            {
                alpha += 0.016f;
                color.a = alpha;
                this.dim.color = color;
 
                if (alpha >= 1)
                {
                    alpha = 1;
                    break;
                }
                yield return null;
            }
            this.OnFadeInComplete();
        }
    }
}
 
 
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class StageData
{
    public int id;
    public string name;
    public string prefab_name;
    public int monster_group_id;
}
 
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class MonsterGroupData
{
    public int id;
    public int group_id;
    public int monster_id;
}
 
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
namespace SG.scenes
{
    public class CharacterData
    {
        public int id;
        public string name;
        public string prefab_name;
        public string thumb_name;
        public string thumb_hex_color;
        public string idle_anim_name;
        public string run_anim_name;
        public string attack_anim_name;
        public string hit_anim_name;
        public string death_anim_name;
    }
}
 
 
 
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class TestAttackAnim : MonoBehaviour
{
    public GameObject bullGo;
    public Button btn1;
    public Button btn2;
    public Button btn3;
    private Animator anim;
 
    // Start is called before the first frame update
    private void Awake()
    {
        this.anim = this.bullGo.GetComponent<Animator>();
 
        this.btn1.onClick.AddListener(() =>
        {
            this.anim.SetBool("idle"true);
        });
        this.btn2.onClick.AddListener(() =>
        {
            this.anim.SetBool("run"true);
        });
        this.btn3.onClick.AddListener(() =>
        {
            this.anim.SetBool("attack_01"true);
            StartCoroutine(this.WaitforAttacComplete(() =>
            {
                Debug.Log("타격!");
            }, () =>
            {
                Debug.Log("공격끝");
            }));
        });
    }
    private IEnumerator WaitforAttacComplete(System.Action onAttack, System.Action onAttackComplete)
    {
        yield return new WaitForSeconds(0.75f);
        onAttack();
        yield return new WaitForSeconds(0.25f);
        onAttackComplete();
    }
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class UITitle : MonoBehaviour
{
    public Canvas canvas;
    public Image dim;
    public System.Action OnFadeOutComplete;
    public System.Action OnFadeInComplete;
    public Button btn;
 
    public void Init(Camera uiCamera)
    {
        this.canvas.worldCamera = uiCamera;
    }
 
    public IEnumerator FadeOut()
    {
        var color = this.dim.color;
        float alpha = color.a;
 
        while (true)
        {
            alpha -= 0.016f;
            color.a = alpha;
            this.dim.color = color;
 
            if (alpha <= 0)
            {
                alpha = 0;
                break;
            }
            yield return null;
        }
        this.OnFadeOutComplete();
    }
 
    public IEnumerator FadeIn()
    {
        var color = this.dim.color;
        float alpha = color.a;
 
        while (true)
        {
            alpha += 0.016f;
            color.a = alpha;
            this.dim.color = color;
 
            if (alpha >= 1)
            {
                alpha = 1;
                break;
            }
            yield return null;
        }
        this.OnFadeInComplete();
    }
}
 
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Character : MonoBehaviour
{
    private Animation anim;
 
    private void Awake()
    {
        this.anim = this.gameObject.GetComponent<Animation>();
    }
 
    public void Init(Vector3 initPosition)
    {
        this.gameObject.transform.position = initPosition;
    }
}
 
cs


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