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@@ -44,8 +44,8 @@ public class GameFlowManager : MonoBehaviour {
|
|||||||
private const int SpeedShoesCost = 140;
|
private const int SpeedShoesCost = 140;
|
||||||
private const int MileageCardCost = 160;
|
private const int MileageCardCost = 160;
|
||||||
private static readonly string[] OpeningStoryPageAssetPaths = {
|
private static readonly string[] OpeningStoryPageAssetPaths = {
|
||||||
"Assets/ConceptArt/Opening/opening_cutscene_comic_jj_03.png",
|
"Assets/ConceptArt/Opening/opening_cutscene_comic_jj_03_no_bubbles.png",
|
||||||
"Assets/ConceptArt/Opening/opening_cutscene_comic_jj_04_prepare.png",
|
"Assets/ConceptArt/Opening/opening_cutscene_comic_jj_04_prepare_no_bubbles.png",
|
||||||
"Assets/ConceptArt/Opening/opening_cutscene_final_departure_jj_06_street_strict_stylematch.png"
|
"Assets/ConceptArt/Opening/opening_cutscene_final_departure_jj_06_street_strict_stylematch.png"
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
@@ -41,12 +40,16 @@ public class GameManager : MonoBehaviour {
|
|||||||
private TutorialGuideType tutorialGuideType = TutorialGuideType.None; // 현재 튜토리얼 안내 이미지 종류
|
private TutorialGuideType tutorialGuideType = TutorialGuideType.None; // 현재 튜토리얼 안내 이미지 종류
|
||||||
private string tutorialTitle = ""; // 튜토리얼 안내 제목
|
private string tutorialTitle = ""; // 튜토리얼 안내 제목
|
||||||
private string tutorialMessage = ""; // 튜토리얼 안내 문구
|
private string tutorialMessage = ""; // 튜토리얼 안내 문구
|
||||||
|
private Image rightInfoHudBackground; // 오른쪽 거리/마일리지 수하물 라벨 배경
|
||||||
|
private TextMeshProUGUI rightMileageText; // 오른쪽 HUD의 적립 마일리지 텍스트
|
||||||
private Image[] lifeIcons; // 왼쪽 HUD의 목숨 도장 표시
|
private Image[] lifeIcons; // 왼쪽 HUD의 목숨 도장 표시
|
||||||
private GameObject tutorialGuideObject; // 화면 상단 이미지 튜토리얼 패널
|
private GameObject tutorialGuideObject; // 화면 상단 이미지 튜토리얼 패널
|
||||||
private Image tutorialMainImage; // 점프/슬라이드 대표 이미지
|
private Image tutorialMainImage; // 점프/슬라이드 대표 이미지
|
||||||
private TextMeshProUGUI tutorialMultiplierText; // 2단 점프 x2 표시
|
private TextMeshProUGUI tutorialMultiplierText; // 2단 점프 x2 표시
|
||||||
private TextMeshProUGUI tutorialTitleText; // 튜토리얼 제목
|
private TextMeshProUGUI tutorialTitleText; // 튜토리얼 제목
|
||||||
private TextMeshProUGUI tutorialBodyText; // 튜토리얼 설명
|
private TextMeshProUGUI tutorialBodyText; // 튜토리얼 설명
|
||||||
|
private Button tutorialNextButton; // 튜토리얼 안내 확인 버튼
|
||||||
|
private TextMeshProUGUI tutorialNextButtonText; // 확인 버튼 텍스트
|
||||||
private Image[] tutorialItemImages; // 아이템 순서 설명 이미지
|
private Image[] tutorialItemImages; // 아이템 순서 설명 이미지
|
||||||
private TMP_FontAsset tutorialFontAsset; // 한글 튜토리얼 문구용 런타임 폰트
|
private TMP_FontAsset tutorialFontAsset; // 한글 튜토리얼 문구용 런타임 폰트
|
||||||
private float tutorialGuideSequenceStartTime; // 튜토리얼 안내 시작 시각
|
private float tutorialGuideSequenceStartTime; // 튜토리얼 안내 시작 시각
|
||||||
@@ -56,9 +59,9 @@ public class GameManager : MonoBehaviour {
|
|||||||
private float stageElapsedTime = 0f; // 현재 맵 진행 시간
|
private float stageElapsedTime = 0f; // 현재 맵 진행 시간
|
||||||
private float stageDistance = 0f; // 현재 맵 진행 거리
|
private float stageDistance = 0f; // 현재 맵 진행 거리
|
||||||
private bool stageCompleted = false; // 결과 화면이 이미 처리되었는지 여부
|
private bool stageCompleted = false; // 결과 화면이 이미 처리되었는지 여부
|
||||||
private Coroutine tutorialGuidePauseRoutine; // 안내를 보여주는 동안 잠깐 멈추는 코루틴
|
|
||||||
private bool tutorialGuidePauseActive = false; // 안내 일시정지 중인지 여부
|
private bool tutorialGuidePauseActive = false; // 안내 일시정지 중인지 여부
|
||||||
private float tutorialGuidePreviousTimeScale = 1f; // 안내 일시정지 전 시간 배율
|
private float tutorialGuidePreviousTimeScale = 1f; // 안내 일시정지 전 시간 배율
|
||||||
|
private int tutorialGuideDismissFrame = -1; // 확인 클릭이 플레이 입력으로 이어지지 않게 막는 프레임
|
||||||
private int tutorialGuideVersion = 0; // 오래된 자동 숨김 요청을 무시하기 위한 버전
|
private int tutorialGuideVersion = 0; // 오래된 자동 숨김 요청을 무시하기 위한 버전
|
||||||
private FinishGate activeFinishGate; // 목표 지점에 나타나는 맵별 클리어 게이트
|
private FinishGate activeFinishGate; // 목표 지점에 나타나는 맵별 클리어 게이트
|
||||||
private bool finishGateSpawned = false; // 현재 맵에서 도착 게이트를 이미 만들었는지 여부
|
private bool finishGateSpawned = false; // 현재 맵에서 도착 게이트를 이미 만들었는지 여부
|
||||||
@@ -70,7 +73,7 @@ public class GameManager : MonoBehaviour {
|
|||||||
public bool saveMileageImmediately = true; // 스테이지 정산 전까지는 획득 즉시 누적한다.
|
public bool saveMileageImmediately = true; // 스테이지 정산 전까지는 획득 즉시 누적한다.
|
||||||
public bool playTutorialGuideSequence = false; // 코스 데이터가 없을 때만 시간 기준 안내를 보여준다.
|
public bool playTutorialGuideSequence = false; // 코스 데이터가 없을 때만 시간 기준 안내를 보여준다.
|
||||||
public bool pauseGameplayForTutorialGuide = true; // 안내가 뜨는 동안 게임을 잠깐 멈춘다.
|
public bool pauseGameplayForTutorialGuide = true; // 안내가 뜨는 동안 게임을 잠깐 멈춘다.
|
||||||
public float tutorialGuidePauseDuration = 2f; // 안내를 보여주고 자동으로 숨길 시간
|
public float tutorialGuidePauseDuration = 2f; // 이전 자동 숨김 시간 값입니다. 현재 안내는 확인 클릭으로만 닫습니다.
|
||||||
public float itemInvincibleDuration = 2.2f; // 라멘 아이템 무적 지속 시간
|
public float itemInvincibleDuration = 2.2f; // 라멘 아이템 무적 지속 시간
|
||||||
public float itemSpeedBoostAmount = 0.35f; // 운동화 아이템 즉시 속도 보정량
|
public float itemSpeedBoostAmount = 0.35f; // 운동화 아이템 즉시 속도 보정량
|
||||||
public float mileageBonusDuration = 7f; // 마일리지 카드 보너스 지속 시간
|
public float mileageBonusDuration = 7f; // 마일리지 카드 보너스 지속 시간
|
||||||
@@ -82,14 +85,29 @@ public class GameManager : MonoBehaviour {
|
|||||||
|
|
||||||
private const string TotalMileageKey = "UniRun.TotalMileage";
|
private const string TotalMileageKey = "UniRun.TotalMileage";
|
||||||
private const string InitialMileageGrantedKey = "UniRun.InitialMileageGranted";
|
private const string InitialMileageGrantedKey = "UniRun.InitialMileageGranted";
|
||||||
private const string CharacterFaceResourcePath = "UI_JJ_Face";
|
private const string CharacterFaceResourcePath = "UI_JJ_PassportPhoto";
|
||||||
private const string PassportPanelResourcePath = "UI_PassportPanel";
|
private const string PassportPanelResourcePath = "UI_LeftHudPassportHorizontalGridPanel";
|
||||||
private const string LifeStampResourcePath = "UI_LifeStamp";
|
private const string LifeStampResourcePath = "UI_LifeStamp";
|
||||||
private const string PassportItemSlotResourcePath = "UI_PassportItemSlot";
|
private const string PassportItemSlotResourcePath = "UI_PassportItemSlot";
|
||||||
|
private const string TutorialGuideFrameResourcePath = "UI_TutorialAirportMonitorFrame";
|
||||||
|
private const string TutorialNextButtonResourcePath = "UI_TutorialNextButton";
|
||||||
|
private const string RightHudLuggageLabelKoreaResourcePath = "UI_RightHudLuggageLabel_Korea";
|
||||||
|
private const string RightHudLuggageLabelJapanResourcePath = "UI_RightHudLuggageLabel_Japan";
|
||||||
|
private const string RightHudLuggageLabelChinaResourcePath = "UI_RightHudLuggageLabel_China";
|
||||||
|
private const string RightHudLuggageLabelAmericaResourcePath = "UI_RightHudLuggageLabel_America";
|
||||||
|
private const float PassportHudWidth = 320f;
|
||||||
|
private const float PassportHudHeight = 102f;
|
||||||
|
private const float PassportHudScale = 0.5f;
|
||||||
|
private const float RightInfoHudWidth = 260f;
|
||||||
|
private const float RightInfoHudHeight = 64f;
|
||||||
|
private const float RightInfoHudScale = 0.6f;
|
||||||
private const float TutorialJumpGuideDuration = 3.5f;
|
private const float TutorialJumpGuideDuration = 3.5f;
|
||||||
private const float TutorialDoubleJumpGuideDuration = 3.5f;
|
private const float TutorialDoubleJumpGuideDuration = 3.5f;
|
||||||
private const float TutorialSlideGuideDuration = 3.5f;
|
private const float TutorialSlideGuideDuration = 3.5f;
|
||||||
private const float TutorialItemGuideDuration = 5.2f;
|
private const float TutorialItemGuideDuration = 5.2f;
|
||||||
|
private const float TutorialGuideWidth = 392f;
|
||||||
|
private const float TutorialGuideHeight = 142f;
|
||||||
|
private const float TutorialGuideScale = 0.6f;
|
||||||
|
|
||||||
// 게임의 스피드를 올리는 변수
|
// 게임의 스피드를 올리는 변수
|
||||||
public float gameSpeed = 1f;
|
public float gameSpeed = 1f;
|
||||||
@@ -102,7 +120,7 @@ public class GameManager : MonoBehaviour {
|
|||||||
private float mileageBonusEndTime = 0f; // 마일리지 카드 보너스 종료 시각
|
private float mileageBonusEndTime = 0f; // 마일리지 카드 보너스 종료 시각
|
||||||
|
|
||||||
public bool IsTutorialGuidePaused {
|
public bool IsTutorialGuidePaused {
|
||||||
get { return tutorialGuidePauseActive; }
|
get { return tutorialGuidePauseActive || tutorialGuideDismissFrame == Time.frameCount; }
|
||||||
}
|
}
|
||||||
|
|
||||||
// 게임 시작과 동시에 싱글톤을 구성
|
// 게임 시작과 동시에 싱글톤을 구성
|
||||||
@@ -200,6 +218,7 @@ public class GameManager : MonoBehaviour {
|
|||||||
? mapDefinition
|
? mapDefinition
|
||||||
: MapDatabase.GetMap(MapId.TutorialIncheon);
|
: MapDatabase.GetMap(MapId.TutorialIncheon);
|
||||||
BackgroundLoop.ApplyResourceBackground(currentMapDefinition.backgroundResourcePath);
|
BackgroundLoop.ApplyResourceBackground(currentMapDefinition.backgroundResourcePath);
|
||||||
|
UpdateRightInfoHudSkin();
|
||||||
|
|
||||||
score = 0;
|
score = 0;
|
||||||
stageMileage = 0;
|
stageMileage = 0;
|
||||||
@@ -262,7 +281,7 @@ public class GameManager : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
UpdateScoreUI();
|
UpdateScoreUI();
|
||||||
TryPauseForTutorialGuide(tutorialGuideVersion);
|
TryPauseForTutorialGuide();
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool HasTutorialGuideContent(TutorialGuideType guideType, string title, string message) {
|
private bool HasTutorialGuideContent(TutorialGuideType guideType, string title, string message) {
|
||||||
@@ -271,9 +290,8 @@ public class GameManager : MonoBehaviour {
|
|||||||
|| !string.IsNullOrEmpty(message);
|
|| !string.IsNullOrEmpty(message);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void TryPauseForTutorialGuide(int guideVersion) {
|
private void TryPauseForTutorialGuide() {
|
||||||
if(!pauseGameplayForTutorialGuide
|
if(!pauseGameplayForTutorialGuide
|
||||||
|| tutorialGuidePauseDuration <= 0f
|
|
||||||
|| isGameover
|
|| isGameover
|
||||||
|| !GameFlowManager.IsGameplayActive)
|
|| !GameFlowManager.IsGameplayActive)
|
||||||
{
|
{
|
||||||
@@ -288,38 +306,20 @@ public class GameManager : MonoBehaviour {
|
|||||||
|
|
||||||
Time.timeScale = 0f;
|
Time.timeScale = 0f;
|
||||||
|
|
||||||
if(tutorialGuidePauseRoutine != null)
|
|
||||||
{
|
|
||||||
StopCoroutine(tutorialGuidePauseRoutine);
|
|
||||||
}
|
|
||||||
|
|
||||||
tutorialGuidePauseRoutine = StartCoroutine(HideTutorialGuideAfterPause(guideVersion));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private IEnumerator HideTutorialGuideAfterPause(int guideVersion) {
|
private void CompleteTutorialGuideByClick() {
|
||||||
yield return new WaitForSecondsRealtime(tutorialGuidePauseDuration);
|
tutorialGuideVersion++;
|
||||||
|
tutorialGuideType = TutorialGuideType.None;
|
||||||
tutorialGuidePauseRoutine = null;
|
tutorialTitle = "";
|
||||||
|
tutorialMessage = "";
|
||||||
if(guideVersion == tutorialGuideVersion)
|
tutorialGuideDismissFrame = Time.frameCount;
|
||||||
{
|
UpdateScoreUI();
|
||||||
tutorialGuideVersion++;
|
|
||||||
tutorialGuideType = TutorialGuideType.None;
|
|
||||||
tutorialTitle = "";
|
|
||||||
tutorialMessage = "";
|
|
||||||
UpdateScoreUI();
|
|
||||||
}
|
|
||||||
|
|
||||||
RestoreTutorialGuideTimeScale();
|
RestoreTutorialGuideTimeScale();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void StopTutorialGuidePause(bool restoreTimeScale) {
|
private void StopTutorialGuidePause(bool restoreTimeScale) {
|
||||||
if(tutorialGuidePauseRoutine != null)
|
|
||||||
{
|
|
||||||
StopCoroutine(tutorialGuidePauseRoutine);
|
|
||||||
tutorialGuidePauseRoutine = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(restoreTimeScale)
|
if(restoreTimeScale)
|
||||||
{
|
{
|
||||||
RestoreTutorialGuideTimeScale();
|
RestoreTutorialGuideTimeScale();
|
||||||
@@ -703,21 +703,16 @@ public class GameManager : MonoBehaviour {
|
|||||||
private void UpdateScoreUI() {
|
private void UpdateScoreUI() {
|
||||||
if(scoreText != null)
|
if(scoreText != null)
|
||||||
{
|
{
|
||||||
string mapName = currentMapDefinition != null ? currentMapDefinition.displayName : "RUN";
|
|
||||||
string distanceText = currentMapDefinition != null
|
string distanceText = currentMapDefinition != null
|
||||||
? Mathf.FloorToInt(stageDistance) + "/" + Mathf.FloorToInt(currentMapDefinition.targetDistance) + "m"
|
? Mathf.FloorToInt(stageDistance) + "/" + Mathf.FloorToInt(currentMapDefinition.targetDistance) + "m"
|
||||||
: Mathf.FloorToInt(stageDistance) + "m";
|
: Mathf.FloorToInt(stageDistance) + "m";
|
||||||
string timeText = currentMapDefinition != null && currentMapDefinition.timeLimit > 0f
|
|
||||||
? Mathf.Max(0f, currentMapDefinition.timeLimit - stageElapsedTime).ToString("0") + "s"
|
|
||||||
: stageElapsedTime.ToString("0") + "s";
|
|
||||||
|
|
||||||
scoreText.text = mapName
|
scoreText.text = "DIST\n" + distanceText;
|
||||||
+ "\nSCORE " + score
|
}
|
||||||
+ "\nMILE " + stageMileage
|
|
||||||
+ "\nTOTAL " + totalMileage
|
if(rightMileageText != null)
|
||||||
+ "\nDIST " + distanceText
|
{
|
||||||
+ "\nTIME " + timeText
|
rightMileageText.text = "MILE\n" + stageMileage;
|
||||||
+ "\nSPD " + gameSpeed.ToString("0.0");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(lifeIcons != null)
|
if(lifeIcons != null)
|
||||||
@@ -792,27 +787,32 @@ public class GameManager : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(tutorialNextButton != null)
|
||||||
|
{
|
||||||
|
tutorialNextButton.gameObject.SetActive(hasGuide);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateTutorialTextLayout(bool showItemRow, bool showFullText) {
|
private void UpdateTutorialTextLayout(bool showItemRow, bool showFullText) {
|
||||||
Vector2 textPosition = new Vector2(66f, -8f);
|
Vector2 textPosition = new Vector2(104f, -38f);
|
||||||
Vector2 textSize = new Vector2(268f, 17f);
|
Vector2 textSize = new Vector2(250f, 20f);
|
||||||
Vector2 bodyPosition = new Vector2(66f, -26f);
|
Vector2 bodyPosition = new Vector2(104f, -60f);
|
||||||
Vector2 bodySize = new Vector2(268f, 31f);
|
Vector2 bodySize = new Vector2(250f, 38f);
|
||||||
|
|
||||||
if(showItemRow)
|
if(showItemRow)
|
||||||
{
|
{
|
||||||
textPosition = new Vector2(80f, -8f);
|
textPosition = new Vector2(110f, -38f);
|
||||||
textSize = new Vector2(252f, 17f);
|
textSize = new Vector2(242f, 20f);
|
||||||
bodyPosition = new Vector2(80f, -26f);
|
bodyPosition = new Vector2(110f, -60f);
|
||||||
bodySize = new Vector2(252f, 31f);
|
bodySize = new Vector2(242f, 38f);
|
||||||
}
|
}
|
||||||
else if(showFullText)
|
else if(showFullText)
|
||||||
{
|
{
|
||||||
textPosition = new Vector2(16f, -8f);
|
textPosition = new Vector2(54f, -39f);
|
||||||
textSize = new Vector2(316f, 17f);
|
textSize = new Vector2(284f, 20f);
|
||||||
bodyPosition = new Vector2(16f, -26f);
|
bodyPosition = new Vector2(54f, -61f);
|
||||||
bodySize = new Vector2(316f, 31f);
|
bodySize = new Vector2(284f, 39f);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(tutorialTitleText != null)
|
if(tutorialTitleText != null)
|
||||||
@@ -888,25 +888,89 @@ public class GameManager : MonoBehaviour {
|
|||||||
|
|
||||||
Transform canvasTransform = scoreText.transform.parent;
|
Transform canvasTransform = scoreText.transform.parent;
|
||||||
|
|
||||||
ConfigureRightInfoText();
|
CreateRightInfoHUD(canvasTransform);
|
||||||
CreateStatusHUD(canvasTransform);
|
CreateStatusHUD(canvasTransform);
|
||||||
CreateTutorialGuide(canvasTransform);
|
CreateTutorialGuide(canvasTransform);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ConfigureRightInfoText() {
|
private void CreateRightInfoHUD(Transform canvasTransform) {
|
||||||
RectTransform rectTransform = scoreText.rectTransform;
|
GameObject hudObject = new GameObject("Right Luggage HUD", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
|
||||||
rectTransform.anchorMin = new Vector2(1f, 1f);
|
hudObject.transform.SetParent(canvasTransform, false);
|
||||||
rectTransform.anchorMax = new Vector2(1f, 1f);
|
|
||||||
rectTransform.pivot = new Vector2(1f, 1f);
|
|
||||||
rectTransform.anchoredPosition = new Vector2(-12f, -9f);
|
|
||||||
rectTransform.sizeDelta = new Vector2(176f, 96f);
|
|
||||||
|
|
||||||
scoreText.alignment = TextAlignmentOptions.TopRight;
|
RectTransform hudRect = hudObject.GetComponent<RectTransform>();
|
||||||
scoreText.fontSize = 8.5f;
|
hudRect.anchorMin = new Vector2(1f, 1f);
|
||||||
scoreText.lineSpacing = -13f;
|
hudRect.anchorMax = new Vector2(1f, 1f);
|
||||||
scoreText.color = new Color(0.94f, 0.97f, 1f, 0.92f);
|
hudRect.pivot = new Vector2(1f, 1f);
|
||||||
scoreText.raycastTarget = false;
|
hudRect.anchoredPosition = new Vector2(-10f, -8f);
|
||||||
scoreText.textWrappingMode = TextWrappingModes.NoWrap;
|
hudRect.sizeDelta = new Vector2(RightInfoHudWidth * RightInfoHudScale, RightInfoHudHeight * RightInfoHudScale);
|
||||||
|
hudRect.localScale = Vector3.one;
|
||||||
|
|
||||||
|
rightInfoHudBackground = hudObject.GetComponent<Image>();
|
||||||
|
rightInfoHudBackground.preserveAspect = false;
|
||||||
|
rightInfoHudBackground.raycastTarget = false;
|
||||||
|
UpdateRightInfoHudSkin();
|
||||||
|
|
||||||
|
scoreText.gameObject.name = "Distance Text";
|
||||||
|
scoreText.transform.SetParent(hudObject.transform, false);
|
||||||
|
ConfigureRightInfoText(scoreText, new Vector2(0.29f, 0.18f), new Vector2(0.61f, 0.74f));
|
||||||
|
|
||||||
|
GameObject mileageObject = new GameObject("Mileage Text", typeof(RectTransform), typeof(CanvasRenderer));
|
||||||
|
mileageObject.transform.SetParent(hudObject.transform, false);
|
||||||
|
rightMileageText = mileageObject.AddComponent<TextMeshProUGUI>();
|
||||||
|
rightMileageText.font = scoreText.font;
|
||||||
|
ConfigureRightInfoText(rightMileageText, new Vector2(0.62f, 0.18f), new Vector2(0.95f, 0.74f));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ConfigureRightInfoText(TextMeshProUGUI text, Vector2 anchorMin, Vector2 anchorMax) {
|
||||||
|
RectTransform rectTransform = text.rectTransform;
|
||||||
|
rectTransform.anchorMin = anchorMin;
|
||||||
|
rectTransform.anchorMax = anchorMax;
|
||||||
|
rectTransform.offsetMin = Vector2.zero;
|
||||||
|
rectTransform.offsetMax = Vector2.zero;
|
||||||
|
rectTransform.localScale = Vector3.one;
|
||||||
|
|
||||||
|
text.alignment = TextAlignmentOptions.Center;
|
||||||
|
text.fontSize = 9f;
|
||||||
|
text.enableAutoSizing = true;
|
||||||
|
text.fontSizeMin = 6.5f;
|
||||||
|
text.fontSizeMax = 10f;
|
||||||
|
text.lineSpacing = -7f;
|
||||||
|
text.color = new Color(0.015f, 0.045f, 0.085f, 1f);
|
||||||
|
text.fontStyle = FontStyles.Bold;
|
||||||
|
text.raycastTarget = false;
|
||||||
|
text.textWrappingMode = TextWrappingModes.NoWrap;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateRightInfoHudSkin() {
|
||||||
|
if(rightInfoHudBackground == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
rightInfoHudBackground.sprite = LoadHudSprite(GetRightInfoHudResourcePath());
|
||||||
|
rightInfoHudBackground.color = rightInfoHudBackground.sprite != null
|
||||||
|
? Color.white
|
||||||
|
: new Color(0.95f, 0.97f, 1f, 0.88f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private string GetRightInfoHudResourcePath() {
|
||||||
|
if(currentMapDefinition == null)
|
||||||
|
{
|
||||||
|
return RightHudLuggageLabelKoreaResourcePath;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch(currentMapDefinition.mapId)
|
||||||
|
{
|
||||||
|
case MapId.Japan:
|
||||||
|
return RightHudLuggageLabelJapanResourcePath;
|
||||||
|
case MapId.China:
|
||||||
|
return RightHudLuggageLabelChinaResourcePath;
|
||||||
|
case MapId.America:
|
||||||
|
return RightHudLuggageLabelAmericaResourcePath;
|
||||||
|
case MapId.TutorialIncheon:
|
||||||
|
default:
|
||||||
|
return RightHudLuggageLabelKoreaResourcePath;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CreateStatusHUD(Transform canvasTransform) {
|
private void CreateStatusHUD(Transform canvasTransform) {
|
||||||
@@ -917,14 +981,16 @@ public class GameManager : MonoBehaviour {
|
|||||||
hudRect.anchorMin = new Vector2(0f, 1f);
|
hudRect.anchorMin = new Vector2(0f, 1f);
|
||||||
hudRect.anchorMax = new Vector2(0f, 1f);
|
hudRect.anchorMax = new Vector2(0f, 1f);
|
||||||
hudRect.pivot = new Vector2(0f, 1f);
|
hudRect.pivot = new Vector2(0f, 1f);
|
||||||
hudRect.anchoredPosition = new Vector2(8f, -7f);
|
hudRect.anchoredPosition = new Vector2(10f, -8f);
|
||||||
hudRect.sizeDelta = new Vector2(108f, 34f);
|
hudRect.sizeDelta = new Vector2(PassportHudWidth, PassportHudHeight);
|
||||||
|
hudRect.localScale = Vector3.one * PassportHudScale;
|
||||||
|
|
||||||
Image hudBackground = hudObject.GetComponent<Image>();
|
Image hudBackground = hudObject.GetComponent<Image>();
|
||||||
hudBackground.sprite = LoadHudSprite(PassportPanelResourcePath);
|
hudBackground.sprite = LoadHudSprite(PassportPanelResourcePath);
|
||||||
hudBackground.color = hudBackground.sprite != null
|
hudBackground.color = hudBackground.sprite != null
|
||||||
? Color.white
|
? Color.white
|
||||||
: new Color(0.04f, 0.08f, 0.11f, 0.68f);
|
: new Color(0.04f, 0.08f, 0.11f, 0.68f);
|
||||||
|
hudBackground.preserveAspect = true;
|
||||||
hudBackground.raycastTarget = false;
|
hudBackground.raycastTarget = false;
|
||||||
|
|
||||||
CreateFaceIcon(hudObject.transform);
|
CreateFaceIcon(hudObject.transform);
|
||||||
@@ -940,11 +1006,11 @@ public class GameManager : MonoBehaviour {
|
|||||||
frameRect.anchorMin = new Vector2(0f, 1f);
|
frameRect.anchorMin = new Vector2(0f, 1f);
|
||||||
frameRect.anchorMax = new Vector2(0f, 1f);
|
frameRect.anchorMax = new Vector2(0f, 1f);
|
||||||
frameRect.pivot = new Vector2(0f, 1f);
|
frameRect.pivot = new Vector2(0f, 1f);
|
||||||
frameRect.anchoredPosition = new Vector2(6f, -6f);
|
frameRect.anchoredPosition = new Vector2(30f, -20f);
|
||||||
frameRect.sizeDelta = new Vector2(20f, 20f);
|
frameRect.sizeDelta = new Vector2(72f, 68f);
|
||||||
|
|
||||||
Image frameImage = faceFrame.GetComponent<Image>();
|
Image frameImage = faceFrame.GetComponent<Image>();
|
||||||
frameImage.color = new Color(0.12f, 0.16f, 0.17f, 0.36f);
|
frameImage.color = new Color(1f, 1f, 1f, 0f);
|
||||||
frameImage.raycastTarget = false;
|
frameImage.raycastTarget = false;
|
||||||
|
|
||||||
GameObject faceObject = new GameObject("Character Face", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
|
GameObject faceObject = new GameObject("Character Face", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
|
||||||
@@ -979,8 +1045,8 @@ public class GameManager : MonoBehaviour {
|
|||||||
lifeRect.anchorMin = new Vector2(0f, 1f);
|
lifeRect.anchorMin = new Vector2(0f, 1f);
|
||||||
lifeRect.anchorMax = new Vector2(0f, 1f);
|
lifeRect.anchorMax = new Vector2(0f, 1f);
|
||||||
lifeRect.pivot = new Vector2(0f, 1f);
|
lifeRect.pivot = new Vector2(0f, 1f);
|
||||||
lifeRect.anchoredPosition = new Vector2(33f + (i * 13f), -7f);
|
lifeRect.anchoredPosition = new Vector2(124f + (i * 44f), -20f);
|
||||||
lifeRect.sizeDelta = new Vector2(10f, 10f);
|
lifeRect.sizeDelta = new Vector2(30f, 30f);
|
||||||
|
|
||||||
Image lifeImage = lifeObject.GetComponent<Image>();
|
Image lifeImage = lifeObject.GetComponent<Image>();
|
||||||
lifeImage.sprite = lifeSprite;
|
lifeImage.sprite = lifeSprite;
|
||||||
@@ -1005,15 +1071,15 @@ public class GameManager : MonoBehaviour {
|
|||||||
slotRect.anchorMin = new Vector2(0f, 1f);
|
slotRect.anchorMin = new Vector2(0f, 1f);
|
||||||
slotRect.anchorMax = new Vector2(0f, 1f);
|
slotRect.anchorMax = new Vector2(0f, 1f);
|
||||||
slotRect.pivot = new Vector2(0f, 1f);
|
slotRect.pivot = new Vector2(0f, 1f);
|
||||||
slotRect.anchoredPosition = new Vector2(33f + (i * 13f), -20f);
|
slotRect.anchoredPosition = new Vector2(118f + (i * 46f), -66f);
|
||||||
slotRect.sizeDelta = new Vector2(10f, 10f);
|
slotRect.sizeDelta = new Vector2(40f, 24f);
|
||||||
|
|
||||||
Image slotImage = slotObject.GetComponent<Image>();
|
Image slotImage = slotObject.GetComponent<Image>();
|
||||||
slotImage.sprite = slotSprite;
|
slotImage.sprite = slotSprite;
|
||||||
slotImage.color = slotSprite != null
|
slotImage.color = slotSprite != null
|
||||||
? new Color(1f, 1f, 1f, 0.92f)
|
? new Color(1f, 1f, 1f, 0.62f)
|
||||||
: new Color(0.92f, 0.97f, 1f, 0.22f);
|
: new Color(0.92f, 0.97f, 1f, 0.22f);
|
||||||
slotImage.preserveAspect = true;
|
slotImage.preserveAspect = false;
|
||||||
slotImage.raycastTarget = false;
|
slotImage.raycastTarget = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1058,19 +1124,27 @@ public class GameManager : MonoBehaviour {
|
|||||||
guideRect.anchorMin = new Vector2(0.5f, 1f);
|
guideRect.anchorMin = new Vector2(0.5f, 1f);
|
||||||
guideRect.anchorMax = new Vector2(0.5f, 1f);
|
guideRect.anchorMax = new Vector2(0.5f, 1f);
|
||||||
guideRect.pivot = new Vector2(0.5f, 1f);
|
guideRect.pivot = new Vector2(0.5f, 1f);
|
||||||
guideRect.anchoredPosition = new Vector2(0f, -12f);
|
guideRect.anchoredPosition = new Vector2(0f, -10f);
|
||||||
guideRect.sizeDelta = new Vector2(348f, 66f);
|
guideRect.sizeDelta = new Vector2(TutorialGuideWidth, TutorialGuideHeight);
|
||||||
|
guideRect.localScale = Vector3.one * TutorialGuideScale;
|
||||||
|
|
||||||
Image guideBackground = tutorialGuideObject.GetComponent<Image>();
|
Image guideBackground = tutorialGuideObject.GetComponent<Image>();
|
||||||
guideBackground.color = new Color(0.035f, 0.055f, 0.07f, 0.82f);
|
guideBackground.sprite = LoadHudSprite(TutorialGuideFrameResourcePath);
|
||||||
|
guideBackground.color = guideBackground.sprite != null
|
||||||
|
? Color.white
|
||||||
|
: new Color(0.035f, 0.055f, 0.07f, 0.82f);
|
||||||
|
guideBackground.preserveAspect = false;
|
||||||
guideBackground.raycastTarget = false;
|
guideBackground.raycastTarget = false;
|
||||||
|
|
||||||
tutorialFontAsset = CreateKoreanTutorialFontAsset();
|
tutorialFontAsset = CreateKoreanTutorialFontAsset();
|
||||||
|
|
||||||
CreateTutorialMainImage(tutorialGuideObject.transform);
|
CreateTutorialMainImage(tutorialGuideObject.transform);
|
||||||
CreateTutorialItemRow(tutorialGuideObject.transform);
|
CreateTutorialItemRow(tutorialGuideObject.transform);
|
||||||
tutorialTitleText = CreateTutorialText(tutorialGuideObject.transform, "Tutorial Title", new Vector2(66f, -8f), new Vector2(268f, 17f), 11.5f, FontStyles.Bold);
|
tutorialTitleText = CreateTutorialText(tutorialGuideObject.transform, "Tutorial Title", new Vector2(104f, -38f), new Vector2(250f, 20f), 12f, FontStyles.Bold);
|
||||||
tutorialBodyText = CreateTutorialText(tutorialGuideObject.transform, "Tutorial Body", new Vector2(66f, -26f), new Vector2(268f, 31f), 8.5f, FontStyles.Normal);
|
tutorialBodyText = CreateTutorialText(tutorialGuideObject.transform, "Tutorial Body", new Vector2(104f, -60f), new Vector2(250f, 38f), 9f, FontStyles.Normal);
|
||||||
|
tutorialTitleText.color = new Color(0.06f, 0.13f, 0.19f, 0.98f);
|
||||||
|
tutorialBodyText.color = new Color(0.10f, 0.18f, 0.23f, 0.95f);
|
||||||
|
CreateTutorialNextButton(tutorialGuideObject.transform);
|
||||||
tutorialGuideObject.SetActive(false);
|
tutorialGuideObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1079,11 +1153,11 @@ public class GameManager : MonoBehaviour {
|
|||||||
imageObject.transform.SetParent(parent, false);
|
imageObject.transform.SetParent(parent, false);
|
||||||
|
|
||||||
RectTransform imageRect = imageObject.GetComponent<RectTransform>();
|
RectTransform imageRect = imageObject.GetComponent<RectTransform>();
|
||||||
imageRect.anchorMin = new Vector2(0f, 0.5f);
|
imageRect.anchorMin = new Vector2(0f, 1f);
|
||||||
imageRect.anchorMax = new Vector2(0f, 0.5f);
|
imageRect.anchorMax = new Vector2(0f, 1f);
|
||||||
imageRect.pivot = new Vector2(0f, 0.5f);
|
imageRect.pivot = new Vector2(0f, 1f);
|
||||||
imageRect.anchoredPosition = new Vector2(14f, 0f);
|
imageRect.anchoredPosition = new Vector2(42f, -54f);
|
||||||
imageRect.sizeDelta = new Vector2(48f, 48f);
|
imageRect.sizeDelta = new Vector2(50f, 50f);
|
||||||
|
|
||||||
tutorialMainImage = imageObject.GetComponent<Image>();
|
tutorialMainImage = imageObject.GetComponent<Image>();
|
||||||
tutorialMainImage.preserveAspect = true;
|
tutorialMainImage.preserveAspect = true;
|
||||||
@@ -1128,11 +1202,11 @@ public class GameManager : MonoBehaviour {
|
|||||||
itemObject.transform.SetParent(parent, false);
|
itemObject.transform.SetParent(parent, false);
|
||||||
|
|
||||||
RectTransform itemRect = itemObject.GetComponent<RectTransform>();
|
RectTransform itemRect = itemObject.GetComponent<RectTransform>();
|
||||||
itemRect.anchorMin = new Vector2(0f, 0.5f);
|
itemRect.anchorMin = new Vector2(0f, 1f);
|
||||||
itemRect.anchorMax = new Vector2(0f, 0.5f);
|
itemRect.anchorMax = new Vector2(0f, 1f);
|
||||||
itemRect.pivot = new Vector2(0f, 0.5f);
|
itemRect.pivot = new Vector2(0f, 1f);
|
||||||
itemRect.anchoredPosition = new Vector2(14f, 0f);
|
itemRect.anchoredPosition = new Vector2(38f, -50f);
|
||||||
itemRect.sizeDelta = new Vector2(54f, 54f);
|
itemRect.sizeDelta = new Vector2(58f, 58f);
|
||||||
|
|
||||||
Image itemImage = itemObject.GetComponent<Image>();
|
Image itemImage = itemObject.GetComponent<Image>();
|
||||||
itemImage.sprite = LoadTutorialSprite(itemAssetPaths[i]);
|
itemImage.sprite = LoadTutorialSprite(itemAssetPaths[i]);
|
||||||
@@ -1143,6 +1217,57 @@ public class GameManager : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void CreateTutorialNextButton(Transform parent) {
|
||||||
|
GameObject buttonObject = new GameObject("Tutorial Confirm Button", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(Button));
|
||||||
|
buttonObject.transform.SetParent(parent, false);
|
||||||
|
|
||||||
|
RectTransform buttonRect = buttonObject.GetComponent<RectTransform>();
|
||||||
|
buttonRect.anchorMin = new Vector2(0f, 1f);
|
||||||
|
buttonRect.anchorMax = new Vector2(0f, 1f);
|
||||||
|
buttonRect.pivot = new Vector2(0f, 1f);
|
||||||
|
buttonRect.anchoredPosition = new Vector2(244f, -103f);
|
||||||
|
buttonRect.sizeDelta = new Vector2(112f, 30f);
|
||||||
|
|
||||||
|
Image buttonImage = buttonObject.GetComponent<Image>();
|
||||||
|
buttonImage.sprite = LoadHudSprite(TutorialNextButtonResourcePath);
|
||||||
|
buttonImage.color = buttonImage.sprite != null
|
||||||
|
? Color.white
|
||||||
|
: new Color(0.03f, 0.13f, 0.20f, 0.92f);
|
||||||
|
buttonImage.preserveAspect = false;
|
||||||
|
buttonImage.raycastTarget = true;
|
||||||
|
|
||||||
|
tutorialNextButton = buttonObject.GetComponent<Button>();
|
||||||
|
tutorialNextButton.targetGraphic = buttonImage;
|
||||||
|
tutorialNextButton.onClick.AddListener(CompleteTutorialGuideByClick);
|
||||||
|
|
||||||
|
ColorBlock colors = tutorialNextButton.colors;
|
||||||
|
colors.normalColor = Color.white;
|
||||||
|
colors.highlightedColor = new Color(1f, 1f, 1f, 0.92f);
|
||||||
|
colors.pressedColor = new Color(0.78f, 0.92f, 1f, 0.95f);
|
||||||
|
colors.selectedColor = colors.highlightedColor;
|
||||||
|
colors.disabledColor = new Color(1f, 1f, 1f, 0.35f);
|
||||||
|
tutorialNextButton.colors = colors;
|
||||||
|
|
||||||
|
GameObject textObject = new GameObject("Tutorial Confirm Text", typeof(RectTransform), typeof(CanvasRenderer));
|
||||||
|
textObject.transform.SetParent(buttonObject.transform, false);
|
||||||
|
|
||||||
|
RectTransform textRect = textObject.GetComponent<RectTransform>();
|
||||||
|
textRect.anchorMin = Vector2.zero;
|
||||||
|
textRect.anchorMax = Vector2.one;
|
||||||
|
textRect.offsetMin = new Vector2(34f, 4f);
|
||||||
|
textRect.offsetMax = new Vector2(-10f, -4f);
|
||||||
|
|
||||||
|
tutorialNextButtonText = textObject.AddComponent<TextMeshProUGUI>();
|
||||||
|
tutorialNextButtonText.font = tutorialFontAsset != null ? tutorialFontAsset : scoreText.font;
|
||||||
|
tutorialNextButtonText.text = "확인";
|
||||||
|
tutorialNextButtonText.alignment = TextAlignmentOptions.Center;
|
||||||
|
tutorialNextButtonText.fontSize = 9f;
|
||||||
|
tutorialNextButtonText.fontStyle = FontStyles.Bold;
|
||||||
|
tutorialNextButtonText.color = new Color(0.92f, 0.98f, 1f, 0.98f);
|
||||||
|
tutorialNextButtonText.raycastTarget = false;
|
||||||
|
tutorialNextButtonText.textWrappingMode = TextWrappingModes.NoWrap;
|
||||||
|
}
|
||||||
|
|
||||||
private TextMeshProUGUI CreateTutorialText(Transform parent, string objectName, Vector2 anchoredPosition, Vector2 sizeDelta, float fontSize, FontStyles fontStyle) {
|
private TextMeshProUGUI CreateTutorialText(Transform parent, string objectName, Vector2 anchoredPosition, Vector2 sizeDelta, float fontSize, FontStyles fontStyle) {
|
||||||
GameObject textObject = new GameObject(objectName, typeof(RectTransform), typeof(CanvasRenderer));
|
GameObject textObject = new GameObject(objectName, typeof(RectTransform), typeof(CanvasRenderer));
|
||||||
textObject.transform.SetParent(parent, false);
|
textObject.transform.SetParent(parent, false);
|
||||||
|
|||||||
@@ -58,7 +58,7 @@ public class Platform : MonoBehaviour {
|
|||||||
private const int ItemPoolSize = 1;
|
private const int ItemPoolSize = 1;
|
||||||
private const float MileageTokenScale = 0.55f;
|
private const float MileageTokenScale = 0.55f;
|
||||||
private const float MileageColliderRadius = 0.4f;
|
private const float MileageColliderRadius = 0.4f;
|
||||||
private const float ItemTokenScale = 0.68f;
|
private const float ItemTokenScale = 1.36f;
|
||||||
private const float ItemColliderRadius = 0.46f;
|
private const float ItemColliderRadius = 0.46f;
|
||||||
private const float JumpMileageMinWidthScale = 1.8f;
|
private const float JumpMileageMinWidthScale = 1.8f;
|
||||||
private const float JumpMileageMaxWidthScale = 2.5f;
|
private const float JumpMileageMaxWidthScale = 2.5f;
|
||||||
|
|||||||
@@ -8,12 +8,21 @@
|
|||||||
|
|
||||||
| 파일 | 용도 |
|
| 파일 | 용도 |
|
||||||
| --- | --- |
|
| --- | --- |
|
||||||
| `Assets/Resources/UI_PassportPanel.png` | 왼쪽 여권 HUD 배경 |
|
| `Assets/Resources/UI_LeftHudPassportHorizontalGridPanel.png` | 현재 적용 중인 가로형 왼쪽 여권 HUD 배경 |
|
||||||
|
| `Assets/Resources/UI_LeftHudPassportPanel.png` | 이전 큰 세로형 왼쪽 여권 HUD 배경 |
|
||||||
|
| `Assets/Resources/UI_PassportPanel.png` | 기존 작은 왼쪽 여권 HUD 배경 |
|
||||||
|
| `Assets/Resources/UI_JJ_PassportPhoto.png` | 현재 적용 중인 JJ 여권사진 UI |
|
||||||
| `Assets/Resources/UI_JJ_Face.png` | 플레이어 얼굴 UI |
|
| `Assets/Resources/UI_JJ_Face.png` | 플레이어 얼굴 UI |
|
||||||
| `Assets/Resources/UI_LifeStamp.png` | 목숨 도장 |
|
| `Assets/Resources/UI_LifeStamp.png` | 목숨 도장 |
|
||||||
| `Assets/Resources/UI_PassportItemSlot.png` | 아이템 슬롯 |
|
| `Assets/Resources/UI_PassportItemSlot.png` | 아이템 슬롯 |
|
||||||
| `Assets/Resources/Map_Tutorial_Incheon_Airport.png` | 튜토리얼 인천공항 배경 |
|
| `Assets/Resources/Map_Tutorial_Incheon_Airport.png` | 튜토리얼 인천공항 배경 |
|
||||||
| `Assets/Resources/Map_America_NewYork.png` | 미국 뉴욕 배경 |
|
| `Assets/Resources/Map_America_NewYork.png` | 미국 뉴욕 배경 |
|
||||||
|
| `Assets/Resources/UI_TutorialAirportMonitorFrame.png` | 튜토리얼 설명창용 공항 디지털 안내 패널 프레임 |
|
||||||
|
| `Assets/Resources/UI_TutorialNextButton.png` | 튜토리얼 안내를 넘기는 확인 버튼 |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageLabel_Korea.png` | 튜토리얼/인천 맵 오른쪽 HUD 수하물 라벨 |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageLabel_Japan.png` | 일본 맵 오른쪽 HUD 수하물 라벨 |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageLabel_China.png` | 중국 맵 오른쪽 HUD 수하물 라벨 |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageLabel_America.png` | 미국 맵 오른쪽 HUD 수하물 라벨 |
|
||||||
| `Assets/Resources/FinishGate_Tutorial_Incheon.png` | 튜토리얼 출국 게이트 |
|
| `Assets/Resources/FinishGate_Tutorial_Incheon.png` | 튜토리얼 출국 게이트 |
|
||||||
| `Assets/Resources/FinishGate_Japan_Torii.png` | 일본 토리이 도착 지점 |
|
| `Assets/Resources/FinishGate_Japan_Torii.png` | 일본 토리이 도착 지점 |
|
||||||
| `Assets/Resources/FinishGate_China_Paifang.png` | 중국 패방 도착 지점 |
|
| `Assets/Resources/FinishGate_China_Paifang.png` | 중국 패방 도착 지점 |
|
||||||
@@ -30,17 +39,78 @@
|
|||||||
| `Assets/ConceptArt/Intro/UI/intro_button_settings.png` | 설정 버튼 이미지 |
|
| `Assets/ConceptArt/Intro/UI/intro_button_settings.png` | 설정 버튼 이미지 |
|
||||||
| `Assets/ConceptArt/Intro/Cutouts/` | 잘라낸 여권/스마트폰/아이콘 부품 |
|
| `Assets/ConceptArt/Intro/Cutouts/` | 잘라낸 여권/스마트폰/아이콘 부품 |
|
||||||
|
|
||||||
|
## Tutorial UI Assets
|
||||||
|
|
||||||
|
| 파일 | 용도 |
|
||||||
|
| --- | --- |
|
||||||
|
| `Assets/Resources/UI_TutorialAirportMonitorFrame.png` | 실제 튜토리얼 안내창에 적용하는 투명 배경 런타임 PNG |
|
||||||
|
| `Assets/Resources/UI_TutorialNextButton.png` | 실제 튜토리얼 안내창에 적용하는 확인 버튼 런타임 PNG |
|
||||||
|
| `Assets/ConceptArt/tutorial_instruction_airport_monitor_frame_01.png` | 튜토리얼 설명창용 공항 디지털 안내 패널/광고판 컨셉 |
|
||||||
|
| `Assets/ConceptArt/tutorial_next_button_concept_01.png` | 공항 안내 패널에 맞춘 확인 버튼 컨셉 |
|
||||||
|
| `Assets/ConceptArt/tutorial_instruction_concept_01.png` | 기존 튜토리얼 안내 UI 컨셉 |
|
||||||
|
|
||||||
|
## Left Passport HUD Assets
|
||||||
|
|
||||||
|
왼쪽 HUD는 체력 도장과 아이템 슬롯이 잘 보이도록 가로형 여권 페이지 패널로 교체했습니다.
|
||||||
|
왼쪽 캐릭터 사진 영역은 HP/아이템 2줄 높이에 맞추고, 오른쪽에는 HP 3칸과 아이템 3칸을 같은 열 위치의 2줄 그리드로 배치합니다.
|
||||||
|
실제 목숨 도장, 아이템 슬롯, 얼굴 이미지는 Unity UI로 위에 얹습니다.
|
||||||
|
|
||||||
|
| 파일 | 용도 |
|
||||||
|
| --- | --- |
|
||||||
|
| `Assets/Resources/UI_LeftHudPassportHorizontalGridPanel.png` | 실제 적용하는 가로형 여권 2줄 그리드 HUD 런타임 PNG |
|
||||||
|
| `Assets/ConceptArt/left_hud_passport_horizontal_grid_panel_concept_01.png` | 가로형 여권 2줄 그리드 HUD 컨셉 원본 |
|
||||||
|
| `Assets/Resources/UI_JJ_PassportPhoto.png` | 오프닝 만화의 JJ를 바탕으로 만든 현재 여권사진 런타임 PNG |
|
||||||
|
| `Assets/ConceptArt/jj_passport_photo_concept_01.png` | JJ 여권사진 컨셉 원본 |
|
||||||
|
| `Assets/Resources/UI_LeftHudPassportPanel.png` | 이전 큰 세로형 여권 HUD 배경 |
|
||||||
|
| `Assets/ConceptArt/left_hud_passport_panel_concept_01.png` | 이전 큰 세로형 여권 HUD 컨셉 원본 |
|
||||||
|
| `Assets/Resources/UI_PassportPanel.png` | 이전 작은 여권 HUD 배경 |
|
||||||
|
|
||||||
|
## Right HUD Luggage Tag Assets
|
||||||
|
|
||||||
|
오른쪽 HUD에서 거리와 이번 판 적립 마일리지만 간결하게 표시하기 위한 수하물 태그 컨셉입니다.
|
||||||
|
실제 숫자/라벨 텍스트는 Unity UI 텍스트로 얹습니다.
|
||||||
|
|
||||||
|
| 파일 | 용도 |
|
||||||
|
| --- | --- |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageTag_Korea.png` | 한국 버전 오른쪽 HUD 수하물 태그 런타임 PNG |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageTag_Japan.png` | 일본 버전 오른쪽 HUD 수하물 태그 런타임 PNG |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageTag_China.png` | 중국 버전 오른쪽 HUD 수하물 태그 런타임 PNG |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageTag_America.png` | 미국 버전 오른쪽 HUD 수하물 태그 런타임 PNG |
|
||||||
|
| `Assets/ConceptArt/right_hud_luggage_tag_korea_concept_01.png` | 한국 버전 컨셉 원본 |
|
||||||
|
| `Assets/ConceptArt/right_hud_luggage_tag_japan_concept_01.png` | 일본 버전 컨셉 원본 |
|
||||||
|
| `Assets/ConceptArt/right_hud_luggage_tag_china_concept_01.png` | 중국 버전 컨셉 원본 |
|
||||||
|
| `Assets/ConceptArt/right_hud_luggage_tag_america_concept_01.png` | 미국 버전 컨셉 원본 |
|
||||||
|
|
||||||
|
가로형 수하물 라벨이 현재 실제 적용 버전입니다.
|
||||||
|
런타임 PNG는 투명 여백을 줄이기 위해 태그 경계 기준으로 크롭했고, 맵에 따라 한국/일본/중국/미국 라벨을 자동으로 바꿔 끼웁니다.
|
||||||
|
표시 정보는 `DIST`와 `MILE` 두 가지입니다.
|
||||||
|
|
||||||
|
| 파일 | 용도 |
|
||||||
|
| --- | --- |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageLabel_Korea.png` | 가로형 한국 버전 오른쪽 HUD 수하물 라벨 투명 PNG |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageLabel_Japan.png` | 가로형 일본 버전 오른쪽 HUD 수하물 라벨 투명 PNG |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageLabel_China.png` | 가로형 중국 버전 오른쪽 HUD 수하물 라벨 투명 PNG |
|
||||||
|
| `Assets/Resources/UI_RightHudLuggageLabel_America.png` | 가로형 미국 버전 오른쪽 HUD 수하물 라벨 투명 PNG |
|
||||||
|
| `Assets/ConceptArt/right_hud_luggage_label_korea_concept_01.png` | 가로형 한국 버전 컨셉 원본 |
|
||||||
|
| `Assets/ConceptArt/right_hud_luggage_label_japan_concept_01.png` | 가로형 일본 버전 컨셉 원본 |
|
||||||
|
| `Assets/ConceptArt/right_hud_luggage_label_china_concept_01.png` | 가로형 중국 버전 컨셉 원본 |
|
||||||
|
| `Assets/ConceptArt/right_hud_luggage_label_america_concept_01.png` | 가로형 미국 버전 컨셉 원본 |
|
||||||
|
|
||||||
## Opening Story Assets
|
## Opening Story Assets
|
||||||
|
|
||||||
| 파일/폴더 | 용도 |
|
| 파일/폴더 | 용도 |
|
||||||
| --- | --- |
|
| --- | --- |
|
||||||
| `Assets/ConceptArt/Opening/Cutscene/` | 오프닝 만화 컷 |
|
| `Assets/ConceptArt/Opening/Cutscene/` | 오프닝 만화 컷 |
|
||||||
|
| `opening_cutscene_comic_jj_03_no_bubbles.png` | 현재 사용하는 말풍선 없는 오프닝 침대/휴대폰 컷 |
|
||||||
|
| `opening_cutscene_comic_jj_04_prepare_no_bubbles.png` | 현재 사용하는 말풍선 없는 오프닝 여행 준비 컷 |
|
||||||
| `opening_jj_v2_panel_01_room.png` | 누워있는 장면 |
|
| `opening_jj_v2_panel_01_room.png` | 누워있는 장면 |
|
||||||
| `opening_jj_v2_panel_02_alert.png` | 휴대폰 알림 |
|
| `opening_jj_v2_panel_02_alert.png` | 휴대폰 알림 |
|
||||||
| `opening_jj_v2_panel_03_react.png` | 반응 컷 |
|
| `opening_jj_v2_panel_03_react.png` | 반응 컷 |
|
||||||
| `opening_jj_v4_panel_01_sparkle.png` | 눈 반짝임 |
|
| `opening_jj_v4_panel_01_sparkle.png` | 눈 반짝임 |
|
||||||
| `opening_jj_v4_panel_02_messy_room.png` | 여행 준비 |
|
| `opening_jj_v4_panel_02_messy_room.png` | 여행 준비 |
|
||||||
| `opening_jj_v4_panel_03_leave_with_items.png` | 나가는 컷 |
|
| `opening_jj_v4_panel_03_leave_with_items.png` | 나가는 컷 |
|
||||||
|
| `opening_cutscene_comic_jj_03.png` | 이전 말풍선 포함 오프닝 침대/휴대폰 컷 |
|
||||||
|
| `opening_cutscene_comic_jj_04_prepare.png` | 이전 말풍선 포함 오프닝 여행 준비 컷 |
|
||||||
| `opening_cutscene_final_departure_jj_06_street_strict_stylematch.png` | 거리로 나가는 큰 컷 |
|
| `opening_cutscene_final_departure_jj_06_street_strict_stylematch.png` | 거리로 나가는 큰 컷 |
|
||||||
|
|
||||||
## Gameplay Items
|
## Gameplay Items
|
||||||
|
|||||||
@@ -55,13 +55,20 @@ HUD:
|
|||||||
- 왼쪽 상단은 여권 느낌 상태 UI
|
- 왼쪽 상단은 여권 느낌 상태 UI
|
||||||
- 목숨은 도장 이미지
|
- 목숨은 도장 이미지
|
||||||
- 아이템 슬롯은 추후 가방 업그레이드와 연결
|
- 아이템 슬롯은 추후 가방 업그레이드와 연결
|
||||||
- 오른쪽 상단은 점수/마일리지/거리/시간/속도 정보
|
- 오른쪽 상단은 거리와 이번 판 적립 마일리지만 보여주는 간결한 점수판
|
||||||
- 아이템 획득/방어 성공은 짧은 링, 반짝임, 문구 이펙트로 표시
|
- 아이템 획득/방어 성공은 짧은 링, 반짝임, 문구 이펙트로 표시
|
||||||
|
|
||||||
현재 결정:
|
현재 결정:
|
||||||
|
|
||||||
- 하단 미니맵은 삭제했습니다.
|
- 하단 미니맵은 삭제했습니다.
|
||||||
- 진행도 표시는 필요해지면 작은 진행 바 형태로 다시 설계합니다.
|
- 진행도 표시는 필요해지면 작은 진행 바 형태로 다시 설계합니다.
|
||||||
|
- 왼쪽 HUD는 가로형 여권 페이지 패널을 사용하고, 왼쪽 캐릭터 사진은 HP/아이템 2줄 높이에 맞춥니다.
|
||||||
|
- HP 3칸과 아이템 3칸은 오른쪽에서 같은 열 위치의 2줄 그리드로 정렬합니다.
|
||||||
|
- 왼쪽 HUD는 게임 화면을 가리지 않도록 원본 배치 기준 약 50% 크기로 표시합니다.
|
||||||
|
- 필드에서 먹는 아이템은 기존보다 약 2배 크게 표시해 마일리지 토큰/배경과 확실히 구별합니다.
|
||||||
|
- 오른쪽 HUD 배경은 가로로 긴 수하물 라벨/공항 스티커 이미지를 사용합니다.
|
||||||
|
- 오른쪽 HUD에는 거리와 이번 판에서 적립한 마일리지만 표시하고, 실제 숫자와 라벨 텍스트는 이미지에 박지 않고 Unity UI 텍스트로 얹습니다.
|
||||||
|
- 오른쪽 HUD는 화면을 덜 가리도록 원본 배치 기준 약 60% 크기로 표시하고, 텍스트는 작은 화면에서도 읽히도록 굵고 크게 얹습니다.
|
||||||
|
|
||||||
## Tutorial
|
## Tutorial
|
||||||
|
|
||||||
@@ -78,6 +85,13 @@ HUD:
|
|||||||
설명은 화면을 가리지 않도록 잠깐 멈춘 뒤 보여주고, 이후 실제 구간을 통과하게 합니다.
|
설명은 화면을 가리지 않도록 잠깐 멈춘 뒤 보여주고, 이후 실제 구간을 통과하게 합니다.
|
||||||
아이템 설명창은 전체 아이템 목록을 한 번에 보여주지 않고, 현재 설명하는 아이템 이미지만 크게 보여줍니다.
|
아이템 설명창은 전체 아이템 목록을 한 번에 보여주지 않고, 현재 설명하는 아이템 이미지만 크게 보여줍니다.
|
||||||
|
|
||||||
|
튜토리얼 안내창은 검은 배경 카드 대신 공항 벽면에 붙은 디지털 안내 패널과 광고판의 중간 느낌으로 구성합니다.
|
||||||
|
어두운 차콜/네이비 프레임, 얇은 LED 표시등, 밝은 안내 화면을 사용해 게임 세계 안의 공항 사물처럼 보이게 합니다.
|
||||||
|
튜토리얼 안내창은 화면을 덜 가리도록 원본 배치 기준 약 60% 크기로 표시합니다.
|
||||||
|
새 컨셉 이미지는 `Assets/ConceptArt/tutorial_instruction_airport_monitor_frame_01.png`이고, 실제 적용 리소스는 `Assets/Resources/UI_TutorialAirportMonitorFrame.png`입니다.
|
||||||
|
튜토리얼 안내는 시간이 지나도 자동으로 닫히지 않고, 패널 안의 확인 버튼을 클릭했을 때만 닫힙니다.
|
||||||
|
확인 버튼은 `Assets/Resources/UI_TutorialNextButton.png`를 배경으로 사용하고, 한글 `확인` 텍스트는 Unity UI 텍스트로 얹습니다.
|
||||||
|
|
||||||
## Result
|
## Result
|
||||||
|
|
||||||
방향:
|
방향:
|
||||||
|
|||||||
@@ -2,6 +2,36 @@
|
|||||||
|
|
||||||
날짜별 수정 내용과 다음 할 일을 기록합니다.
|
날짜별 수정 내용과 다음 할 일을 기록합니다.
|
||||||
|
|
||||||
|
## 2026-07-07
|
||||||
|
|
||||||
|
### 수정한 점
|
||||||
|
|
||||||
|
- 튜토리얼 설명창을 공항 벽면 디지털 안내 패널/광고판 느낌의 이미지 프레임으로 교체
|
||||||
|
- 튜토리얼 안내는 자동으로 넘어가지 않고 확인 버튼 클릭으로만 닫히게 수정
|
||||||
|
- 튜토리얼 설명창 전체 크기를 원본 기준 약 60%로 조정
|
||||||
|
- 오프닝 만화 컷 중 시선이 분산되던 빈 말풍선을 제거한 버전으로 교체
|
||||||
|
- 왼쪽 HUD를 가로형 여권 페이지 패널로 교체
|
||||||
|
- 오프닝 만화 캐릭터를 바탕으로 만든 JJ 여권사진을 왼쪽 HUD에 적용
|
||||||
|
- 왼쪽 HUD는 화면을 덜 가리도록 원본 기준 약 50% 크기로 표시
|
||||||
|
- HP 3칸과 아이템 3칸을 2줄 그리드로 정렬하고, 캐릭터 사진은 두 줄 높이에 맞춤
|
||||||
|
- 필드에서 먹는 아이템 크기를 약 2배로 확대
|
||||||
|
- 오른쪽 HUD를 가로형 수하물 라벨/공항 스티커 이미지로 교체
|
||||||
|
- 오른쪽 HUD에는 거리와 이번 판 적립 마일리지만 표시
|
||||||
|
- 오른쪽 HUD는 맵에 따라 한국/일본/중국/미국 라벨을 자동으로 바꾸고, 원본 기준 약 60% 크기로 표시
|
||||||
|
- 오른쪽 HUD 글자는 부모 스케일 축소 대신 실제 크기로 배치해 회색 번짐을 줄임
|
||||||
|
|
||||||
|
### 현재 문제
|
||||||
|
|
||||||
|
- 면세점 구매 아이템이 아직 장착 슬롯과 연결되지 않음
|
||||||
|
- 일본, 중국, 미국 맵의 실제 패턴과 난이도 차별화가 더 필요함
|
||||||
|
- 새 HUD 이미지들은 실제 플레이 화면에서 위치와 글자 크기를 한 번 더 미세 조정할 수 있음
|
||||||
|
|
||||||
|
### 다음 할 일
|
||||||
|
|
||||||
|
1. 면세점 구매 아이템을 장착 슬롯과 연결
|
||||||
|
2. 일본, 중국, 미국 맵의 실제 패턴과 난이도 차별화
|
||||||
|
3. 새 HUD와 튜토리얼 안내창의 실제 플레이 화면 가독성 최종 확인
|
||||||
|
|
||||||
## 2026-07-06
|
## 2026-07-06
|
||||||
|
|
||||||
### 수정한 점
|
### 수정한 점
|
||||||
|
|||||||
@@ -47,11 +47,15 @@ Intro
|
|||||||
## 현재 구현 핵심
|
## 현재 구현 핵심
|
||||||
|
|
||||||
- 인트로 화면과 오프닝 만화 컷신
|
- 인트로 화면과 오프닝 만화 컷신
|
||||||
|
- 말풍선 없는 오프닝 만화 컷 적용
|
||||||
- 튜토리얼 인천공항 맵
|
- 튜토리얼 인천공항 맵
|
||||||
- 패턴 기반 발판/장애물/아이템 배치
|
- 패턴 기반 발판/장애물/아이템 배치
|
||||||
- 점프, 2단 점프, 슬라이드 튜토리얼
|
- 점프, 2단 점프, 슬라이드 튜토리얼
|
||||||
|
- 공항 디지털 안내 패널형 튜토리얼 설명창과 클릭 확인 버튼
|
||||||
|
- 왼쪽 여권형 HUD와 오른쪽 수하물 라벨형 거리/마일리지 HUD
|
||||||
- 속도에 맞춰 가로 폭이 보정되는 점프 마일리지 코인 아크
|
- 속도에 맞춰 가로 폭이 보정되는 점프 마일리지 코인 아크
|
||||||
- 목숨, 속도 감소, 무적, 방어막, 마일리지 카드 등 아이템 효과
|
- 목숨, 속도 감소, 무적, 방어막, 마일리지 카드 등 아이템 효과
|
||||||
|
- 필드 아이템 가시성 확대
|
||||||
- 아이템 획득/방어 성공 피드백 이펙트
|
- 아이템 획득/방어 성공 피드백 이펙트
|
||||||
- 맵 데이터 구조: `Tutorial / Incheon`, `Japan`, `China`, `America`
|
- 맵 데이터 구조: `Tutorial / Incheon`, `Japan`, `China`, `America`
|
||||||
- 맵별 배경과 도착 지점 이미지, 도착용 착지 발판, 게이트 뒤 스폰 중지 연결
|
- 맵별 배경과 도착 지점 이미지, 도착용 착지 발판, 게이트 뒤 스폰 중지 연결
|
||||||
|
|||||||