Add mileage pickups and duty free concept

This commit is contained in:
jongjae0305
2026-06-22 09:19:19 +09:00
parent 1a7293ce6b
commit a043b19511
8 changed files with 372 additions and 3 deletions
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+4
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@@ -451,6 +451,10 @@ MonoBehaviour:
- {fileID: 1166831543635676}
- {fileID: 1987654321098765}
emptyPatternWeight: 2
mileageSprite: {fileID: 21300000, guid: 8b2f1d0c3e4a5b6f9d7e0123456789ab, type: 3}
mileagePatternChance: 50
smallMileageValue: 10
bonusMileageValue: 30
--- !u!1 &1832961231703714
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+43 -1
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@@ -13,8 +13,16 @@ public class GameManager : MonoBehaviour {
private int score = 0; // 게임 점수
private int currentLife; // 현재 남은 목숨
private int stageMileage = 0; // 현재 플레이 중 획득한 마일리지
private int totalMileage = 0; // 누적 보유 마일리지
public int maxLife = 3; // 시작 목숨
public int initialMileage = 500; // 첫 시작시 지급할 초기 마일리지
public bool grantInitialMileage = true; // 초기 마일리지 지급 여부
public bool saveMileageImmediately = true; // 스테이지 정산 전까지는 획득 즉시 누적한다.
private const string TotalMileageKey = "UniRun.TotalMileage";
private const string InitialMileageGrantedKey = "UniRun.InitialMileageGranted";
// 게임의 스피드를 올리는 변수
public float gameSpeed = 1f;
@@ -44,6 +52,16 @@ public class GameManager : MonoBehaviour {
private void Start() {
currentLife = maxLife;
totalMileage = PlayerPrefs.GetInt(TotalMileageKey, 0);
if(grantInitialMileage && PlayerPrefs.GetInt(InitialMileageGrantedKey, 0) == 0)
{
totalMileage += initialMileage;
PlayerPrefs.SetInt(TotalMileageKey, totalMileage);
PlayerPrefs.SetInt(InitialMileageGrantedKey, 1);
PlayerPrefs.Save();
}
UpdateScoreUI();
}
@@ -75,6 +93,26 @@ public class GameManager : MonoBehaviour {
}
// 마일리지 토큰을 먹었을 때 호출되는 메서드
public void AddMileage(int amount) {
if(isGameover)
{
return;
}
stageMileage += amount;
score += Mathf.Max(1, amount / 10);
if(saveMileageImmediately)
{
totalMileage += amount;
PlayerPrefs.SetInt(TotalMileageKey, totalMileage);
PlayerPrefs.Save();
}
UpdateScoreUI();
}
// 플레이어가 장애물에 부딪혔을 때 목숨과 속도를 줄이는 메서드
public bool TakeDamage(int damage = 1) {
if(isGameover)
@@ -100,6 +138,10 @@ public class GameManager : MonoBehaviour {
}
private void UpdateScoreUI() {
scoreText.text = "Score : " + score + "\nLife : " + currentLife + "/" + maxLife + "\nSpeed : " + gameSpeed.ToString("0.0");
scoreText.text = "Score : " + score
+ "\nLife : " + currentLife + "/" + maxLife
+ "\nMileage : " + stageMileage
+ "\nTotal : " + totalMileage
+ "\nSpeed : " + gameSpeed.ToString("0.0");
}
}
+55
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@@ -0,0 +1,55 @@
using UnityEngine;
// 플레이어가 먹을 수 있는 마일리지 토큰
public class MileagePickup : MonoBehaviour
{
public int mileageValue = 10; // 획득 마일리지
private bool collected = false; // 이미 획득했는지 여부
private SpriteRenderer spriteRenderer;
private Collider2D pickupCollider;
private void Awake()
{
spriteRenderer = GetComponent<SpriteRenderer>();
pickupCollider = GetComponent<Collider2D>();
}
public void Setup(Sprite sprite, int value)
{
mileageValue = value;
if(spriteRenderer != null)
{
spriteRenderer.sprite = sprite;
}
}
public void ResetPickup()
{
collected = false;
gameObject.SetActive(true);
if(pickupCollider != null)
{
pickupCollider.enabled = true;
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if(collected || !other.CompareTag("Player"))
{
return;
}
collected = true;
if(GameManager.instance != null)
{
GameManager.instance.AddMileage(mileageValue);
}
gameObject.SetActive(false);
}
}
+11
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+140 -2
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@@ -1,34 +1,49 @@
using UnityEngine;
using UnityEngine;
// 발판으로서 필요한 동작을 담은 스크립트
public class Platform : MonoBehaviour {
public GameObject[] obstacles; // 장애물 오브젝트들
public int emptyPatternWeight = 2; // 장애물이 없는 패턴이 선택될 가중치
public Sprite mileageSprite; // 이 발판에서 사용할 마일리지 토큰 스프라이트
public int mileagePatternChance = 50; // 마일리지 패턴 등장 확률
public int smallMileageValue = 10; // 일반 토큰 가치
public int bonusMileageValue = 30; // 어려운 루트 보너스 토큰 가치
private bool stepped = false; // 플레이어 캐릭터가 밟았었는가
private MileagePickup[] mileagePickups; // 런타임에 생성하는 마일리지 토큰 풀
private const int MileagePoolSize = 5;
// 컴포넌트가 활성화될때 마다 매번 실행되는 메서드
private void OnEnable() {
// 발판을 리셋하는 처리
stepped = false;
EnsureMileagePickups();
for(int i = 0; i < obstacles.Length; i++)
{
obstacles[i].SetActive(false);
}
HideMileagePickups();
if(obstacles.Length == 0)
{
TryPlaceMileagePattern(null);
return;
}
// 낮은 장애물과 높은 장애물이 동시에 켜져 불가능한 배치가 되지 않도록 하나만 선택한다.
int patternIndex = Random.Range(0, obstacles.Length + emptyPatternWeight);
GameObject activeObstacle = null;
if(patternIndex < obstacles.Length)
{
obstacles[patternIndex].SetActive(true);
activeObstacle = obstacles[patternIndex];
activeObstacle.SetActive(true);
}
TryPlaceMileagePattern(activeObstacle);
}
void OnCollisionEnter2D(Collision2D collision) {
@@ -39,4 +54,127 @@ public class Platform : MonoBehaviour {
GameManager.instance.AddScore(1);
}
}
private void EnsureMileagePickups() {
if(mileagePickups != null && mileagePickups.Length == MileagePoolSize)
{
return;
}
mileagePickups = new MileagePickup[MileagePoolSize];
for(int i = 0; i < MileagePoolSize; i++)
{
GameObject pickupObject = new GameObject("Mileage Pickup " + (i + 1));
pickupObject.transform.SetParent(transform);
pickupObject.transform.localScale = Vector3.one;
SpriteRenderer spriteRenderer = pickupObject.AddComponent<SpriteRenderer>();
spriteRenderer.sprite = mileageSprite;
spriteRenderer.sortingLayerName = "Foreground";
spriteRenderer.sortingOrder = 1;
CircleCollider2D pickupCollider = pickupObject.AddComponent<CircleCollider2D>();
pickupCollider.isTrigger = true;
pickupCollider.radius = 0.35f;
mileagePickups[i] = pickupObject.AddComponent<MileagePickup>();
mileagePickups[i].Setup(mileageSprite, smallMileageValue);
pickupObject.SetActive(false);
}
}
private void HideMileagePickups() {
if(mileagePickups == null)
{
return;
}
for(int i = 0; i < mileagePickups.Length; i++)
{
if(mileagePickups[i] != null)
{
mileagePickups[i].gameObject.SetActive(false);
}
}
}
private void TryPlaceMileagePattern(GameObject activeObstacle) {
if(mileageSprite == null || mileagePickups == null || Random.Range(0, 100) >= mileagePatternChance)
{
return;
}
if(activeObstacle == null)
{
PlaceSafeMileageLine();
return;
}
if(activeObstacle.name.Contains("Slide"))
{
PlaceSlideMileageLine();
}
else
{
PlaceJumpMileageArc(activeObstacle.transform.localPosition.x);
}
}
private void PlaceSafeMileageLine() {
Vector2[] positions = {
new Vector2(-2f, 2.25f),
new Vector2(-1f, 2.25f),
new Vector2(0f, 2.25f),
new Vector2(1f, 2.25f),
new Vector2(2f, 2.25f)
};
PlaceMileageTokens(positions, smallMileageValue);
}
private void PlaceJumpMileageArc(float obstacleX) {
Vector2[] positions = {
new Vector2(obstacleX - 1.2f, 2.7f),
new Vector2(obstacleX, 3.45f),
new Vector2(obstacleX + 1.2f, 2.7f),
new Vector2(obstacleX + 1.9f, 2.25f)
};
PlaceMileageTokens(positions, smallMileageValue);
SetPickupValue(1, bonusMileageValue);
}
private void PlaceSlideMileageLine() {
Vector2[] positions = {
new Vector2(-1.5f, 1.45f),
new Vector2(-0.5f, 1.45f),
new Vector2(0.5f, 1.45f),
new Vector2(1.5f, 1.45f)
};
PlaceMileageTokens(positions, smallMileageValue);
SetPickupValue(2, bonusMileageValue);
}
private void PlaceMileageTokens(Vector2[] positions, int value) {
int count = Mathf.Min(positions.Length, mileagePickups.Length);
for(int i = 0; i < count; i++)
{
mileagePickups[i].Setup(mileageSprite, value);
mileagePickups[i].transform.localPosition = positions[i];
mileagePickups[i].ResetPickup();
}
}
private void SetPickupValue(int index, int value) {
if(index < 0 || index >= mileagePickups.Length || !mileagePickups[index].gameObject.activeSelf)
{
return;
}
mileagePickups[index].Setup(mileageSprite, value);
}
}
+19
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@@ -311,3 +311,22 @@ UI 아이콘은 텍스트 없이 의미가 읽히는 심볼 중심으로 사용
- `Assets/ConceptArt/stage_background_concept_01.png`
- `Assets/ConceptArt/stage_background_panels_preview.png`
## 채택한 면세점 화면 콘셉트
면세점은 스테이지 사이에서 공용 마일리지로 준비 아이템을 구매하는 화면이다. 화면의 중심은 상품 진열과 구매이며, 다음 맵 이동은 오른쪽 표지판으로만 안내한다.
화면 구성:
- 왼쪽/중앙: 도시락, 운동화, 가방, 방어막 같은 구매 상품 진열
- 상단: 보유 공용 마일리지 표시
- 오른쪽: 비행기 아이콘과 오른쪽 방향성을 가진 다음 맵 이동 표지판
- 왼쪽 표지판은 배치하지 않는다.
- 큰 비행기 자체를 화면 주인공으로 두지 않고, 비행기는 표지판 아이콘으로만 사용한다.
- 상품 가격은 지역 화폐가 아니라 공용 마일리지 하나로 통일한다.
- 도시락은 목숨 +1 회복이 바로 읽히도록 하트와 +1 느낌을 사용한다.
- 가방은 기본 1칸에서 최대 3칸까지 확장되는 아이템 슬롯 업그레이드로 표현한다.
컨셉/검토 파일:
- `Assets/ConceptArt/duty_free_shop_screen_concept_01.png`