Add travel map flow and update docs

This commit is contained in:
jongjae0305
2026-06-24 15:34:09 +09:00
parent 8561fab0a2
commit af26dd4311
37 changed files with 3114 additions and 165 deletions
+648 -49
View File
@@ -2,10 +2,30 @@ using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
// 게임 오버 상태를 표현하고, 게임 점수와 UI를 관리하는 게임 매니저
// 씬에는 단 하나의 게임 매니저만 존재할 수 있다.
public class GameManager : MonoBehaviour {
public enum TutorialGuideType {
None,
Jump,
DoubleJump,
Slide,
Damage,
Items
}
public enum TutorialItemType {
HealthSushi,
InvincibleRamen,
Shield,
SpeedShoes,
MileageCard
}
public static GameManager instance; // 싱글톤을 할당할 전역 변수
public bool isGameover = false; // 게임 오버 상태
@@ -16,14 +36,34 @@ public class GameManager : MonoBehaviour {
private int currentLife; // 현재 남은 목숨
private int stageMileage = 0; // 현재 플레이 중 획득한 마일리지
private int totalMileage = 0; // 누적 보유 마일리지
private TutorialGuideType tutorialGuideType = TutorialGuideType.None; // 현재 튜토리얼 안내 이미지 종류
private string tutorialTitle = ""; // 튜토리얼 안내 제목
private string tutorialMessage = ""; // 튜토리얼 안내 문구
private Image[] lifeIcons; // 왼쪽 HUD의 목숨 도장 표시
private TextMeshProUGUI tutorialText; // 화면 하단 튜토리얼 안내
private GameObject tutorialGuideObject; // 화면 하단 이미지 튜토리얼 패널
private Image tutorialMainImage; // 점프/슬라이드 대표 이미지
private TextMeshProUGUI tutorialMultiplierText; // 2단 점프 x2 표시
private TextMeshProUGUI tutorialTitleText; // 튜토리얼 제목
private TextMeshProUGUI tutorialBodyText; // 튜토리얼 설명
private Image[] tutorialItemImages; // 아이템 순서 설명 이미지
private TMP_FontAsset tutorialFontAsset; // 한글 튜토리얼 문구용 런타임 폰트
private float tutorialGuideSequenceStartTime; // 튜토리얼 안내 시작 시각
private int currentTutorialGuideSequenceIndex = -1; // 현재 표시 중인 안내 단계
private bool tutorialGuideSequenceComplete = false; // 기본 튜토리얼 안내 완료 여부
private MapDefinition currentMapDefinition; // 현재 플레이 중인 맵 데이터
private float stageElapsedTime = 0f; // 현재 맵 진행 시간
private float stageDistance = 0f; // 현재 맵 진행 거리
private bool stageCompleted = false; // 결과 화면이 이미 처리되었는지 여부
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.
public bool playTutorialGuideSequence = false; // 시작 시 입력/아이템 안내를 시간 기준으로 보여준다.
public float itemInvincibleDuration = 2.2f; // 라멘 아이템 무적 지속 시간
public float itemSpeedBoostAmount = 0.35f; // 운동화 아이템 즉시 속도 보정량
public float mileageBonusDuration = 7f; // 마일리지 카드 보너스 지속 시간
public int mileageBonusMultiplier = 2; // 마일리지 카드 획득 배율
private const string TotalMileageKey = "UniRun.TotalMileage";
private const string InitialMileageGrantedKey = "UniRun.InitialMileageGranted";
@@ -31,6 +71,10 @@ public class GameManager : MonoBehaviour {
private const string PassportPanelResourcePath = "UI_PassportPanel";
private const string LifeStampResourcePath = "UI_LifeStamp";
private const string PassportItemSlotResourcePath = "UI_PassportItemSlot";
private const float TutorialJumpGuideDuration = 3.5f;
private const float TutorialDoubleJumpGuideDuration = 3.5f;
private const float TutorialSlideGuideDuration = 3.5f;
private const float TutorialItemGuideDuration = 5.2f;
// 게임의 스피드를 올리는 변수
public float gameSpeed = 1f;
@@ -38,6 +82,9 @@ public class GameManager : MonoBehaviour {
public float speedIncreaseRate = 0.05f;
public float maxGameSpeed = 2f;
public float hitSpeedPenalty = 0.3f;
private int shieldCharges = 0; // 방어막 아이템으로 막을 수 있는 남은 피격 횟수
private float itemInvincibleEndTime = 0f; // 라멘 무적 종료 시각
private float mileageBonusEndTime = 0f; // 마일리지 카드 보너스 종료 시각
// 게임 시작과 동시에 싱글톤을 구성
void Awake() {
@@ -60,7 +107,9 @@ public class GameManager : MonoBehaviour {
private void Start() {
currentLife = maxLife;
totalMileage = PlayerPrefs.GetInt(TotalMileageKey, 0);
totalMileage = GameFlowManager.Instance != null
? GameFlowManager.Instance.SaveData.totalMileage
: PlayerPrefs.GetInt(TotalMileageKey, 0);
if(grantInitialMileage && PlayerPrefs.GetInt(InitialMileageGrantedKey, 0) == 0)
{
@@ -71,26 +120,90 @@ public class GameManager : MonoBehaviour {
}
BuildRuntimeHUD();
StartTutorialGuideSequence();
BeginMap(GameFlowManager.Instance != null
? GameFlowManager.Instance.CurrentMap
: MapDatabase.GetMap(MapId.TutorialIncheon));
SyncTotalMileageToFlow();
UpdateScoreUI();
}
void Update() {
// 게임 오버 상태에서 게임을 재시작할 수 있게 하는 처리
if(isGameover && Input.GetMouseButtonDown(0))
if(isGameover && GameFlowManager.Instance == null && Input.GetMouseButtonDown(0))
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
if(!GameFlowManager.IsGameplayActive)
{
UpdateScoreUI();
return;
}
if(!isGameover)
{
UpdateTutorialGuideSequence();
stageElapsedTime += Time.deltaTime;
// 게임 진행시 게임 속도는 시간에 따라 증가
gameSpeed += speedIncreaseRate * Time.deltaTime;
// 게임 최대 속도는 max를 넘어서지 못하게
gameSpeed = Mathf.Min(gameSpeed, maxGameSpeed);
stageDistance += 10f * gameSpeed * Time.deltaTime;
if(currentMapDefinition != null && currentMapDefinition.targetDistance > 0f && stageDistance >= currentMapDefinition.targetDistance)
{
CompleteStage(true);
return;
}
if(currentMapDefinition != null && currentMapDefinition.timeLimit > 0f && stageElapsedTime >= currentMapDefinition.timeLimit)
{
CompleteStage(false);
return;
}
UpdateScoreUI();
}
}
public void BeginMap(MapDefinition mapDefinition) {
currentMapDefinition = mapDefinition != null
? mapDefinition
: MapDatabase.GetMap(MapId.TutorialIncheon);
score = 0;
stageMileage = 0;
currentLife = maxLife;
gameSpeed = minGameSpeed;
shieldCharges = 0;
itemInvincibleEndTime = 0f;
mileageBonusEndTime = 0f;
stageElapsedTime = 0f;
stageDistance = 0f;
stageCompleted = false;
isGameover = false;
tutorialGuideSequenceComplete = false;
currentTutorialGuideSequenceIndex = -1;
SetTutorialGuide(TutorialGuideType.None, "", "");
if(gameoverUI != null)
{
gameoverUI.SetActive(false);
}
PlatformSpawner platformSpawner = FindFirstObjectByType<PlatformSpawner>();
if(platformSpawner != null)
{
platformSpawner.ApplyMap(currentMapDefinition);
}
UpdateScoreUI();
}
// 점수를 증가시키는 메서드
public void AddScore(int newScore) {
@@ -103,10 +216,95 @@ public class GameManager : MonoBehaviour {
}
public void SetTutorialMessage(string message) {
SetTutorialGuide(TutorialGuideType.None, "", message);
}
public void SetTutorialGuide(TutorialGuideType guideType, string title, string message) {
tutorialGuideType = guideType;
tutorialTitle = title;
tutorialMessage = message;
UpdateScoreUI();
}
private void StartTutorialGuideSequence() {
if(!playTutorialGuideSequence)
{
return;
}
tutorialGuideSequenceStartTime = Time.time;
tutorialGuideSequenceComplete = false;
currentTutorialGuideSequenceIndex = -1;
UpdateTutorialGuideSequence();
}
private void UpdateTutorialGuideSequence() {
if(!playTutorialGuideSequence || tutorialGuideSequenceComplete)
{
return;
}
float elapsedTime = Time.time - tutorialGuideSequenceStartTime;
int guideIndex = GetTutorialGuideSequenceIndex(elapsedTime);
if(guideIndex == currentTutorialGuideSequenceIndex)
{
return;
}
currentTutorialGuideSequenceIndex = guideIndex;
ApplyTutorialGuideSequenceStep(guideIndex);
}
private int GetTutorialGuideSequenceIndex(float elapsedTime) {
if(elapsedTime < TutorialJumpGuideDuration)
{
return 0;
}
elapsedTime -= TutorialJumpGuideDuration;
if(elapsedTime < TutorialDoubleJumpGuideDuration)
{
return 1;
}
elapsedTime -= TutorialDoubleJumpGuideDuration;
if(elapsedTime < TutorialSlideGuideDuration)
{
return 2;
}
elapsedTime -= TutorialSlideGuideDuration;
if(elapsedTime < TutorialItemGuideDuration)
{
return 3;
}
return 4;
}
private void ApplyTutorialGuideSequenceStep(int guideIndex) {
switch(guideIndex)
{
case 0:
SetTutorialGuide(TutorialGuideType.Jump, "점프", "왼쪽 클릭으로 가볍게 뛰어오릅니다.");
break;
case 1:
SetTutorialGuide(TutorialGuideType.DoubleJump, "2단 점프", "공중에서 왼쪽 클릭을 한 번 더 누릅니다.");
break;
case 2:
SetTutorialGuide(TutorialGuideType.Slide, "슬라이드", "오른쪽 클릭을 누르고 있으면 낮게 지나갑니다.");
break;
case 3:
SetTutorialGuide(TutorialGuideType.Items, "아이템", "초밥 -> 라멘 -> 방어막 -> 운동화 -> 마일리지 카드 순서입니다.");
break;
default:
tutorialGuideSequenceComplete = true;
SetTutorialGuide(TutorialGuideType.None, "", "");
break;
}
}
// 마일리지 토큰을 먹었을 때 호출되는 메서드
public void AddMileage(int amount) {
if(isGameover)
@@ -114,14 +312,19 @@ public class GameManager : MonoBehaviour {
return;
}
stageMileage += amount;
score += Mathf.Max(1, amount / 10);
int finalAmount = IsMileageBonusActive()
? amount * Mathf.Max(1, mileageBonusMultiplier)
: amount;
stageMileage += finalAmount;
score += Mathf.Max(1, finalAmount / 10);
if(saveMileageImmediately)
{
totalMileage += amount;
totalMileage += finalAmount;
PlayerPrefs.SetInt(TotalMileageKey, totalMileage);
PlayerPrefs.Save();
SyncTotalMileageToFlow();
}
UpdateScoreUI();
@@ -129,7 +332,7 @@ public class GameManager : MonoBehaviour {
// 플레이어가 장애물에 부딪혔을 때 목숨과 속도를 줄이는 메서드
public bool TakeDamage(int damage = 1) {
if(isGameover)
if(isGameover || !GameFlowManager.IsGameplayActive)
{
return false;
}
@@ -145,18 +348,126 @@ public class GameManager : MonoBehaviour {
return currentLife <= 0;
}
public void ApplyTutorialItem(TutorialItemType itemType) {
if(isGameover || !GameFlowManager.IsGameplayActive)
{
return;
}
switch(itemType)
{
case TutorialItemType.HealthSushi:
currentLife = Mathf.Min(maxLife, currentLife + 1);
AddScore(3);
SetTutorialGuide(TutorialGuideType.Items, "초밥", "방금 잃은 목숨을 1 회복합니다.");
break;
case TutorialItemType.InvincibleRamen:
itemInvincibleEndTime = Time.time + itemInvincibleDuration;
SetTutorialGuide(TutorialGuideType.Items, "라멘", "짧은 시간 동안 다음 충돌 피해를 받지 않습니다.");
break;
case TutorialItemType.Shield:
shieldCharges = Mathf.Max(shieldCharges, 1);
SetTutorialGuide(TutorialGuideType.Items, "방어막", "다음 충돌 1회를 방어막이 대신 막습니다.");
break;
case TutorialItemType.SpeedShoes:
gameSpeed = Mathf.Min(maxGameSpeed, gameSpeed + itemSpeedBoostAmount);
SetTutorialGuide(TutorialGuideType.Items, "운동화", "속도를 즉시 회복해 늦어진 일정을 따라잡습니다.");
break;
case TutorialItemType.MileageCard:
mileageBonusEndTime = Time.time + mileageBonusDuration;
SetTutorialGuide(TutorialGuideType.Items, "마일리지 카드", "잠시 동안 먹는 마일리지가 두 배로 들어옵니다.");
break;
}
UpdateScoreUI();
}
public bool TryBlockDamageWithItem() {
if(isGameover || !GameFlowManager.IsGameplayActive)
{
return false;
}
if(IsItemInvincibleActive())
{
SetTutorialGuide(TutorialGuideType.Items, "라멘", "무적 중이라 이번 충돌은 피해 없이 지나갑니다.");
return true;
}
if(shieldCharges > 0)
{
shieldCharges--;
SetTutorialGuide(TutorialGuideType.Items, "방어막", "방어막이 충돌 피해를 한 번 막았습니다.");
UpdateScoreUI();
return true;
}
return false;
}
private bool IsItemInvincibleActive() {
return Time.time < itemInvincibleEndTime;
}
private bool IsMileageBonusActive() {
return Time.time < mileageBonusEndTime;
}
// 플레이어 캐릭터가 사망시 게임 오버를 실행하는 메서드
public void OnPlayerDead() {
isGameover = true;
gameoverUI.SetActive(true);
if(gameoverUI != null)
{
gameoverUI.SetActive(GameFlowManager.Instance == null);
}
CompleteStage(false);
}
private void CompleteStage(bool cleared) {
if(stageCompleted)
{
return;
}
stageCompleted = true;
isGameover = true;
if(GameFlowManager.Instance != null)
{
GameFlowManager.Instance.CompleteMap(cleared, score, stageMileage, stageElapsedTime, stageDistance);
}
else if(gameoverUI != null)
{
gameoverUI.SetActive(true);
}
}
private void SyncTotalMileageToFlow() {
if(GameFlowManager.Instance != null)
{
GameFlowManager.Instance.SetTotalMileage(totalMileage);
}
}
private void UpdateScoreUI() {
if(scoreText != null)
{
scoreText.text = "SCORE " + score
string mapName = currentMapDefinition != null ? currentMapDefinition.displayName : "RUN";
string distanceText = currentMapDefinition != null
? Mathf.FloorToInt(stageDistance) + "/" + Mathf.FloorToInt(currentMapDefinition.targetDistance) + "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
+ "\nSCORE " + score
+ "\nMILE " + stageMileage
+ "\nTOTAL " + totalMileage
+ "\nDIST " + distanceText
+ "\nTIME " + timeText
+ "\nSPD " + gameSpeed.ToString("0.0");
}
@@ -171,16 +482,73 @@ public class GameManager : MonoBehaviour {
bool hasLife = i < currentLife;
lifeIcons[i].color = hasLife
? Color.white
? GetActiveLifeIconColor(lifeIcons[i])
: new Color(0.34f, 0.34f, 0.34f, 0.72f);
}
}
if(tutorialText != null)
RefreshTutorialGuide();
}
private void RefreshTutorialGuide() {
if(tutorialGuideObject == null)
{
tutorialText.text = tutorialMessage;
tutorialText.gameObject.SetActive(!string.IsNullOrEmpty(tutorialMessage));
return;
}
bool hasGuide = tutorialGuideType != TutorialGuideType.None
|| !string.IsNullOrEmpty(tutorialTitle)
|| !string.IsNullOrEmpty(tutorialMessage);
tutorialGuideObject.SetActive(hasGuide);
if(!hasGuide)
{
return;
}
if(tutorialTitleText != null)
{
tutorialTitleText.text = tutorialTitle;
}
if(tutorialBodyText != null)
{
tutorialBodyText.text = tutorialMessage;
}
bool showItemRow = tutorialGuideType == TutorialGuideType.Items;
Sprite mainSprite = GetTutorialMainSprite(tutorialGuideType);
if(tutorialMainImage != null)
{
tutorialMainImage.gameObject.SetActive(!showItemRow && mainSprite != null);
tutorialMainImage.sprite = mainSprite;
}
if(tutorialMultiplierText != null)
{
tutorialMultiplierText.gameObject.SetActive(tutorialGuideType == TutorialGuideType.DoubleJump);
}
if(tutorialItemImages != null)
{
for(int i = 0; i < tutorialItemImages.Length; i++)
{
if(tutorialItemImages[i] != null)
{
tutorialItemImages[i].gameObject.SetActive(showItemRow && tutorialItemImages[i].sprite != null);
}
}
}
}
private Color GetActiveLifeIconColor(Image lifeIcon) {
if(lifeIcon != null && lifeIcon.sprite == null)
{
return new Color(0.94f, 0.18f, 0.12f, 0.9f);
}
return Color.white;
}
private void BuildRuntimeHUD() {
@@ -193,7 +561,7 @@ public class GameManager : MonoBehaviour {
ConfigureRightInfoText();
CreateStatusHUD(canvasTransform);
CreateTutorialText(canvasTransform);
CreateTutorialGuide(canvasTransform);
}
private void ConfigureRightInfoText() {
@@ -202,11 +570,11 @@ public class GameManager : MonoBehaviour {
rectTransform.anchorMax = new Vector2(1f, 1f);
rectTransform.pivot = new Vector2(1f, 1f);
rectTransform.anchoredPosition = new Vector2(-12f, -9f);
rectTransform.sizeDelta = new Vector2(132f, 62f);
rectTransform.sizeDelta = new Vector2(176f, 96f);
scoreText.alignment = TextAlignmentOptions.TopRight;
scoreText.fontSize = 9.5f;
scoreText.lineSpacing = -10f;
scoreText.fontSize = 8.5f;
scoreText.lineSpacing = -13f;
scoreText.color = new Color(0.94f, 0.97f, 1f, 0.92f);
scoreText.raycastTarget = false;
scoreText.textWrappingMode = TextWrappingModes.NoWrap;
@@ -220,11 +588,11 @@ public class GameManager : MonoBehaviour {
hudRect.anchorMin = new Vector2(0f, 1f);
hudRect.anchorMax = new Vector2(0f, 1f);
hudRect.pivot = new Vector2(0f, 1f);
hudRect.anchoredPosition = new Vector2(10f, -8f);
hudRect.sizeDelta = new Vector2(176f, 54f);
hudRect.anchoredPosition = new Vector2(8f, -7f);
hudRect.sizeDelta = new Vector2(108f, 34f);
Image hudBackground = hudObject.GetComponent<Image>();
hudBackground.sprite = Resources.Load<Sprite>(PassportPanelResourcePath);
hudBackground.sprite = LoadHudSprite(PassportPanelResourcePath);
hudBackground.color = hudBackground.sprite != null
? Color.white
: new Color(0.04f, 0.08f, 0.11f, 0.68f);
@@ -243,11 +611,11 @@ public class GameManager : MonoBehaviour {
frameRect.anchorMin = new Vector2(0f, 1f);
frameRect.anchorMax = new Vector2(0f, 1f);
frameRect.pivot = new Vector2(0f, 1f);
frameRect.anchoredPosition = new Vector2(9f, -10f);
frameRect.sizeDelta = new Vector2(29f, 29f);
frameRect.anchoredPosition = new Vector2(6f, -6f);
frameRect.sizeDelta = new Vector2(20f, 20f);
Image frameImage = faceFrame.GetComponent<Image>();
frameImage.color = new Color(0.84f, 0.87f, 0.80f, 0.58f);
frameImage.color = new Color(0.12f, 0.16f, 0.17f, 0.36f);
frameImage.raycastTarget = false;
GameObject faceObject = new GameObject("Character Face", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
@@ -260,13 +628,16 @@ public class GameManager : MonoBehaviour {
faceRect.offsetMax = new Vector2(-2f, -2f);
Image faceImage = faceObject.GetComponent<Image>();
faceImage.sprite = Resources.Load<Sprite>(CharacterFaceResourcePath);
faceImage.sprite = LoadHudSprite(CharacterFaceResourcePath);
faceImage.preserveAspect = true;
faceImage.raycastTarget = false;
faceImage.color = faceImage.sprite != null
? Color.white
: new Color(1f, 1f, 1f, 0f);
}
private void CreateLifeIcons(Transform parent) {
Sprite lifeSprite = Resources.Load<Sprite>(LifeStampResourcePath);
Sprite lifeSprite = LoadHudSprite(LifeStampResourcePath);
int iconCount = Mathf.Max(maxLife, 1);
lifeIcons = new Image[iconCount];
@@ -279,12 +650,14 @@ public class GameManager : MonoBehaviour {
lifeRect.anchorMin = new Vector2(0f, 1f);
lifeRect.anchorMax = new Vector2(0f, 1f);
lifeRect.pivot = new Vector2(0f, 1f);
lifeRect.anchoredPosition = new Vector2(50f + (i * 21f), -10f);
lifeRect.sizeDelta = new Vector2(18f, 18f);
lifeRect.anchoredPosition = new Vector2(33f + (i * 13f), -7f);
lifeRect.sizeDelta = new Vector2(10f, 10f);
Image lifeImage = lifeObject.GetComponent<Image>();
lifeImage.sprite = lifeSprite;
lifeImage.color = Color.white;
lifeImage.color = lifeSprite != null
? Color.white
: new Color(0.94f, 0.18f, 0.12f, 0.9f);
lifeImage.preserveAspect = true;
lifeImage.raycastTarget = false;
lifeIcons[i] = lifeImage;
@@ -292,7 +665,7 @@ public class GameManager : MonoBehaviour {
}
private void CreateItemSlots(Transform parent) {
Sprite slotSprite = Resources.Load<Sprite>(PassportItemSlotResourcePath);
Sprite slotSprite = LoadHudSprite(PassportItemSlotResourcePath);
for(int i = 0; i < 3; i++)
{
@@ -303,8 +676,8 @@ public class GameManager : MonoBehaviour {
slotRect.anchorMin = new Vector2(0f, 1f);
slotRect.anchorMax = new Vector2(0f, 1f);
slotRect.pivot = new Vector2(0f, 1f);
slotRect.anchoredPosition = new Vector2(50f + (i * 21f), -31f);
slotRect.sizeDelta = new Vector2(18f, 18f);
slotRect.anchoredPosition = new Vector2(33f + (i * 13f), -20f);
slotRect.sizeDelta = new Vector2(10f, 10f);
Image slotImage = slotObject.GetComponent<Image>();
slotImage.sprite = slotSprite;
@@ -316,25 +689,251 @@ public class GameManager : MonoBehaviour {
}
}
private void CreateTutorialText(Transform canvasTransform) {
GameObject tutorialObject = new GameObject("Tutorial Text", typeof(RectTransform), typeof(CanvasRenderer));
tutorialObject.transform.SetParent(canvasTransform, false);
private Sprite LoadHudSprite(string resourcePath) {
Sprite sprite = Resources.Load<Sprite>(resourcePath);
if(sprite != null)
{
return sprite;
}
RectTransform tutorialRect = tutorialObject.GetComponent<RectTransform>();
tutorialRect.anchorMin = new Vector2(0.5f, 0f);
tutorialRect.anchorMax = new Vector2(0.5f, 0f);
tutorialRect.pivot = new Vector2(0.5f, 0f);
tutorialRect.anchoredPosition = new Vector2(0f, 18f);
tutorialRect.sizeDelta = new Vector2(360f, 24f);
Texture2D texture = Resources.Load<Texture2D>(resourcePath);
#if UNITY_EDITOR
if(texture == null)
{
sprite = AssetDatabase.LoadAssetAtPath<Sprite>("Assets/Resources/" + resourcePath + ".png");
if(sprite != null)
{
return sprite;
}
tutorialText = tutorialObject.AddComponent<TextMeshProUGUI>();
tutorialText.font = scoreText.font;
tutorialText.alignment = TextAlignmentOptions.Center;
tutorialText.fontSize = 9.5f;
tutorialText.fontStyle = FontStyles.Bold;
tutorialText.color = new Color(0.96f, 0.98f, 1f, 0.95f);
tutorialText.raycastTarget = false;
tutorialText.textWrappingMode = TextWrappingModes.NoWrap;
tutorialText.gameObject.SetActive(false);
texture = AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/Resources/" + resourcePath + ".png");
}
#endif
if(texture == null)
{
return null;
}
return Sprite.Create(
texture,
new Rect(0f, 0f, texture.width, texture.height),
new Vector2(0.5f, 0.5f),
100f);
}
private void CreateTutorialGuide(Transform canvasTransform) {
tutorialGuideObject = new GameObject("Tutorial Guide", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
tutorialGuideObject.transform.SetParent(canvasTransform, false);
RectTransform guideRect = tutorialGuideObject.GetComponent<RectTransform>();
guideRect.anchorMin = new Vector2(0.5f, 0f);
guideRect.anchorMax = new Vector2(0.5f, 0f);
guideRect.pivot = new Vector2(0.5f, 0f);
guideRect.anchoredPosition = new Vector2(18f, 12f);
guideRect.sizeDelta = new Vector2(372f, 72f);
Image guideBackground = tutorialGuideObject.GetComponent<Image>();
guideBackground.color = new Color(0.035f, 0.055f, 0.07f, 0.76f);
guideBackground.raycastTarget = false;
tutorialFontAsset = CreateKoreanTutorialFontAsset();
CreateTutorialMainImage(tutorialGuideObject.transform);
CreateTutorialItemRow(tutorialGuideObject.transform);
tutorialTitleText = CreateTutorialText(tutorialGuideObject.transform, "Tutorial Title", new Vector2(70f, -9f), new Vector2(286f, 18f), 12f, FontStyles.Bold);
tutorialBodyText = CreateTutorialText(tutorialGuideObject.transform, "Tutorial Body", new Vector2(70f, -28f), new Vector2(286f, 34f), 9f, FontStyles.Normal);
tutorialGuideObject.SetActive(false);
}
private void CreateTutorialMainImage(Transform parent) {
GameObject imageObject = new GameObject("Tutorial Main Image", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
imageObject.transform.SetParent(parent, false);
RectTransform imageRect = imageObject.GetComponent<RectTransform>();
imageRect.anchorMin = new Vector2(0f, 0.5f);
imageRect.anchorMax = new Vector2(0f, 0.5f);
imageRect.pivot = new Vector2(0f, 0.5f);
imageRect.anchoredPosition = new Vector2(14f, 0f);
imageRect.sizeDelta = new Vector2(48f, 48f);
tutorialMainImage = imageObject.GetComponent<Image>();
tutorialMainImage.preserveAspect = true;
tutorialMainImage.raycastTarget = false;
GameObject multiplierObject = new GameObject("Double Jump Marker", typeof(RectTransform), typeof(CanvasRenderer));
multiplierObject.transform.SetParent(imageObject.transform, false);
RectTransform multiplierRect = multiplierObject.GetComponent<RectTransform>();
multiplierRect.anchorMin = new Vector2(1f, 0f);
multiplierRect.anchorMax = new Vector2(1f, 0f);
multiplierRect.pivot = new Vector2(1f, 0f);
multiplierRect.anchoredPosition = new Vector2(-2f, 1f);
multiplierRect.sizeDelta = new Vector2(22f, 15f);
tutorialMultiplierText = multiplierObject.AddComponent<TextMeshProUGUI>();
tutorialMultiplierText.font = scoreText.font;
tutorialMultiplierText.text = "x2";
tutorialMultiplierText.alignment = TextAlignmentOptions.Center;
tutorialMultiplierText.fontSize = 9f;
tutorialMultiplierText.fontStyle = FontStyles.Bold;
tutorialMultiplierText.color = new Color(1f, 0.91f, 0.33f, 1f);
tutorialMultiplierText.raycastTarget = false;
tutorialMultiplierText.textWrappingMode = TextWrappingModes.NoWrap;
tutorialMultiplierText.gameObject.SetActive(false);
}
private void CreateTutorialItemRow(Transform parent) {
string[] itemAssetPaths = {
"Assets/Sprites/Items/Item_Health_Sushi.png",
"Assets/Sprites/Items/Item_Invincible_Ramen.png",
"Assets/Sprites/Items/Item_Shield.png",
"Assets/Sprites/Items/Item_Speed_Shoes.png",
"Assets/Sprites/Items/Item_Mileage_Card.png"
};
tutorialItemImages = new Image[itemAssetPaths.Length];
for(int i = 0; i < itemAssetPaths.Length; i++)
{
GameObject itemObject = new GameObject("Tutorial Item " + (i + 1), typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
itemObject.transform.SetParent(parent, false);
RectTransform itemRect = itemObject.GetComponent<RectTransform>();
itemRect.anchorMin = new Vector2(0f, 0.5f);
itemRect.anchorMax = new Vector2(0f, 0.5f);
itemRect.pivot = new Vector2(0f, 0.5f);
itemRect.anchoredPosition = new Vector2(11f + (i * 27f), 0f);
itemRect.sizeDelta = new Vector2(24f, 24f);
Image itemImage = itemObject.GetComponent<Image>();
itemImage.sprite = LoadTutorialSprite(itemAssetPaths[i]);
itemImage.preserveAspect = true;
itemImage.raycastTarget = false;
itemImage.gameObject.SetActive(false);
tutorialItemImages[i] = itemImage;
}
}
private TextMeshProUGUI CreateTutorialText(Transform parent, string objectName, Vector2 anchoredPosition, Vector2 sizeDelta, float fontSize, FontStyles fontStyle) {
GameObject textObject = new GameObject(objectName, typeof(RectTransform), typeof(CanvasRenderer));
textObject.transform.SetParent(parent, false);
RectTransform textRect = textObject.GetComponent<RectTransform>();
textRect.anchorMin = new Vector2(0f, 1f);
textRect.anchorMax = new Vector2(0f, 1f);
textRect.pivot = new Vector2(0f, 1f);
textRect.anchoredPosition = anchoredPosition;
textRect.sizeDelta = sizeDelta;
TextMeshProUGUI text = textObject.AddComponent<TextMeshProUGUI>();
text.font = tutorialFontAsset != null ? tutorialFontAsset : scoreText.font;
text.alignment = TextAlignmentOptions.Left;
text.fontSize = fontSize;
text.fontStyle = fontStyle;
text.color = new Color(0.96f, 0.98f, 1f, 0.96f);
text.raycastTarget = false;
text.textWrappingMode = TextWrappingModes.Normal;
return text;
}
private TMP_FontAsset CreateKoreanTutorialFontAsset() {
string[] familyNames = {
"Malgun Gothic",
"맑은 고딕",
"Arial Unicode MS"
};
string[] styleNames = {
"Regular",
"Normal"
};
for(int familyIndex = 0; familyIndex < familyNames.Length; familyIndex++)
{
for(int styleIndex = 0; styleIndex < styleNames.Length; styleIndex++)
{
TMP_FontAsset fontAsset = TMP_FontAsset.CreateFontAsset(familyNames[familyIndex], styleNames[styleIndex], 80);
if(fontAsset != null)
{
fontAsset.name = "Runtime Korean Tutorial Font";
return fontAsset;
}
}
}
return null;
}
private Sprite GetTutorialMainSprite(TutorialGuideType guideType) {
if(guideType == TutorialGuideType.Jump || guideType == TutorialGuideType.DoubleJump)
{
return LoadTutorialSprite("Assets/Sprites/JJ_Jump.png", "JJ_Jump_2");
}
if(guideType == TutorialGuideType.Slide)
{
return LoadTutorialSprite("Assets/Sprites/JJ_Slide.png", "JJ_Slide_0");
}
if(guideType == TutorialGuideType.Damage)
{
return LoadTutorialSprite("Assets/Resources/UI_LifeStamp.png");
}
return null;
}
private Sprite LoadTutorialSprite(string assetPath, string spriteName = "") {
#if UNITY_EDITOR
Object[] assets = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetPath);
Sprite firstSprite = null;
if(assets != null && assets.Length > 0)
{
for(int i = 0; i < assets.Length; i++)
{
Sprite sprite = assets[i] as Sprite;
if(sprite == null)
{
continue;
}
if(firstSprite == null)
{
firstSprite = sprite;
}
if(sprite.name == spriteName)
{
return sprite;
}
}
if(firstSprite != null)
{
return firstSprite;
}
}
Sprite directSprite = AssetDatabase.LoadAssetAtPath<Sprite>(assetPath);
if(directSprite != null)
{
return directSprite;
}
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
if(texture == null)
{
return null;
}
return Sprite.Create(
texture,
new Rect(0f, 0f, texture.width, texture.height),
new Vector2(0.5f, 0.5f),
100f);
#else
return null;
#endif
}
}