using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif // 발판으로서 필요한 동작을 담은 스크립트 public class Platform : MonoBehaviour { public enum PlatformPattern { Random, Empty, LowLeft, LowMid, LowRight, Slide, ForceHit } public enum MileagePattern { Random, None, SafeLine, JumpArc, SlideLine } public enum ItemPattern { None, HealthSushi, InvincibleRamen, EnergyDrink } public enum PlatformSkin { Airport, Japan, China, USA } 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 ItemPickup[] itemPickups; // 런타임에 생성하는 튜토리얼 아이템 풀 private MileagePattern reservedMileagePattern = MileagePattern.Random; // 다음 활성화 때 사용할 마일리지 패턴 private ItemPattern reservedItemPattern = ItemPattern.None; // 다음 활성화 때 사용할 아이템 배치 private PlatformSkin reservedSkin = PlatformSkin.Airport; // 현재 맵에서 사용할 발판/장애물 스킨 private const int MileagePoolSize = 5; private const int ItemPoolSize = 1; private const float MileageTokenScale = 0.55f; private const float MileageColliderRadius = 0.4f; private const float ItemTokenScale = 1.36f; private const float ItemColliderRadius = 0.46f; private const float JumpMileageMinWidthScale = 1.8f; private const float JumpMileageMaxWidthScale = 2.5f; public void ConfigureForTutorial(MileagePattern mileagePattern, ItemPattern itemPattern = ItemPattern.None, PlatformSkin platformSkin = PlatformSkin.Airport) { reservedMileagePattern = mileagePattern; reservedItemPattern = itemPattern; reservedSkin = platformSkin; } public void ConfigureForRandom(PlatformSkin platformSkin = PlatformSkin.Airport) { reservedMileagePattern = MileagePattern.Random; reservedItemPattern = ItemPattern.None; reservedSkin = platformSkin; } // 컴포넌트가 활성화될때 마다 매번 실행되는 메서드 private void OnEnable() { // 발판을 리셋하는 처리 stepped = false; ApplyVisualSkin(); EnsureMileagePickups(); EnsureItemPickups(); HideMileagePickups(); HideItemPickups(); PlaceReservedMileagePattern(); PlaceReservedItemPattern(); } void OnCollisionEnter2D(Collision2D collision) { // 플레이어 캐릭터가 자신을 밟았을때 점수를 추가하는 처리 if(collision.collider.tag == "Player" && !stepped && GameFlowManager.IsGameplayActive) { stepped = true; 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 = GetParentScaleCompensatedVector(MileageTokenScale); SpriteRenderer spriteRenderer = pickupObject.AddComponent(); spriteRenderer.sprite = mileageSprite; spriteRenderer.sortingLayerName = "Foreground"; spriteRenderer.sortingOrder = 1; CircleCollider2D pickupCollider = pickupObject.AddComponent(); pickupCollider.isTrigger = true; pickupCollider.radius = MileageColliderRadius; mileagePickups[i] = pickupObject.AddComponent(); mileagePickups[i].Setup(mileageSprite, smallMileageValue); pickupObject.SetActive(false); } } private void EnsureItemPickups() { if(itemPickups != null && itemPickups.Length == ItemPoolSize) { return; } itemPickups = new ItemPickup[ItemPoolSize]; for(int i = 0; i < ItemPoolSize; i++) { GameObject pickupObject = new GameObject("Tutorial Item Pickup " + (i + 1)); pickupObject.transform.SetParent(transform); pickupObject.transform.localScale = GetParentScaleCompensatedVector(ItemTokenScale); SpriteRenderer spriteRenderer = pickupObject.AddComponent(); spriteRenderer.sortingLayerName = "Foreground"; spriteRenderer.sortingOrder = 2; CircleCollider2D pickupCollider = pickupObject.AddComponent(); pickupCollider.isTrigger = true; pickupCollider.radius = ItemColliderRadius; itemPickups[i] = pickupObject.AddComponent(); 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 HideItemPickups() { if(itemPickups == null) { return; } for(int i = 0; i < itemPickups.Length; i++) { if(itemPickups[i] != null) { itemPickups[i].gameObject.SetActive(false); } } } private void TryPlaceMileagePattern() { if(mileageSprite == null || mileagePickups == null || Random.Range(0, 100) >= mileagePatternChance) { return; } PlaceSafeMileageLine(); } private void PlaceReservedMileagePattern() { if(mileageSprite == null || mileagePickups == null || reservedMileagePattern == MileagePattern.None) { return; } if(reservedMileagePattern == MileagePattern.SafeLine) { PlaceSafeMileageLine(); return; } if(reservedMileagePattern == MileagePattern.JumpArc) { PlaceJumpMileageArc(0f); return; } if(reservedMileagePattern == MileagePattern.SlideLine) { PlaceSlideMileageLine(); return; } TryPlaceMileagePattern(); } private void PlaceReservedItemPattern() { if(reservedItemPattern == ItemPattern.None || itemPickups == null || itemPickups.Length == 0) { return; } GameManager.TutorialItemType itemType = GameplayItemCatalog.ToTutorialItemType(reservedItemPattern); ItemPickup pickup = itemPickups[0]; pickup.Setup(LoadItemSprite(itemType), itemType); pickup.transform.localPosition = GetParentScaleCompensatedPosition(GetItemPosition(reservedItemPattern)); pickup.ResetPickup(); } private Vector2 GetItemPosition(ItemPattern itemPattern) { const float frontX = -1.45f; switch(itemPattern) { case ItemPattern.HealthSushi: return new Vector2(frontX, 1.55f); case ItemPattern.InvincibleRamen: return new Vector2(frontX, 1.55f); case ItemPattern.EnergyDrink: return new Vector2(frontX, 1.55f); default: return new Vector2(0f, 1.55f); } } private void ApplyVisualSkin() { #if UNITY_EDITOR Sprite platformSprite = LoadSpriteAtPath(GetPlatformSkinPath(reservedSkin)); Sprite mileageSkinSprite = LoadSpriteAtPath(GetMileageSkinPath(reservedSkin)); ApplySprite(GetComponent(), platformSprite); if(mileageSkinSprite != null) { mileageSprite = mileageSkinSprite; } #endif } #if UNITY_EDITOR private void ApplySprite(SpriteRenderer spriteRenderer, Sprite sprite) { if(spriteRenderer != null && sprite != null) { spriteRenderer.sprite = sprite; } } private Sprite LoadSpriteAtPath(string assetPath) { if(string.IsNullOrEmpty(assetPath)) { return null; } return AssetDatabase.LoadAssetAtPath(assetPath); } private string GetPlatformSkinPath(PlatformSkin platformSkin) { switch(platformSkin) { case PlatformSkin.Japan: return "Assets/Sprites/ObstacleSkins/Skin_Platform_Japan.png"; case PlatformSkin.China: return "Assets/Sprites/ObstacleSkins/Skin_Platform_China.png"; case PlatformSkin.USA: return "Assets/Sprites/ObstacleSkins/Skin_Platform_USA.png"; case PlatformSkin.Airport: default: return "Assets/Sprites/ObstacleSkins/Skin_Platform_AirportFloorTile.png"; } } private string GetMileageSkinPath(PlatformSkin platformSkin) { switch(platformSkin) { case PlatformSkin.Japan: return "Assets/Sprites/Mileage/Mileage_Japan.png"; case PlatformSkin.China: return "Assets/Sprites/Mileage/Mileage_China.png"; case PlatformSkin.USA: return "Assets/Sprites/Mileage/Mileage_USA.png"; case PlatformSkin.Airport: default: return "Assets/Sprites/Mileage/Mileage_Korea.png"; } } #endif private Sprite LoadItemSprite(GameManager.TutorialItemType itemType) { #if UNITY_EDITOR string assetPath = GameplayItemCatalog.GetSpriteAssetPath(itemType, reservedSkin); return AssetDatabase.LoadAssetAtPath(assetPath); #else return null; #endif } private void PlaceSafeMileageLine() { Vector2[] positions = { new Vector2(-2f, 1.35f), new Vector2(-1f, 1.35f), new Vector2(0f, 1.35f), new Vector2(1f, 1.35f), new Vector2(2f, 1.35f) }; PlaceMileageTokens(positions, smallMileageValue); } private void PlaceJumpMileageArc(float obstacleX) { float widthScale = GetJumpMileageArcWidthScale(); Vector2[] positions = { new Vector2(obstacleX - 2.25f * widthScale, 1.88f), new Vector2(obstacleX - 1.15f * widthScale, 2.88f), new Vector2(obstacleX, 3.58f), new Vector2(obstacleX + 1.15f * widthScale, 2.88f), new Vector2(obstacleX + 2.25f * widthScale, 1.88f) }; PlaceMileageTokens(positions, smallMileageValue); SetPickupValue(2, bonusMileageValue); } private float GetJumpMileageArcWidthScale() { if(GameManager.instance == null) { return JumpMileageMinWidthScale; } float minSpeed = Mathf.Max(0.1f, GameManager.instance.minGameSpeed); float maxSpeed = Mathf.Max(minSpeed + 0.1f, GameManager.instance.maxGameSpeed); float speedProgress = Mathf.InverseLerp(minSpeed, maxSpeed, GameManager.instance.gameSpeed); return Mathf.Lerp(JumpMileageMinWidthScale, JumpMileageMaxWidthScale, speedProgress); } private void PlaceSlideMileageLine() { Vector2[] positions = { new Vector2(-1.5f, 1.05f), new Vector2(-0.5f, 1.05f), new Vector2(0.5f, 1.05f), new Vector2(1.5f, 1.05f) }; 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 = GetParentScaleCompensatedPosition(positions[i]); mileagePickups[i].ResetPickup(); } } private Vector3 GetParentScaleCompensatedVector(float scale) { float parentScaleX = Mathf.Approximately(transform.localScale.x, 0f) ? 1f : transform.localScale.x; float parentScaleY = Mathf.Approximately(transform.localScale.y, 0f) ? 1f : transform.localScale.y; return new Vector3(scale / parentScaleX, scale / parentScaleY, 1f); } private Vector3 GetParentScaleCompensatedPosition(Vector2 position) { float parentScaleX = Mathf.Approximately(transform.localScale.x, 0f) ? 1f : transform.localScale.x; float parentScaleY = Mathf.Approximately(transform.localScale.y, 0f) ? 1f : transform.localScale.y; return new Vector3(position.x / parentScaleX, position.y / parentScaleY, 0f); } private void SetPickupValue(int index, int value) { if(index < 0 || index >= mileagePickups.Length || !mileagePickups[index].gameObject.activeSelf) { return; } mileagePickups[index].Setup(mileageSprite, value); } }