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 public TextMeshProUGUI scoreText; // 점수를 출력할 UI 텍스트 public GameObject gameoverUI; // 게임 오버시 활성화 할 UI 게임 오브젝트 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 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 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"; private const string CharacterFaceResourcePath = "UI_JJ_Face"; 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; public float minGameSpeed = 1f; 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() { // 싱글톤 변수 instance가 비어있는가? if(instance == null) { // instance가 비어있다면(null) 그곳에 자기 자신을 할당 instance = this; } else { // instance에 이미 다른 GameManager 오브젝트가 할당되어 있는 경우 // 씬에 두개 이상의 GameManager 오브젝트가 존재한다는 의미. // 싱글톤 오브젝트는 하나만 존재해야 하므로 자신의 게임 오브젝트를 파괴 Debug.LogWarning("씬에 두개 이상의 게임 매니저가 존재합니다!"); Destroy(gameObject); } } private void Start() { currentLife = maxLife; totalMileage = GameFlowManager.Instance != null ? GameFlowManager.Instance.SaveData.totalMileage : PlayerPrefs.GetInt(TotalMileageKey, 0); if(grantInitialMileage && PlayerPrefs.GetInt(InitialMileageGrantedKey, 0) == 0) { totalMileage += initialMileage; PlayerPrefs.SetInt(TotalMileageKey, totalMileage); PlayerPrefs.SetInt(InitialMileageGrantedKey, 1); PlayerPrefs.Save(); } 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 && 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(); if(platformSpawner != null) { platformSpawner.ApplyMap(currentMapDefinition); } UpdateScoreUI(); } // 점수를 증가시키는 메서드 public void AddScore(int newScore) { if(!isGameover) { score += newScore; UpdateScoreUI(); } } 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) { return; } int finalAmount = IsMileageBonusActive() ? amount * Mathf.Max(1, mileageBonusMultiplier) : amount; stageMileage += finalAmount; score += Mathf.Max(1, finalAmount / 10); if(saveMileageImmediately) { totalMileage += finalAmount; PlayerPrefs.SetInt(TotalMileageKey, totalMileage); PlayerPrefs.Save(); SyncTotalMileageToFlow(); } UpdateScoreUI(); } // 플레이어가 장애물에 부딪혔을 때 목숨과 속도를 줄이는 메서드 public bool TakeDamage(int damage = 1) { if(isGameover || !GameFlowManager.IsGameplayActive) { return false; } currentLife -= damage; currentLife = Mathf.Max(currentLife, 0); gameSpeed -= hitSpeedPenalty; gameSpeed = Mathf.Max(gameSpeed, minGameSpeed); UpdateScoreUI(); 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; 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) { 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"); } if(lifeIcons != null) { for(int i = 0; i < lifeIcons.Length; i++) { if(lifeIcons[i] == null) { continue; } bool hasLife = i < currentLife; lifeIcons[i].color = hasLife ? GetActiveLifeIconColor(lifeIcons[i]) : new Color(0.34f, 0.34f, 0.34f, 0.72f); } } RefreshTutorialGuide(); } private void RefreshTutorialGuide() { if(tutorialGuideObject == null) { 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() { if(scoreText == null) { return; } Transform canvasTransform = scoreText.transform.parent; ConfigureRightInfoText(); CreateStatusHUD(canvasTransform); CreateTutorialGuide(canvasTransform); } private void ConfigureRightInfoText() { RectTransform rectTransform = scoreText.rectTransform; rectTransform.anchorMin = new Vector2(1f, 1f); 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; 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; } private void CreateStatusHUD(Transform canvasTransform) { GameObject hudObject = new GameObject("Status HUD", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image)); hudObject.transform.SetParent(canvasTransform, false); RectTransform hudRect = hudObject.GetComponent(); hudRect.anchorMin = new Vector2(0f, 1f); hudRect.anchorMax = new Vector2(0f, 1f); hudRect.pivot = new Vector2(0f, 1f); hudRect.anchoredPosition = new Vector2(8f, -7f); hudRect.sizeDelta = new Vector2(108f, 34f); Image hudBackground = hudObject.GetComponent(); hudBackground.sprite = LoadHudSprite(PassportPanelResourcePath); hudBackground.color = hudBackground.sprite != null ? Color.white : new Color(0.04f, 0.08f, 0.11f, 0.68f); hudBackground.raycastTarget = false; CreateFaceIcon(hudObject.transform); CreateLifeIcons(hudObject.transform); CreateItemSlots(hudObject.transform); } private void CreateFaceIcon(Transform parent) { GameObject faceFrame = new GameObject("Face Frame", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image)); faceFrame.transform.SetParent(parent, false); RectTransform frameRect = faceFrame.GetComponent(); frameRect.anchorMin = new Vector2(0f, 1f); frameRect.anchorMax = new Vector2(0f, 1f); frameRect.pivot = new Vector2(0f, 1f); frameRect.anchoredPosition = new Vector2(6f, -6f); frameRect.sizeDelta = new Vector2(20f, 20f); Image frameImage = faceFrame.GetComponent(); 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)); faceObject.transform.SetParent(faceFrame.transform, false); RectTransform faceRect = faceObject.GetComponent(); faceRect.anchorMin = Vector2.zero; faceRect.anchorMax = Vector2.one; faceRect.offsetMin = new Vector2(2f, 2f); faceRect.offsetMax = new Vector2(-2f, -2f); Image faceImage = faceObject.GetComponent(); 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 = LoadHudSprite(LifeStampResourcePath); int iconCount = Mathf.Max(maxLife, 1); lifeIcons = new Image[iconCount]; for(int i = 0; i < iconCount; i++) { GameObject lifeObject = new GameObject("Life Stamp " + (i + 1), typeof(RectTransform), typeof(CanvasRenderer), typeof(Image)); lifeObject.transform.SetParent(parent, false); RectTransform lifeRect = lifeObject.GetComponent(); lifeRect.anchorMin = new Vector2(0f, 1f); lifeRect.anchorMax = new Vector2(0f, 1f); lifeRect.pivot = new Vector2(0f, 1f); lifeRect.anchoredPosition = new Vector2(33f + (i * 13f), -7f); lifeRect.sizeDelta = new Vector2(10f, 10f); Image lifeImage = lifeObject.GetComponent(); lifeImage.sprite = lifeSprite; 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; } } private void CreateItemSlots(Transform parent) { Sprite slotSprite = LoadHudSprite(PassportItemSlotResourcePath); for(int i = 0; i < 3; i++) { GameObject slotObject = new GameObject("Item Slot " + (i + 1), typeof(RectTransform), typeof(CanvasRenderer), typeof(Image)); slotObject.transform.SetParent(parent, false); RectTransform slotRect = slotObject.GetComponent(); slotRect.anchorMin = new Vector2(0f, 1f); slotRect.anchorMax = new Vector2(0f, 1f); slotRect.pivot = new Vector2(0f, 1f); slotRect.anchoredPosition = new Vector2(33f + (i * 13f), -20f); slotRect.sizeDelta = new Vector2(10f, 10f); Image slotImage = slotObject.GetComponent(); slotImage.sprite = slotSprite; slotImage.color = slotSprite != null ? new Color(1f, 1f, 1f, 0.92f) : new Color(0.92f, 0.97f, 1f, 0.22f); slotImage.preserveAspect = true; slotImage.raycastTarget = false; } } private Sprite LoadHudSprite(string resourcePath) { Sprite sprite = Resources.Load(resourcePath); if(sprite != null) { return sprite; } Texture2D texture = Resources.Load(resourcePath); #if UNITY_EDITOR if(texture == null) { sprite = AssetDatabase.LoadAssetAtPath("Assets/Resources/" + resourcePath + ".png"); if(sprite != null) { return sprite; } texture = AssetDatabase.LoadAssetAtPath("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(); 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(); 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(); 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(); 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(); 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(); 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(); 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(); 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(); 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(); 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(assetPath); if(directSprite != null) { return directSprite; } Texture2D texture = AssetDatabase.LoadAssetAtPath(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 } }