using UnityEngine; // 발판으로서 필요한 동작을 담은 스크립트 public class Platform : MonoBehaviour { public enum PlatformPattern { Random, Empty, LowLeft, LowMid, LowRight, Slide } public enum MileagePattern { Random, None, SafeLine, JumpArc, SlideLine } 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 PlatformPattern reservedPattern = PlatformPattern.Random; // 다음 활성화 때 사용할 수동 패턴 private MileagePattern reservedMileagePattern = MileagePattern.Random; // 다음 활성화 때 사용할 마일리지 패턴 private const int MileagePoolSize = 5; private const float MileageTokenScale = 0.55f; private const float MileageColliderRadius = 0.4f; public void ConfigureForTutorial(PlatformPattern pattern, MileagePattern mileagePattern) { reservedPattern = pattern; reservedMileagePattern = mileagePattern; } public void ConfigureForRandom() { reservedPattern = PlatformPattern.Random; reservedMileagePattern = MileagePattern.Random; } // 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(reservedPattern != PlatformPattern.Random) { ApplyTutorialPattern(); return; } 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) { activeObstacle = obstacles[patternIndex]; activeObstacle.SetActive(true); } TryPlaceMileagePattern(activeObstacle); } void OnCollisionEnter2D(Collision2D collision) { // 플레이어 캐릭터가 자신을 밟았을때 점수를 추가하는 처리 if(collision.collider.tag == "Player" && !stepped) { 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 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(GetWorldRelativeX(activeObstacle.transform)); } } private void ApplyTutorialPattern() { GameObject activeObstacle = null; switch(reservedPattern) { case PlatformPattern.LowLeft: activeObstacle = FindObstacle("Obstacle Left"); break; case PlatformPattern.LowMid: activeObstacle = FindObstacle("Obstacle Mid"); break; case PlatformPattern.LowRight: activeObstacle = FindObstacle("Obstacle Right"); break; case PlatformPattern.Slide: activeObstacle = FindObstacle("Slide Obstacle Pattern"); break; } if(activeObstacle != null) { activeObstacle.SetActive(true); } PlaceReservedMileagePattern(activeObstacle); } private GameObject FindObstacle(string obstacleName) { for(int i = 0; i < obstacles.Length; i++) { if(obstacles[i] != null && obstacles[i].name == obstacleName) { return obstacles[i]; } } return null; } private void PlaceReservedMileagePattern(GameObject activeObstacle) { if(mileageSprite == null || mileagePickups == null || reservedMileagePattern == MileagePattern.None) { return; } if(reservedMileagePattern == MileagePattern.SafeLine) { PlaceSafeMileageLine(); return; } if(reservedMileagePattern == MileagePattern.JumpArc) { float obstacleX = activeObstacle != null ? GetWorldRelativeX(activeObstacle.transform) : 0f; PlaceJumpMileageArc(obstacleX); return; } if(reservedMileagePattern == MileagePattern.SlideLine) { PlaceSlideMileageLine(); return; } TryPlaceMileagePattern(activeObstacle); } 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) { Vector2[] positions = { new Vector2(obstacleX - 1.2f, 1.65f), new Vector2(obstacleX, 2.25f), new Vector2(obstacleX + 1.2f, 1.65f), new Vector2(obstacleX + 1.9f, 1.35f) }; PlaceMileageTokens(positions, smallMileageValue); SetPickupValue(1, bonusMileageValue); } 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 float GetWorldRelativeX(Transform child) { return child.localPosition.x * transform.localScale.x; } private void SetPickupValue(int index, int value) { if(index < 0 || index >= mileagePickups.Length || !mileagePickups[index].gameObject.activeSelf) { return; } mileagePickups[index].Setup(mileageSprite, value); } }