Files
Travel_Run/Assets/Scripts/Platform.cs
T
2026-06-22 09:19:19 +09:00

181 lines
5.7 KiB
C#

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)
{
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 = 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);
}
}