181 lines
5.7 KiB
C#
181 lines
5.7 KiB
C#
using UnityEngine;
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// 발판으로서 필요한 동작을 담은 스크립트
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public class Platform : MonoBehaviour {
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public GameObject[] obstacles; // 장애물 오브젝트들
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public int emptyPatternWeight = 2; // 장애물이 없는 패턴이 선택될 가중치
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public Sprite mileageSprite; // 이 발판에서 사용할 마일리지 토큰 스프라이트
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public int mileagePatternChance = 50; // 마일리지 패턴 등장 확률
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public int smallMileageValue = 10; // 일반 토큰 가치
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public int bonusMileageValue = 30; // 어려운 루트 보너스 토큰 가치
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private bool stepped = false; // 플레이어 캐릭터가 밟았었는가
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private MileagePickup[] mileagePickups; // 런타임에 생성하는 마일리지 토큰 풀
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private const int MileagePoolSize = 5;
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// 컴포넌트가 활성화될때 마다 매번 실행되는 메서드
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private void OnEnable() {
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// 발판을 리셋하는 처리
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stepped = false;
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EnsureMileagePickups();
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for(int i = 0; i < obstacles.Length; i++)
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{
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obstacles[i].SetActive(false);
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}
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HideMileagePickups();
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if(obstacles.Length == 0)
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{
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TryPlaceMileagePattern(null);
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return;
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}
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// 낮은 장애물과 높은 장애물이 동시에 켜져 불가능한 배치가 되지 않도록 하나만 선택한다.
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int patternIndex = Random.Range(0, obstacles.Length + emptyPatternWeight);
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GameObject activeObstacle = null;
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if(patternIndex < obstacles.Length)
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{
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activeObstacle = obstacles[patternIndex];
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activeObstacle.SetActive(true);
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}
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TryPlaceMileagePattern(activeObstacle);
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}
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void OnCollisionEnter2D(Collision2D collision) {
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// 플레이어 캐릭터가 자신을 밟았을때 점수를 추가하는 처리
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if(collision.collider.tag == "Player" && !stepped)
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{
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stepped = true;
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GameManager.instance.AddScore(1);
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}
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}
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private void EnsureMileagePickups() {
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if(mileagePickups != null && mileagePickups.Length == MileagePoolSize)
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{
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return;
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}
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mileagePickups = new MileagePickup[MileagePoolSize];
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for(int i = 0; i < MileagePoolSize; i++)
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{
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GameObject pickupObject = new GameObject("Mileage Pickup " + (i + 1));
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pickupObject.transform.SetParent(transform);
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pickupObject.transform.localScale = Vector3.one;
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SpriteRenderer spriteRenderer = pickupObject.AddComponent<SpriteRenderer>();
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spriteRenderer.sprite = mileageSprite;
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spriteRenderer.sortingLayerName = "Foreground";
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spriteRenderer.sortingOrder = 1;
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CircleCollider2D pickupCollider = pickupObject.AddComponent<CircleCollider2D>();
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pickupCollider.isTrigger = true;
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pickupCollider.radius = 0.35f;
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mileagePickups[i] = pickupObject.AddComponent<MileagePickup>();
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mileagePickups[i].Setup(mileageSprite, smallMileageValue);
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pickupObject.SetActive(false);
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}
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}
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private void HideMileagePickups() {
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if(mileagePickups == null)
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{
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return;
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}
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for(int i = 0; i < mileagePickups.Length; i++)
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{
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if(mileagePickups[i] != null)
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{
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mileagePickups[i].gameObject.SetActive(false);
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}
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}
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}
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private void TryPlaceMileagePattern(GameObject activeObstacle) {
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if(mileageSprite == null || mileagePickups == null || Random.Range(0, 100) >= mileagePatternChance)
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{
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return;
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}
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if(activeObstacle == null)
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{
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PlaceSafeMileageLine();
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return;
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}
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if(activeObstacle.name.Contains("Slide"))
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{
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PlaceSlideMileageLine();
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}
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else
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{
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PlaceJumpMileageArc(activeObstacle.transform.localPosition.x);
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}
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}
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private void PlaceSafeMileageLine() {
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Vector2[] positions = {
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new Vector2(-2f, 2.25f),
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new Vector2(-1f, 2.25f),
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new Vector2(0f, 2.25f),
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new Vector2(1f, 2.25f),
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new Vector2(2f, 2.25f)
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};
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PlaceMileageTokens(positions, smallMileageValue);
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}
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private void PlaceJumpMileageArc(float obstacleX) {
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Vector2[] positions = {
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new Vector2(obstacleX - 1.2f, 2.7f),
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new Vector2(obstacleX, 3.45f),
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new Vector2(obstacleX + 1.2f, 2.7f),
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new Vector2(obstacleX + 1.9f, 2.25f)
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};
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PlaceMileageTokens(positions, smallMileageValue);
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SetPickupValue(1, bonusMileageValue);
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}
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private void PlaceSlideMileageLine() {
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Vector2[] positions = {
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new Vector2(-1.5f, 1.45f),
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new Vector2(-0.5f, 1.45f),
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new Vector2(0.5f, 1.45f),
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new Vector2(1.5f, 1.45f)
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};
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PlaceMileageTokens(positions, smallMileageValue);
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SetPickupValue(2, bonusMileageValue);
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}
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private void PlaceMileageTokens(Vector2[] positions, int value) {
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int count = Mathf.Min(positions.Length, mileagePickups.Length);
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for(int i = 0; i < count; i++)
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{
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mileagePickups[i].Setup(mileageSprite, value);
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mileagePickups[i].transform.localPosition = positions[i];
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mileagePickups[i].ResetPickup();
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}
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}
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private void SetPickupValue(int index, int value) {
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if(index < 0 || index >= mileagePickups.Length || !mileagePickups[index].gameObject.activeSelf)
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{
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return;
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}
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mileagePickups[index].Setup(mileageSprite, value);
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}
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}
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