483 lines
16 KiB
C#
483 lines
16 KiB
C#
using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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// 발판으로서 필요한 동작을 담은 스크립트
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public class Platform : MonoBehaviour {
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public enum PlatformPattern {
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Random,
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Empty,
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LowLeft,
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LowMid,
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LowRight,
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Slide,
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ForceHit
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}
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public enum MileagePattern {
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Random,
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None,
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SafeLine,
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JumpArc,
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SlideLine
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}
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public enum ItemPattern {
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None,
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HealthSushi,
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InvincibleRamen,
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Shield,
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SpeedShoes,
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MileageCard
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}
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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 ItemPickup[] itemPickups; // 런타임에 생성하는 튜토리얼 아이템 풀
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private PlatformPattern reservedPattern = PlatformPattern.Random; // 다음 활성화 때 사용할 수동 패턴
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private MileagePattern reservedMileagePattern = MileagePattern.Random; // 다음 활성화 때 사용할 마일리지 패턴
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private SlideObstaclePattern.SlideLayout reservedSlideLayout = SlideObstaclePattern.SlideLayout.Random; // 다음 슬라이딩 장애물 배치
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private ItemPattern reservedItemPattern = ItemPattern.None; // 다음 활성화 때 사용할 아이템 배치
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private const int MileagePoolSize = 5;
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private const int ItemPoolSize = 1;
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private const float MileageTokenScale = 0.55f;
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private const float MileageColliderRadius = 0.4f;
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private const float ItemTokenScale = 0.68f;
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private const float ItemColliderRadius = 0.46f;
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public void ConfigureForTutorial(
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PlatformPattern pattern,
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MileagePattern mileagePattern,
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SlideObstaclePattern.SlideLayout slideLayout = SlideObstaclePattern.SlideLayout.Random,
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ItemPattern itemPattern = ItemPattern.None) {
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reservedPattern = pattern;
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reservedMileagePattern = mileagePattern;
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reservedSlideLayout = slideLayout;
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reservedItemPattern = itemPattern;
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}
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public void ConfigureForRandom() {
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reservedPattern = PlatformPattern.Random;
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reservedMileagePattern = MileagePattern.Random;
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reservedSlideLayout = SlideObstaclePattern.SlideLayout.Random;
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reservedItemPattern = ItemPattern.None;
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}
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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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EnsureItemPickups();
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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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HideItemPickups();
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if(reservedPattern != PlatformPattern.Random)
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{
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ApplyReservedPattern();
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return;
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}
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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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ConfigureSlideObstacle(activeObstacle);
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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 && GameFlowManager.IsGameplayActive)
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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 = GetParentScaleCompensatedVector(MileageTokenScale);
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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 = MileageColliderRadius;
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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 EnsureItemPickups() {
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if(itemPickups != null && itemPickups.Length == ItemPoolSize)
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{
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return;
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}
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itemPickups = new ItemPickup[ItemPoolSize];
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for(int i = 0; i < ItemPoolSize; i++)
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{
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GameObject pickupObject = new GameObject("Tutorial Item Pickup " + (i + 1));
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pickupObject.transform.SetParent(transform);
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pickupObject.transform.localScale = GetParentScaleCompensatedVector(ItemTokenScale);
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SpriteRenderer spriteRenderer = pickupObject.AddComponent<SpriteRenderer>();
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spriteRenderer.sortingLayerName = "Foreground";
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spriteRenderer.sortingOrder = 2;
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CircleCollider2D pickupCollider = pickupObject.AddComponent<CircleCollider2D>();
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pickupCollider.isTrigger = true;
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pickupCollider.radius = ItemColliderRadius;
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itemPickups[i] = pickupObject.AddComponent<ItemPickup>();
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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 HideItemPickups() {
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if(itemPickups == null)
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{
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return;
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}
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for(int i = 0; i < itemPickups.Length; i++)
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{
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if(itemPickups[i] != null)
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{
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itemPickups[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(GetWorldRelativeX(activeObstacle.transform));
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}
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}
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private void ApplyReservedPattern() {
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GameObject activeObstacle = null;
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switch(reservedPattern)
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{
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case PlatformPattern.LowLeft:
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activeObstacle = FindObstacle("Obstacle Left");
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break;
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case PlatformPattern.LowMid:
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activeObstacle = FindObstacle("Obstacle Mid");
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break;
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case PlatformPattern.LowRight:
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activeObstacle = FindObstacle("Obstacle Right");
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break;
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case PlatformPattern.Slide:
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activeObstacle = FindObstacle("Slide Obstacle Pattern");
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break;
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case PlatformPattern.ForceHit:
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activeObstacle = FindObstacle("Obstacle Mid");
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ActivateObstacle(activeObstacle);
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GameObject slideObstacle = FindObstacle("Slide Obstacle Pattern");
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reservedSlideLayout = SlideObstaclePattern.SlideLayout.WidePair;
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ActivateObstacle(slideObstacle);
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break;
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}
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if(reservedPattern != PlatformPattern.ForceHit && activeObstacle != null)
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{
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ActivateObstacle(activeObstacle);
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}
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PlaceReservedMileagePattern(activeObstacle);
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PlaceReservedItemPattern();
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}
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private void ActivateObstacle(GameObject obstacle) {
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if(obstacle == null)
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{
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return;
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}
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ConfigureSlideObstacle(obstacle);
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obstacle.SetActive(true);
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}
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private void ConfigureSlideObstacle(GameObject activeObstacle) {
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if(activeObstacle == null || !activeObstacle.name.Contains("Slide"))
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{
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return;
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}
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SlideObstaclePattern slideObstaclePattern = activeObstacle.GetComponent<SlideObstaclePattern>();
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if(slideObstaclePattern != null)
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{
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slideObstaclePattern.ConfigureLayout(reservedSlideLayout);
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}
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}
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private GameObject FindObstacle(string obstacleName) {
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for(int i = 0; i < obstacles.Length; i++)
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{
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if(obstacles[i] != null && obstacles[i].name == obstacleName)
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{
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return obstacles[i];
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}
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}
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return null;
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}
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private void PlaceReservedMileagePattern(GameObject activeObstacle) {
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if(mileageSprite == null || mileagePickups == null || reservedMileagePattern == MileagePattern.None)
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{
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return;
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}
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if(reservedMileagePattern == MileagePattern.SafeLine)
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{
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PlaceSafeMileageLine();
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return;
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}
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if(reservedMileagePattern == MileagePattern.JumpArc)
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{
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float obstacleX = activeObstacle != null ? GetWorldRelativeX(activeObstacle.transform) : 0f;
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PlaceJumpMileageArc(obstacleX);
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return;
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}
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if(reservedMileagePattern == MileagePattern.SlideLine)
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{
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PlaceSlideMileageLine();
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return;
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}
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TryPlaceMileagePattern(activeObstacle);
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}
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private void PlaceReservedItemPattern() {
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if(reservedItemPattern == ItemPattern.None || itemPickups == null || itemPickups.Length == 0)
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{
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return;
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}
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GameManager.TutorialItemType itemType = GetTutorialItemType(reservedItemPattern);
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ItemPickup pickup = itemPickups[0];
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pickup.Setup(LoadItemSprite(itemType), itemType);
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pickup.transform.localPosition = GetParentScaleCompensatedPosition(GetItemPosition(reservedItemPattern));
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pickup.ResetPickup();
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}
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private GameManager.TutorialItemType GetTutorialItemType(ItemPattern itemPattern) {
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switch(itemPattern)
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{
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case ItemPattern.InvincibleRamen:
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return GameManager.TutorialItemType.InvincibleRamen;
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case ItemPattern.Shield:
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return GameManager.TutorialItemType.Shield;
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case ItemPattern.SpeedShoes:
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return GameManager.TutorialItemType.SpeedShoes;
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case ItemPattern.MileageCard:
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return GameManager.TutorialItemType.MileageCard;
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case ItemPattern.HealthSushi:
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default:
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return GameManager.TutorialItemType.HealthSushi;
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}
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}
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private Vector2 GetItemPosition(ItemPattern itemPattern) {
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switch(itemPattern)
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{
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case ItemPattern.HealthSushi:
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return new Vector2(-1.6f, 1.55f);
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case ItemPattern.InvincibleRamen:
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return new Vector2(-0.8f, 1.55f);
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case ItemPattern.Shield:
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return new Vector2(-0.2f, 1.55f);
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case ItemPattern.SpeedShoes:
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return new Vector2(0.7f, 1.55f);
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case ItemPattern.MileageCard:
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return new Vector2(1.4f, 1.55f);
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default:
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return new Vector2(0f, 1.55f);
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}
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}
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private Sprite LoadItemSprite(GameManager.TutorialItemType itemType) {
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#if UNITY_EDITOR
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string assetPath = "";
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switch(itemType)
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{
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case GameManager.TutorialItemType.InvincibleRamen:
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assetPath = "Assets/Sprites/Items/Item_Invincible_Ramen.png";
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break;
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case GameManager.TutorialItemType.Shield:
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assetPath = "Assets/Sprites/Items/Item_Shield.png";
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break;
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case GameManager.TutorialItemType.SpeedShoes:
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assetPath = "Assets/Sprites/Items/Item_Speed_Shoes.png";
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break;
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case GameManager.TutorialItemType.MileageCard:
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assetPath = "Assets/Sprites/Items/Item_Mileage_Card.png";
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break;
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case GameManager.TutorialItemType.HealthSushi:
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default:
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assetPath = "Assets/Sprites/Items/Item_Health_Sushi.png";
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break;
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}
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return AssetDatabase.LoadAssetAtPath<Sprite>(assetPath);
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#else
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return null;
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#endif
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}
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private void PlaceSafeMileageLine() {
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Vector2[] positions = {
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new Vector2(-2f, 1.35f),
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new Vector2(-1f, 1.35f),
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new Vector2(0f, 1.35f),
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new Vector2(1f, 1.35f),
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new Vector2(2f, 1.35f)
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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, 1.65f),
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new Vector2(obstacleX, 2.25f),
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new Vector2(obstacleX + 1.2f, 1.65f),
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new Vector2(obstacleX + 1.9f, 1.35f)
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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, 1.05f),
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new Vector2(-0.5f, 1.05f),
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new Vector2(0.5f, 1.05f),
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new Vector2(1.5f, 1.05f)
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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 = GetParentScaleCompensatedPosition(positions[i]);
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mileagePickups[i].ResetPickup();
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}
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}
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private Vector3 GetParentScaleCompensatedVector(float scale) {
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float parentScaleX = Mathf.Approximately(transform.localScale.x, 0f) ? 1f : transform.localScale.x;
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float parentScaleY = Mathf.Approximately(transform.localScale.y, 0f) ? 1f : transform.localScale.y;
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return new Vector3(scale / parentScaleX, scale / parentScaleY, 1f);
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}
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private Vector3 GetParentScaleCompensatedPosition(Vector2 position) {
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float parentScaleX = Mathf.Approximately(transform.localScale.x, 0f) ? 1f : transform.localScale.x;
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float parentScaleY = Mathf.Approximately(transform.localScale.y, 0f) ? 1f : transform.localScale.y;
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return new Vector3(position.x / parentScaleX, position.y / parentScaleY, 0f);
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}
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private float GetWorldRelativeX(Transform child) {
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return child.localPosition.x * transform.localScale.x;
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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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