Files
Travel_Run/Assets/Scripts/Platform.cs
T
2026-06-24 15:34:09 +09:00

483 lines
16 KiB
C#

using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
// 발판으로서 필요한 동작을 담은 스크립트
public class Platform : MonoBehaviour {
public enum PlatformPattern {
Random,
Empty,
LowLeft,
LowMid,
LowRight,
Slide,
ForceHit
}
public enum MileagePattern {
Random,
None,
SafeLine,
JumpArc,
SlideLine
}
public enum ItemPattern {
None,
HealthSushi,
InvincibleRamen,
Shield,
SpeedShoes,
MileageCard
}
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 ItemPickup[] itemPickups; // 런타임에 생성하는 튜토리얼 아이템 풀
private PlatformPattern reservedPattern = PlatformPattern.Random; // 다음 활성화 때 사용할 수동 패턴
private MileagePattern reservedMileagePattern = MileagePattern.Random; // 다음 활성화 때 사용할 마일리지 패턴
private SlideObstaclePattern.SlideLayout reservedSlideLayout = SlideObstaclePattern.SlideLayout.Random; // 다음 슬라이딩 장애물 배치
private ItemPattern reservedItemPattern = ItemPattern.None; // 다음 활성화 때 사용할 아이템 배치
private const int MileagePoolSize = 5;
private const int ItemPoolSize = 1;
private const float MileageTokenScale = 0.55f;
private const float MileageColliderRadius = 0.4f;
private const float ItemTokenScale = 0.68f;
private const float ItemColliderRadius = 0.46f;
public void ConfigureForTutorial(
PlatformPattern pattern,
MileagePattern mileagePattern,
SlideObstaclePattern.SlideLayout slideLayout = SlideObstaclePattern.SlideLayout.Random,
ItemPattern itemPattern = ItemPattern.None) {
reservedPattern = pattern;
reservedMileagePattern = mileagePattern;
reservedSlideLayout = slideLayout;
reservedItemPattern = itemPattern;
}
public void ConfigureForRandom() {
reservedPattern = PlatformPattern.Random;
reservedMileagePattern = MileagePattern.Random;
reservedSlideLayout = SlideObstaclePattern.SlideLayout.Random;
reservedItemPattern = ItemPattern.None;
}
// 컴포넌트가 활성화될때 마다 매번 실행되는 메서드
private void OnEnable() {
// 발판을 리셋하는 처리
stepped = false;
EnsureMileagePickups();
EnsureItemPickups();
for(int i = 0; i < obstacles.Length; i++)
{
obstacles[i].SetActive(false);
}
HideMileagePickups();
HideItemPickups();
if(reservedPattern != PlatformPattern.Random)
{
ApplyReservedPattern();
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];
ConfigureSlideObstacle(activeObstacle);
activeObstacle.SetActive(true);
}
TryPlaceMileagePattern(activeObstacle);
}
void OnCollisionEnter2D(Collision2D collision) {
// 플레이어 캐릭터가 자신을 밟았을때 점수를 추가하는 처리
if(collision.collider.tag == "Player" && !stepped && GameFlowManager.IsGameplayActive)
{
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>();
spriteRenderer.sprite = mileageSprite;
spriteRenderer.sortingLayerName = "Foreground";
spriteRenderer.sortingOrder = 1;
CircleCollider2D pickupCollider = pickupObject.AddComponent<CircleCollider2D>();
pickupCollider.isTrigger = true;
pickupCollider.radius = MileageColliderRadius;
mileagePickups[i] = pickupObject.AddComponent<MileagePickup>();
mileagePickups[i].Setup(mileageSprite, smallMileageValue);
pickupObject.SetActive(false);
}
}
private void EnsureItemPickups() {
if(itemPickups != null && itemPickups.Length == ItemPoolSize)
{
return;
}
itemPickups = new ItemPickup[ItemPoolSize];
for(int i = 0; i < ItemPoolSize; i++)
{
GameObject pickupObject = new GameObject("Tutorial Item Pickup " + (i + 1));
pickupObject.transform.SetParent(transform);
pickupObject.transform.localScale = GetParentScaleCompensatedVector(ItemTokenScale);
SpriteRenderer spriteRenderer = pickupObject.AddComponent<SpriteRenderer>();
spriteRenderer.sortingLayerName = "Foreground";
spriteRenderer.sortingOrder = 2;
CircleCollider2D pickupCollider = pickupObject.AddComponent<CircleCollider2D>();
pickupCollider.isTrigger = true;
pickupCollider.radius = ItemColliderRadius;
itemPickups[i] = pickupObject.AddComponent<ItemPickup>();
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 HideItemPickups() {
if(itemPickups == null)
{
return;
}
for(int i = 0; i < itemPickups.Length; i++)
{
if(itemPickups[i] != null)
{
itemPickups[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 ApplyReservedPattern() {
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;
case PlatformPattern.ForceHit:
activeObstacle = FindObstacle("Obstacle Mid");
ActivateObstacle(activeObstacle);
GameObject slideObstacle = FindObstacle("Slide Obstacle Pattern");
reservedSlideLayout = SlideObstaclePattern.SlideLayout.WidePair;
ActivateObstacle(slideObstacle);
break;
}
if(reservedPattern != PlatformPattern.ForceHit && activeObstacle != null)
{
ActivateObstacle(activeObstacle);
}
PlaceReservedMileagePattern(activeObstacle);
PlaceReservedItemPattern();
}
private void ActivateObstacle(GameObject obstacle) {
if(obstacle == null)
{
return;
}
ConfigureSlideObstacle(obstacle);
obstacle.SetActive(true);
}
private void ConfigureSlideObstacle(GameObject activeObstacle) {
if(activeObstacle == null || !activeObstacle.name.Contains("Slide"))
{
return;
}
SlideObstaclePattern slideObstaclePattern = activeObstacle.GetComponent<SlideObstaclePattern>();
if(slideObstaclePattern != null)
{
slideObstaclePattern.ConfigureLayout(reservedSlideLayout);
}
}
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 PlaceReservedItemPattern() {
if(reservedItemPattern == ItemPattern.None || itemPickups == null || itemPickups.Length == 0)
{
return;
}
GameManager.TutorialItemType itemType = GetTutorialItemType(reservedItemPattern);
ItemPickup pickup = itemPickups[0];
pickup.Setup(LoadItemSprite(itemType), itemType);
pickup.transform.localPosition = GetParentScaleCompensatedPosition(GetItemPosition(reservedItemPattern));
pickup.ResetPickup();
}
private GameManager.TutorialItemType GetTutorialItemType(ItemPattern itemPattern) {
switch(itemPattern)
{
case ItemPattern.InvincibleRamen:
return GameManager.TutorialItemType.InvincibleRamen;
case ItemPattern.Shield:
return GameManager.TutorialItemType.Shield;
case ItemPattern.SpeedShoes:
return GameManager.TutorialItemType.SpeedShoes;
case ItemPattern.MileageCard:
return GameManager.TutorialItemType.MileageCard;
case ItemPattern.HealthSushi:
default:
return GameManager.TutorialItemType.HealthSushi;
}
}
private Vector2 GetItemPosition(ItemPattern itemPattern) {
switch(itemPattern)
{
case ItemPattern.HealthSushi:
return new Vector2(-1.6f, 1.55f);
case ItemPattern.InvincibleRamen:
return new Vector2(-0.8f, 1.55f);
case ItemPattern.Shield:
return new Vector2(-0.2f, 1.55f);
case ItemPattern.SpeedShoes:
return new Vector2(0.7f, 1.55f);
case ItemPattern.MileageCard:
return new Vector2(1.4f, 1.55f);
default:
return new Vector2(0f, 1.55f);
}
}
private Sprite LoadItemSprite(GameManager.TutorialItemType itemType) {
#if UNITY_EDITOR
string assetPath = "";
switch(itemType)
{
case GameManager.TutorialItemType.InvincibleRamen:
assetPath = "Assets/Sprites/Items/Item_Invincible_Ramen.png";
break;
case GameManager.TutorialItemType.Shield:
assetPath = "Assets/Sprites/Items/Item_Shield.png";
break;
case GameManager.TutorialItemType.SpeedShoes:
assetPath = "Assets/Sprites/Items/Item_Speed_Shoes.png";
break;
case GameManager.TutorialItemType.MileageCard:
assetPath = "Assets/Sprites/Items/Item_Mileage_Card.png";
break;
case GameManager.TutorialItemType.HealthSushi:
default:
assetPath = "Assets/Sprites/Items/Item_Health_Sushi.png";
break;
}
return AssetDatabase.LoadAssetAtPath<Sprite>(assetPath);
#else
return null;
#endif
}
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);
}
}