Files
Travel_Run/Assets/Scripts/GameManager.cs
T
2026-06-24 11:13:22 +09:00

341 lines
13 KiB
C#

using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
using UnityEngine.UI;
// 게임 오버 상태를 표현하고, 게임 점수와 UI를 관리하는 게임 매니저
// 씬에는 단 하나의 게임 매니저만 존재할 수 있다.
public class GameManager : MonoBehaviour {
public static GameManager instance; // 싱글톤을 할당할 전역 변수
public bool isGameover = false; // 게임 오버 상태
public TextMeshProUGUI scoreText; // 점수를 출력할 UI 텍스트
public GameObject gameoverUI; // 게임 오버시 활성화 할 UI 게임 오브젝트
private int score = 0; // 게임 점수
private int currentLife; // 현재 남은 목숨
private int stageMileage = 0; // 현재 플레이 중 획득한 마일리지
private int totalMileage = 0; // 누적 보유 마일리지
private string tutorialMessage = ""; // 튜토리얼 안내 문구
private Image[] lifeIcons; // 왼쪽 HUD의 목숨 도장 표시
private TextMeshProUGUI tutorialText; // 화면 하단 튜토리얼 안내
public int maxLife = 3; // 시작 목숨
public int initialMileage = 500; // 첫 시작시 지급할 초기 마일리지
public bool grantInitialMileage = true; // 초기 마일리지 지급 여부
public bool saveMileageImmediately = true; // 스테이지 정산 전까지는 획득 즉시 누적한다.
private const string TotalMileageKey = "UniRun.TotalMileage";
private const string InitialMileageGrantedKey = "UniRun.InitialMileageGranted";
private const string CharacterFaceResourcePath = "UI_JJ_Face";
private const string PassportPanelResourcePath = "UI_PassportPanel";
private const string LifeStampResourcePath = "UI_LifeStamp";
private const string PassportItemSlotResourcePath = "UI_PassportItemSlot";
// 게임의 스피드를 올리는 변수
public float gameSpeed = 1f;
public float minGameSpeed = 1f;
public float speedIncreaseRate = 0.05f;
public float maxGameSpeed = 2f;
public float hitSpeedPenalty = 0.3f;
// 게임 시작과 동시에 싱글톤을 구성
void Awake() {
// 싱글톤 변수 instance가 비어있는가?
if(instance == null)
{
// instance가 비어있다면(null) 그곳에 자기 자신을 할당
instance = this;
}
else
{
// instance에 이미 다른 GameManager 오브젝트가 할당되어 있는 경우
// 씬에 두개 이상의 GameManager 오브젝트가 존재한다는 의미.
// 싱글톤 오브젝트는 하나만 존재해야 하므로 자신의 게임 오브젝트를 파괴
Debug.LogWarning("씬에 두개 이상의 게임 매니저가 존재합니다!");
Destroy(gameObject);
}
}
private void Start() {
currentLife = maxLife;
totalMileage = PlayerPrefs.GetInt(TotalMileageKey, 0);
if(grantInitialMileage && PlayerPrefs.GetInt(InitialMileageGrantedKey, 0) == 0)
{
totalMileage += initialMileage;
PlayerPrefs.SetInt(TotalMileageKey, totalMileage);
PlayerPrefs.SetInt(InitialMileageGrantedKey, 1);
PlayerPrefs.Save();
}
BuildRuntimeHUD();
UpdateScoreUI();
}
void Update() {
// 게임 오버 상태에서 게임을 재시작할 수 있게 하는 처리
if(isGameover && Input.GetMouseButtonDown(0))
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
if(!isGameover)
{
// 게임 진행시 게임 속도는 시간에 따라 증가
gameSpeed += speedIncreaseRate * Time.deltaTime;
// 게임 최대 속도는 max를 넘어서지 못하게
gameSpeed = Mathf.Min(gameSpeed, maxGameSpeed);
UpdateScoreUI();
}
}
// 점수를 증가시키는 메서드
public void AddScore(int newScore) {
if(!isGameover)
{
score += newScore;
UpdateScoreUI();
}
}
public void SetTutorialMessage(string message) {
tutorialMessage = message;
UpdateScoreUI();
}
// 마일리지 토큰을 먹었을 때 호출되는 메서드
public void AddMileage(int amount) {
if(isGameover)
{
return;
}
stageMileage += amount;
score += Mathf.Max(1, amount / 10);
if(saveMileageImmediately)
{
totalMileage += amount;
PlayerPrefs.SetInt(TotalMileageKey, totalMileage);
PlayerPrefs.Save();
}
UpdateScoreUI();
}
// 플레이어가 장애물에 부딪혔을 때 목숨과 속도를 줄이는 메서드
public bool TakeDamage(int damage = 1) {
if(isGameover)
{
return false;
}
currentLife -= damage;
currentLife = Mathf.Max(currentLife, 0);
gameSpeed -= hitSpeedPenalty;
gameSpeed = Mathf.Max(gameSpeed, minGameSpeed);
UpdateScoreUI();
return currentLife <= 0;
}
// 플레이어 캐릭터가 사망시 게임 오버를 실행하는 메서드
public void OnPlayerDead() {
isGameover = true;
gameoverUI.SetActive(true);
}
private void UpdateScoreUI() {
if(scoreText != null)
{
scoreText.text = "SCORE " + score
+ "\nMILE " + stageMileage
+ "\nTOTAL " + totalMileage
+ "\nSPD " + gameSpeed.ToString("0.0");
}
if(lifeIcons != null)
{
for(int i = 0; i < lifeIcons.Length; i++)
{
if(lifeIcons[i] == null)
{
continue;
}
bool hasLife = i < currentLife;
lifeIcons[i].color = hasLife
? Color.white
: new Color(0.34f, 0.34f, 0.34f, 0.72f);
}
}
if(tutorialText != null)
{
tutorialText.text = tutorialMessage;
tutorialText.gameObject.SetActive(!string.IsNullOrEmpty(tutorialMessage));
}
}
private void BuildRuntimeHUD() {
if(scoreText == null)
{
return;
}
Transform canvasTransform = scoreText.transform.parent;
ConfigureRightInfoText();
CreateStatusHUD(canvasTransform);
CreateTutorialText(canvasTransform);
}
private void ConfigureRightInfoText() {
RectTransform rectTransform = scoreText.rectTransform;
rectTransform.anchorMin = new Vector2(1f, 1f);
rectTransform.anchorMax = new Vector2(1f, 1f);
rectTransform.pivot = new Vector2(1f, 1f);
rectTransform.anchoredPosition = new Vector2(-12f, -9f);
rectTransform.sizeDelta = new Vector2(132f, 62f);
scoreText.alignment = TextAlignmentOptions.TopRight;
scoreText.fontSize = 9.5f;
scoreText.lineSpacing = -10f;
scoreText.color = new Color(0.94f, 0.97f, 1f, 0.92f);
scoreText.raycastTarget = false;
scoreText.textWrappingMode = TextWrappingModes.NoWrap;
}
private void CreateStatusHUD(Transform canvasTransform) {
GameObject hudObject = new GameObject("Status HUD", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
hudObject.transform.SetParent(canvasTransform, false);
RectTransform hudRect = hudObject.GetComponent<RectTransform>();
hudRect.anchorMin = new Vector2(0f, 1f);
hudRect.anchorMax = new Vector2(0f, 1f);
hudRect.pivot = new Vector2(0f, 1f);
hudRect.anchoredPosition = new Vector2(10f, -8f);
hudRect.sizeDelta = new Vector2(176f, 54f);
Image hudBackground = hudObject.GetComponent<Image>();
hudBackground.sprite = Resources.Load<Sprite>(PassportPanelResourcePath);
hudBackground.color = hudBackground.sprite != null
? Color.white
: new Color(0.04f, 0.08f, 0.11f, 0.68f);
hudBackground.raycastTarget = false;
CreateFaceIcon(hudObject.transform);
CreateLifeIcons(hudObject.transform);
CreateItemSlots(hudObject.transform);
}
private void CreateFaceIcon(Transform parent) {
GameObject faceFrame = new GameObject("Face Frame", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
faceFrame.transform.SetParent(parent, false);
RectTransform frameRect = faceFrame.GetComponent<RectTransform>();
frameRect.anchorMin = new Vector2(0f, 1f);
frameRect.anchorMax = new Vector2(0f, 1f);
frameRect.pivot = new Vector2(0f, 1f);
frameRect.anchoredPosition = new Vector2(9f, -10f);
frameRect.sizeDelta = new Vector2(29f, 29f);
Image frameImage = faceFrame.GetComponent<Image>();
frameImage.color = new Color(0.84f, 0.87f, 0.80f, 0.58f);
frameImage.raycastTarget = false;
GameObject faceObject = new GameObject("Character Face", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
faceObject.transform.SetParent(faceFrame.transform, false);
RectTransform faceRect = faceObject.GetComponent<RectTransform>();
faceRect.anchorMin = Vector2.zero;
faceRect.anchorMax = Vector2.one;
faceRect.offsetMin = new Vector2(2f, 2f);
faceRect.offsetMax = new Vector2(-2f, -2f);
Image faceImage = faceObject.GetComponent<Image>();
faceImage.sprite = Resources.Load<Sprite>(CharacterFaceResourcePath);
faceImage.preserveAspect = true;
faceImage.raycastTarget = false;
}
private void CreateLifeIcons(Transform parent) {
Sprite lifeSprite = Resources.Load<Sprite>(LifeStampResourcePath);
int iconCount = Mathf.Max(maxLife, 1);
lifeIcons = new Image[iconCount];
for(int i = 0; i < iconCount; i++)
{
GameObject lifeObject = new GameObject("Life Stamp " + (i + 1), typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
lifeObject.transform.SetParent(parent, false);
RectTransform lifeRect = lifeObject.GetComponent<RectTransform>();
lifeRect.anchorMin = new Vector2(0f, 1f);
lifeRect.anchorMax = new Vector2(0f, 1f);
lifeRect.pivot = new Vector2(0f, 1f);
lifeRect.anchoredPosition = new Vector2(50f + (i * 21f), -10f);
lifeRect.sizeDelta = new Vector2(18f, 18f);
Image lifeImage = lifeObject.GetComponent<Image>();
lifeImage.sprite = lifeSprite;
lifeImage.color = Color.white;
lifeImage.preserveAspect = true;
lifeImage.raycastTarget = false;
lifeIcons[i] = lifeImage;
}
}
private void CreateItemSlots(Transform parent) {
Sprite slotSprite = Resources.Load<Sprite>(PassportItemSlotResourcePath);
for(int i = 0; i < 3; i++)
{
GameObject slotObject = new GameObject("Item Slot " + (i + 1), typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
slotObject.transform.SetParent(parent, false);
RectTransform slotRect = slotObject.GetComponent<RectTransform>();
slotRect.anchorMin = new Vector2(0f, 1f);
slotRect.anchorMax = new Vector2(0f, 1f);
slotRect.pivot = new Vector2(0f, 1f);
slotRect.anchoredPosition = new Vector2(50f + (i * 21f), -31f);
slotRect.sizeDelta = new Vector2(18f, 18f);
Image slotImage = slotObject.GetComponent<Image>();
slotImage.sprite = slotSprite;
slotImage.color = slotSprite != null
? new Color(1f, 1f, 1f, 0.92f)
: new Color(0.92f, 0.97f, 1f, 0.22f);
slotImage.preserveAspect = true;
slotImage.raycastTarget = false;
}
}
private void CreateTutorialText(Transform canvasTransform) {
GameObject tutorialObject = new GameObject("Tutorial Text", typeof(RectTransform), typeof(CanvasRenderer));
tutorialObject.transform.SetParent(canvasTransform, false);
RectTransform tutorialRect = tutorialObject.GetComponent<RectTransform>();
tutorialRect.anchorMin = new Vector2(0.5f, 0f);
tutorialRect.anchorMax = new Vector2(0.5f, 0f);
tutorialRect.pivot = new Vector2(0.5f, 0f);
tutorialRect.anchoredPosition = new Vector2(0f, 18f);
tutorialRect.sizeDelta = new Vector2(360f, 24f);
tutorialText = tutorialObject.AddComponent<TextMeshProUGUI>();
tutorialText.font = scoreText.font;
tutorialText.alignment = TextAlignmentOptions.Center;
tutorialText.fontSize = 9.5f;
tutorialText.fontStyle = FontStyles.Bold;
tutorialText.color = new Color(0.96f, 0.98f, 1f, 0.95f);
tutorialText.raycastTarget = false;
tutorialText.textWrappingMode = TextWrappingModes.NoWrap;
tutorialText.gameObject.SetActive(false);
}
}