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

301 lines
9.6 KiB
C#

using UnityEngine;
// 발판으로서 필요한 동작을 담은 스크립트
public class Platform : MonoBehaviour {
public enum PlatformPattern {
Random,
Empty,
LowLeft,
LowMid,
LowRight,
Slide
}
public enum MileagePattern {
Random,
None,
SafeLine,
JumpArc,
SlideLine
}
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 PlatformPattern reservedPattern = PlatformPattern.Random; // 다음 활성화 때 사용할 수동 패턴
private MileagePattern reservedMileagePattern = MileagePattern.Random; // 다음 활성화 때 사용할 마일리지 패턴
private const int MileagePoolSize = 5;
private const float MileageTokenScale = 0.55f;
private const float MileageColliderRadius = 0.4f;
public void ConfigureForTutorial(PlatformPattern pattern, MileagePattern mileagePattern) {
reservedPattern = pattern;
reservedMileagePattern = mileagePattern;
}
public void ConfigureForRandom() {
reservedPattern = PlatformPattern.Random;
reservedMileagePattern = MileagePattern.Random;
}
// 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(reservedPattern != PlatformPattern.Random)
{
ApplyTutorialPattern();
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];
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 = 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 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(GetWorldRelativeX(activeObstacle.transform));
}
}
private void ApplyTutorialPattern() {
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;
}
if(activeObstacle != null)
{
activeObstacle.SetActive(true);
}
PlaceReservedMileagePattern(activeObstacle);
}
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 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);
}
}