VioletaBabel

26일 : 풀링과 싱글톤 & 연습용 슈팅게임 발전 본문

BCA/4. Unity
26일 : 풀링과 싱글톤 & 연습용 슈팅게임 발전
Beabletoet 2018. 3. 23. 10:05

교수님께서 보여주신 풀링과 싱글톤 예시

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class LazerPool : MonoBehaviour {
 
    public GameObject mLazer = null;
    private static LazerPool mPool = null;
    private Queue mQueue = new Queue();
    private LazerPool()
    {
        //프라이빗으로 해줌으로서 다른 클래스에서 이 클래스 객체를 만드려면 GetLazerPool()로만 접근 가능
    }
    public static LazerPool GetLazerPool()
    {
        if (mPool == null)
        {
            mPool = new LazerPool();
            mPool.makeBullet();
        }
        return mPool;
    }//mPool을 싱글톤 으로 만들어줌. static이라 어디든 접근 가능.
 
    private void makeBullet()
    {
        for (int i = 0; i < 20++i)
        {
            GameObject lazer = Instantiate(mLazer, Vector3.zero, Quaternion.identity);
            mQueue.Enqueue(lazer);
        }
    }
 
    public GameObject getLazer()
    {
        GameObject lazer = mQueue.Dequeue() as GameObject;
        mQueue.Enqueue(lazer);
        return lazer;
    }
 
    // Use this for initialization
    void Start () {
        
    }
    
    // Update is called once per frame
    void Update () {
        
    }
}
 
cs


풀링에서 개체가 다 액티브되어 있어서 사용할 오브젝트가 부족할 경우 늘리도록 코드를 짤 수도 있음. 그도 해보자.


====


arraylist


nullable type


stack


hashtable


Dictionary


는 따로 꼭 공부하자


================



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//라이프 값 바꿔주기, -----------------------------------------------------------------------------------------완료
//instantiate destroy 줄이기-----------------------------------------------------------------------------------완료
//플레이어랑 돌 충돌시 플레이어 라이프 깎기--------------------------------------------------------------------완료
//이펙트도 instantiate 줄이고, --------------------------------------------------------------------------------완료
/////////////////////레이저도 enable uneanable하기-------------------------------------------------------------완료
//돌을 담을 자료구조. 돌도 처음 1번 만들고 더 이상 만들지 않고 자료구조 이용해서 계속 불러쓰기.----------------완료
//하이스코어 시스템--------------------------------------------------------------------------------------------완료
//하이스코어 갱신 시 보상--------------------------------------------------------------------------------------완료
//상점 이용할 보상 금화----------------------------------------------------------------------------------------완료
//상점 시스템--------------------------------------------------------------------------------------------------완료
//돌의 라이프를 좀 더 다양하게. -------------------------------------------------------------------------------완료
//상점을 이용해 데미지 레벨 업 도입.---------------------------------------------------------------------------완료
//소리 넣기
 
 
//GameManagerScript.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Net.Json;
 
 
 
public class GameManagerScript : MonoBehaviour
{
 //   public static GameManagerScript instance = null;
 
    public GameObject background = null;
    public GameObject backGroundManager = null;
 
    public GameObject EffectManager = null;
 
    public GameObject MenuGameStartButton = null;
    public GameObject MenuGameExitButton = null;
    public GameObject MenuGameShopButton = null;
    public GameObject MenuInGameMenuButton = null;
    public GameObject MenuInGameResumeButton = null;
    public GameObject MenuInGameMainMenuButton = null;
 
    public GameObject playerShip = null;
    public GameObject player = null;
 
    public GameObject StoneManager = null;
 
    public float makeStoneCoolTime = 5.0f;
    public bool boolInGame = false;
    public bool firstScore = true;
    public bool playerFullHp = true;
    public int score;
    public float makeStoneTime;
    public int stageLv;
    public int playerLife;
    public float gameOverTime;
    public int highScore;
    public int gold;
    public bool thisRoundHighScore;
    public int playerDam;
    public bool gameoverDelay = false;
    public bool isPause = false;
 
    public int[] ShopGoldPrice = new int[10] { 1050100200300500700100015003000};
 
    public Image[] NowPlayerLifeSpirte = null;
 
    //점수용
    public Image[] HighNum = null;
    public Image[] num = null;
    public Sprite[] numSprites = null;
 
    //스톤 프리팹풀링 용
    public int[] stoneKeyValue = new int[8];
    private Dictionary<int, Queue<GameObject>> stonePool = new Dictionary<int, Queue<GameObject>>();
    public GameObject[] stones = new GameObject[8];
 
    //이펙트 프리팹 풀링용
    private Dictionary<int, Queue<GameObject>> effectPool = new Dictionary<int, Queue<GameObject>>();
    public GameObject[] effects = new GameObject[2];
 
    //금전수수용
    public Image[] goldImage = null;
 
    //상점용
    public Image[] priceImage = null;
    public Image[] lvImage = null;
 
    //메뉴 텍스트
    public GameObject[] MenuText = null;
    public GameObject[] IngameMenuText = null;
 
    void Awake()
    {
        //instance = this;
        CreateStonePool();
        CreateEffectPool();
        
    }
    void Start()
    {
        MenuGameStartButton.transform.position = new Vector3(032);
        MenuGameShopButton.transform.position = new Vector3(002);
        MenuGameExitButton.transform.position = new Vector3(0-32);
        MenuInGameResumeButton.transform.position = new Vector3(020);
        MenuInGameMainMenuButton.transform.position = new Vector3(0-20);
        getGameData();
        SetFirstHighScore();
        ChangeGold();
        //MakeBackground();
        MakeMenuLayer();
    }
 
    // Update is called once per frame
    void Update()
    {
        if (boolInGame)
        {
            if (Input.GetKeyDown(KeyCode.Escape))
            {//일시정지기능
                InGameMenu();
            }
            makeStoneTime += TimeManager.GameTime;
            if (makeStoneTime >= makeStoneCoolTime)
            {
                int stoneType;
                if (stageLv < 5)
                    stoneType = Random.Range(04);
                else
                {
                    int now = Random.Range(05);
                    if (now == 4)
                        stoneType = Random.Range(48);
                    else
                        stoneType = Random.Range(04);
                }
                PopStoneByPool(stoneType);
                makeStoneTime -= makeStoneCoolTime;
            }
        }
        else if(gameoverDelay)
        {
            gameOverTime += TimeManager.GameTime;
            if (gameOverTime >= 5.0f)
            { 
                MakeMenuLayer();
            }
        }
    }
 
    public void InGameMenu()
    {
        TimeManager.bTimeStop = (isPause) ? 0 : 1;
        isPause = !isPause;
        if(isPause)
        {
            MenuInGameMainMenuButton.SetActive(true);
            MenuInGameResumeButton.SetActive(true);
            for (int i = 0; i < 2++i)
                IngameMenuText[i].SetActive(true);
        }
        else
        {
            MenuInGameMainMenuButton.SetActive(false);
            MenuInGameResumeButton.SetActive(false);
            for (int i = 0; i < 2++i)
                IngameMenuText[i].SetActive(false);
        }
    }
 
    public void MinusScore(int stoneType)
    {
        if(stoneType*50 <= score)
        {
            score -= stoneType * 50;
            ChangeScore();
        }
    }
 
    void MakeBackground()
    {
        for (int i = 0; i < 9++i)
            for (int j = 0; j < 7++j)
            {
                GameObject nowBG = GameObject.Instantiate(background, new Vector3((i * 2.5f) - 10.0f, 6.0f - (j * 2.5f), 0), Quaternion.identity);
                nowBG.transform.parent = backGroundManager.transform;
            }
    }
 
    public void MakeMenuLayer()
    {
        //init
        gameoverDelay = false;
        thisRoundHighScore = false;
        gameOverTime = 0;
        makeStoneCoolTime = 3.0f;
        score = 0;
        makeStoneTime = makeStoneCoolTime - 1.0f;
        firstScore = true;
        stageLv = 1;
        playerLife = 3;
        playerFullHp = true;
        //----------
        boolInGame = false;
        MenuGameExitButton.SetActive(true);
        MenuGameShopButton.SetActive(true);
        MenuGameStartButton.SetActive(true);
        MenuInGameMenuButton.SetActive(false);
        MenuInGameMainMenuButton.SetActive(false);
        MenuInGameResumeButton.SetActive(false);
        for (int i = 0; i < 3++i)
            MenuText[i].SetActive(true);
        for (int i = 0; i < 2++i)
            IngameMenuText[i].SetActive(false);
        MenuText[3].SetActive(false); //scoreText
        for (int i = 0; i < 6++i)
        {
            num[i].gameObject.SetActive(false);
            if (i < 3)
                NowPlayerLifeSpirte[i].gameObject.SetActive(false);
        }
        SetPriceAndLv();
    }
 
    public void MakeGameLayer()
    {
        boolInGame = true;
        MenuGameExitButton.SetActive(false);
        MenuGameShopButton.SetActive(false);
        MenuGameStartButton.SetActive(false);
        MenuInGameMenuButton.SetActive(true);
        for (int i = 0; i < 3++i)
            MenuText[i].SetActive(false);
        MenuText[3].SetActive(true); //scoreText
        MakePlayer();
        ChangeScore();
        SeeLife();
        player.transform.position = new Vector3(0-40);
    }
 
    public void SetPriceAndLv()
    {
        int nowLv = playerDam - 10;
        int nowPrice = ShopGoldPrice[nowLv];
        int[] nowPrices = new int[4];
        int[] nowLvs = new int[2];
        for (int i = 1000, j = nowPrice, k = 0, l = nowLv; i > 0; i /= 10++k)
        {
            nowPrices[k] = j / i;
            j %= i;
            if(i<100)
            {
                nowLvs[k - 2= l / i;
                l %= i;
            }
        }
        for (int i = 0; i < 4++i)
        {
            priceImage[i].sprite = numSprites[nowPrices[i]];
            if (i < 2)
                lvImage[i].sprite = numSprites[nowLvs[i]];
        }
    }
 
    public void AtkLvUp()
    {
        int nowLv = playerDam - 10;
        if(nowLv >= 10)
        {
            //다 샀음
        }
        else
        {
            int nowPrice = ShopGoldPrice[nowLv];
            if(nowPrice <= gold)
            {//구매가능
                gold -= nowPrice;
                ++playerDam;
                SetPriceAndLv();
                ChangeGold();
                setGameData();
            }
            else
            {//돈 부족
                
            }
        }
    }
 
    void MakePlayer()
    {
        if (player == null)
        {
            player = GameObject.Instantiate(playerShip, new Vector3(0-40), Quaternion.identity);
            player.transform.parent = this.transform;
        }
        else
            player.SetActive(true);
    }
 
    public void ChangeGold()
    {
        int[] nowGold = new int[4];
        for(int i = 1000, j = gold, k = 0; i > 0; i/=10++k)
        {
            nowGold[k] = j / i;
            j %= i;
        }
        for (int i = 0; i < 4++i)
            goldImage[i].sprite = numSprites[nowGold[i]];
    }
 
    public void ChangeScore()
    {
        if (!num[0].gameObject.activeInHierarchy)
            for (int i = 0; i < 6++i)
                num[i].gameObject.SetActive(true);
        int[] nowScore = new int[6];
        for (int i = 100000, j = score, k = 0; i > 0; i /= 10++k)
        {
            nowScore[k] = j / i;
            j %= i;
        }
        for (int i = 0; i < 6++i)
            num[i].sprite = numSprites[nowScore[i]];
 
        if (score / 3000 + 1 > stageLv)
        {
            if (makeStoneCoolTime > 0.5f)
            {
                makeStoneCoolTime -= 0.3f;
                ++stageLv;
            }
        }
        if (highScore < score)
        {
            highScore = score;
            for (int i = 0; i < 6++i)
                HighNum[i].sprite = numSprites[nowScore[i]];
            if (!thisRoundHighScore)
                thisRoundHighScore = true;
        }
    }
 
    public void SetFirstHighScore()
    {
        int[] nowScore = new int[6];
        for (int i = 100000, j = highScore, k = 0; i > 0; i /= 10++k)
        {
            nowScore[k] = j / i;
            j %= i;
        }
        for (int i = 0; i < 6++i)
            HighNum[i].sprite = numSprites[nowScore[i]];
    }
 
    public void SeeLife()
    {
        if (playerLife == 3)
        {
            for (int i = 0; i < 3++i)
                NowPlayerLifeSpirte[i].gameObject.SetActive(true);
        }
        else if (playerLife > -1 && playerLife < 3)
            NowPlayerLifeSpirte[playerLife].gameObject.SetActive(false);
    }
 
    void CreateStonePool()
    {
        for (int i = 0; i < 8++i)
        {
            stoneKeyValue[i] = stones[i].GetInstanceID();
            if (!stonePool.ContainsKey(stoneKeyValue[i]))
                stonePool.Add(stoneKeyValue[i], new Queue<GameObject>());
            for (int j = 0; j < 50++j)
            {
                GameObject thisObj = Instantiate(stones[i], new Vector3(1001000), Quaternion.identity);
                if (i < 4)
                {
                    thisObj.GetComponent<StoneScript>().hp = Random.Range(2050);
                    thisObj.GetComponent<StoneScript>().type = 1;
                }
                else
                {
                    thisObj.GetComponent<StoneScript>().hp = Random.Range(5090);
                    thisObj.GetComponent<StoneScript>().type = 2;
                }
                thisObj.SetActive(false);
                thisObj.transform.parent = StoneManager.transform;
                stonePool[stoneKeyValue[i]].Enqueue(thisObj);
            }
        }
    }
 
    void CreateEffectPool()
    {
        EffectManager = GameObject.FindWithTag("EffectManager");
        for (int i = 0; i < 2++i)
        {
            string a = i.ToString();
            if (!effectPool.ContainsKey(20 + i))//20과 21이 각각 데미지, 디스트로이 이펙트
                effectPool.Add(20 + i, new Queue<GameObject>());
            for(int j = 0; j < 50++j)
            {
                GameObject thisObj = Instantiate(effects[i], new Vector3(100100-1), Quaternion.identity);
                thisObj.SetActive(false);
                thisObj.transform.parent = EffectManager.transform;
                effectPool[(20 + i)].Enqueue(thisObj);
            }
        }
    }
 
    void PopStoneByPool(int stoneType)
    {
        float stoneXPos = Random.Range(-10.0f, 10.0f);
        GameObject thisStone = stonePool[stoneKeyValue[stoneType]].Dequeue();
        thisStone.transform.position = new Vector3(stoneXPos, 70);
        thisStone.SetActive(true);
        stonePool[stoneKeyValue[stoneType]].Enqueue(thisStone);
    }
 
    public void popEffectByPool(int effectType, Vector3 position)
    {
        GameObject thisEffect = effectPool[effectType].Dequeue();
        thisEffect.transform.position = position;
        thisEffect.SetActive(true);
        thisEffect.GetComponent<EffectScript>().livingEffect = true;
        effectPool[effectType].Enqueue(thisEffect);
    }
 
    public void hitPlayer()
    {
        --playerLife;
        SeeLife();
        popEffectByPool(20, player.transform.position);
        if (playerLife < 1)
        {
            GameOver();
            popEffectByPool(21, player.transform.position);
        }
    }
    public void GameOver()
    {
        RenewalGameData();
        gameoverDelay = true;
    }
 
    public void RenewalGameData()
    {
        gold += (score / 1000);
        if (thisRoundHighScore)
            gold += 10;
        ChangeGold();
        player.SetActive(false);
        boolInGame = false;
        setGameData();
    }
 
    public void getGameData()
    {
        string s;
        try
        {
            s = System.IO.File.ReadAllText("GameData.json");
        }
        catch
        {
            playerDam = 10;
            highScore = 0;
            gold = 0;
            setGameData();
            s = System.IO.File.ReadAllText("GameData.json");
        }
        JsonTextParser textParser = new JsonTextParser();
        JsonObjectCollection root = textParser.Parse(s) as JsonObjectCollection;
        JsonArrayCollection arr = root["UI"as JsonArrayCollection;
        foreach(JsonObjectCollection obj in arr)
        {
            highScore = (int)(obj["HighScore"as JsonNumericValue).Value;
            gold = (int)(obj["Gold"as JsonNumericValue).Value;
            playerDam = (int)(obj["Damage"as JsonNumericValue).Value;
        }
        Debug.Log(highScore);
        Debug.Log(gold);
    }
    public void setGameData()
    {
        JsonObjectCollection root = new JsonObjectCollection();
        JsonArrayCollection arr = new JsonArrayCollection("UI");
        JsonObjectCollection ui = new JsonObjectCollection();
        ui.Add(new JsonNumericValue("HighScore", highScore));
        ui.Add(new JsonNumericValue("Gold", gold));
        ui.Add(new JsonNumericValue("Damage", playerDam));
        arr.Add(ui);
        root.Add(arr);
        string s = root.ToString();
        System.IO.File.WriteAllText("GameData.json", s);
    }
}
cs


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//ButtonSizeUpScript.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
 
public class ButtonSizeUpScript : MonoBehaviour
{
    public GameObject GameManager = null;
    public int buttonType; //1 = start, 2 = exit, 3 = Shop, 4 = InGameMenu, 5 = InGameResumeGame, 6 = InGameMainMenu
    void OnMouseEnter()
    {
        if(buttonType != 4)
            gameObject.transform.DOScale(new Vector3(666), 0.2f);
        else
            gameObject.transform.DOScale(new Vector3(2.5f, 2.5f, 2.5f), 0.2f);
    }
 
    void OnMouseExit()
    {
        if (buttonType != 4)
            gameObject.transform.DOScale(new Vector3(555), 0.2f);
        else
            gameObject.transform.DOScale(new Vector3(1.5f, 1.5f, 1.5f), 0.2f);
    }
 
    void OnMouseDown()
    {
        if (buttonType != 4)
            gameObject.transform.DOScale(new Vector3(5.5f, 5.5f, 5.5f), 0.05f);
        else
            gameObject.transform.DOScale(new Vector3(1.75f, 1.75f, 1.75f), 0.2f);
    }
 
    void OnMouseUp()
    {
        if (buttonType != 4)
            gameObject.transform.DOScale(new Vector3(666), 0.05f);
        else
            gameObject.transform.DOScale(new Vector3(2.5f, 2.5f, 2.5f), 0.2f);
        if (buttonType == 1)
            GameManager.GetComponent<GameManagerScript>().MakeGameLayer();
        else if (buttonType == 3)
            GameManager.GetComponent<GameManagerScript>().AtkLvUp();
        else if (buttonType == 4 || buttonType == 5)
            GameManager.GetComponent<GameManagerScript>().InGameMenu();
        else if (buttonType == 6)
        {
            GameManager.GetComponent<GameManagerScript>().RenewalGameData();
            GameManager.GetComponent<GameManagerScript>().InGameMenu();
            GameManager.GetComponent<GameManagerScript>().MakeMenuLayer();
        }
        else
            quit();
    }
 
    void quit()
    {
        #if UNITY_EDITOR
            UnityEditor.EditorApplication.isPlaying = false;
        #elif UNITY_WEBPLAYER
            Application.OpenURL("http://google.com");
        #else
            Application.Quit();
        #endif
    }
}
 
cs


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//PlayerScript.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class PlayerScript : MonoBehaviour
{
    public GameObject GameManager = null;
    public GameObject EffectManager = null;
    public GameObject PlayerLaser = null;
    public float shootTime = 0;
    public bool boolShoot = false;
    public GameObject damEffect = null;
    public GameObject bombEffect = null;
    public GameObject nowLaser = null;
    
    // Use this for initialization
    void Start()
    {
        GameManager = GameObject.FindWithTag("GameManager");
        EffectManager = GameObject.FindWithTag("EffectManager");
 
        Vector3 laserPos = transform.position + new Vector3(06.0f, 0);
        nowLaser = Instantiate(PlayerLaser, laserPos, Quaternion.identity);
        nowLaser.transform.parent = transform;
        nowLaser.gameObject.SetActive(false);
    }
 
    // Update is called once per frame
    void Update()
    {
        if (!GameManager.GetComponent<GameManagerScript>().isPause)
        {
            if (Input.GetKey(KeyCode.LeftArrow))
                if (transform.position.x > -10)
                    transform.Translate(-TimeManager.GameTime * 10.0f, 00);
            if (Input.GetKey(KeyCode.RightArrow))
                if (transform.position.x < 10)
                    transform.Translate(TimeManager.GameTime * 10.0f, 00);
            if (Input.GetKey(KeyCode.UpArrow))
                if (transform.position.y < 6.5)
                    transform.Translate(0, TimeManager.GameTime * 10.0f, 0);
            if (Input.GetKey(KeyCode.DownArrow))
                if (transform.position.y > -4.5)
                    transform.Translate(0-TimeManager.GameTime * 10.0f, 0);
 
            if (Input.GetKey(KeyCode.Space))
            {
                //hit.collider.gameObject.name.Contains("BigIron")
                Vector3 laserPos = transform.position + new Vector3(06.0f, 0);
                if (!boolShoot)
                {
                    nowLaser.transform.position = laserPos;
                    boolShoot = true;
                    nowLaser.gameObject.SetActive(true);
                }
                //RaycastHit[] objectHit = Physics.RaycastAll(transform.position, Vector3.up);
                RaycastHit2D[] objectHit = Physics2D.RaycastAll(transform.position, Vector2.up);
                foreach (RaycastHit2D hit in objectHit)
                {
                    if (hit.collider.gameObject != null)
                    {
                        StoneScript hitStone = hit.collider.gameObject.GetComponent<StoneScript>();
                        if (hitStone)
                        {
                            if (hitStone.dam < hitStone.hp)
                            {
                                hitStone.damTime += TimeManager.GameTime;
                                if (hitStone.damTime >= 0.5f)
                                {
                                    hitStone.damTime -= 0.5f;
                                    //++hitStone.dam;
                                    hitStone.dam += GameManager.GetComponent<GameManagerScript>().playerDam;
                                    GameManager.GetComponent<GameManagerScript>().score += (hitStone.dam / 10* 100;
                                    GameManager.GetComponent<GameManagerScript>().popEffectByPool(20, hit.collider.gameObject.transform.position);
                                }
                            }
                            else if (hitStone.dam >= hitStone.hp)
                            {
                                hit.collider.gameObject.GetComponent<StoneScript>().dam = 0;
                                hit.collider.gameObject.GetComponent<StoneScript>().damTime = 0.5f;
                                hit.collider.gameObject.SetActive(false);
                                GameManager.GetComponent<GameManagerScript>().score += (Random.Range(06* 100);
                                GameManager.GetComponent<GameManagerScript>().popEffectByPool(21, hit.collider.gameObject.transform.position);
                            }
                            GameManager.GetComponent<GameManagerScript>().ChangeScore();
                        }
                    }
                }
            }
            else
            {
                if (boolShoot)
                {
                    nowLaser.gameObject.SetActive(false);
                    boolShoot = false;
                }
            }
        }
    }
}
 
cs


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//StoneScript.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class StoneScript : MonoBehaviour
{
    public GameObject GameManager = null;
    public GameObject EffectManager = null;
    public Vector3 mDir;
    public float speed;
    public float damTime;
    public int hp;
    public int dam;
 
    public bool damaging = false;
    public float attackTime;
 
    public float damTimeResetTime = 0;
    public bool INeedResetTime = false;
    public int type; // 1은 돌, 2는 철
    // Use this for initialization
    void Start()
    {
        GameManager = GameObject.FindWithTag("GameManager");
        EffectManager = GameObject.FindWithTag("EffectManager");
        speed = UnityEngine.Random.Range(0.5f, 4.0f);
        damTime = 0.5f;
        dam = 0;
        if (transform.position.x >= 0)
            mDir = new Vector3(UnityEngine.Random.Range(-1.0f, 0), -1.0f, 0);
        else
            mDir = new Vector3(UnityEngine.Random.Range(1.0f, 0), -1.0f, 0);
        mDir.Normalize();
        attackTime = 1.0f;
    }
 
    // Update is called once per frame
    void Update()
    {
        transform.Translate(mDir * TimeManager.GameTime * speed);
        if (transform.position.y <= -7)
        {
            initStone();
            GameManager.GetComponent<GameManagerScript>().MinusScore(type);
        }
        if (transform.position.x >= 10 || transform.position.x <= -10)
            mDir.x *= -1;
        if (damaging)
        {
            attackTime += TimeManager.GameTime;
            if (attackTime >= 1.0f)
            {
                attackTime -= 1.0f;
                GameManager.GetComponent<GameManagerScript>().hitPlayer();
            }
        }
        else
        {
            attackTime = 1.0f;
        }
        if (!GameManager.GetComponent<GameManagerScript>().boolInGame)
        {
            GameManager.GetComponent<GameManagerScript>().popEffectByPool(21this.transform.position);
            initStone();
        }
    }
    void initStone()
    {
        this.dam = 0;
        this.damTime = 0.5f;
        this.damaging = false;
        this.gameObject.SetActive(false);
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.name == "playerShip(Clone)")
            damaging = true;
    }
    private void OnTriggerExit2D(Collider2D collision)
    {
        if (collision.name == "playerShip(Clone)")
            damaging = false;
    }
}
 
cs


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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class EffectScript : MonoBehaviour
{
    public GameObject GameManager = null;
    public bool livingEffect;
    public float effecttime;
    public float duration;
    // Use this for initialization
    void Start ()
    {
        GameManager = GameObject.FindWithTag("GameManager");
    }
    
    // Update is called once per frame
    void Update ()
    {
        if(livingEffect)
        {
            effecttime += TimeManager.GameTime;
            if(effecttime >= 5.0f)
            {
                effecttime -= 5.0f;
                initEffect();
            }
        }
    }
 
    void initEffect()
    {
        livingEffect = false;
        effecttime = 0;
        this.gameObject.SetActive(false);
    }
}
 
cs


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//TimeManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
 
public class TimeManager : MonoBehaviour {
 
    static public float GameTime = 0;
    static public int bTimeStop = 0;
    // Use this for initialization
    void Start () {
        
    }
    
    // Update is called once per frame
    void Update () {
        if (bTimeStop == 1)
            GameTime = 0;
        else
            GameTime = Time.deltaTime;
 
    }
}
 
cs


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