투사체 pool
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propertyPath: m_AnchoredPosition.y
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedGameObjects: []
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@ -86580,6 +86948,11 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 368788154}
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m_GameObject: {fileID: 368788154}
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m_CullTransparentMesh: 1
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m_CullTransparentMesh: 1
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--- !u!224 &368806902 stripped
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m_CorrespondingSourceObject: {fileID: 5061678075927086196, guid: 7a72290f58c260649a424bb4dd1d8726, type: 3}
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m_PrefabInstance: {fileID: 73956442}
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m_PrefabAsset: {fileID: 0}
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -293871,6 +294244,54 @@ MonoBehaviour:
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m_OnValueChanged:
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m_OnValueChanged:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls: []
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m_Calls: []
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--- !u!1 &1293320784
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GameObject:
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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- component: {fileID: 1293320785}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!114 &1293320785
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m_GameObject: {fileID: 1293320784}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: ab49994372de82649878bfdb8faf3b90, type: 3}
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|
m_EditorClassIdentifier:
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go_child: {fileID: 0}
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tf_parent: {fileID: 368806902}
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|
projectilePrefab: {fileID: 5283165188844738288, guid: 1432f0b0801152b43a2f86aa07a8fe0b, type: 3}
|
||||||
|
poolSize: 10
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|
--- !u!4 &1293320786
|
||||||
|
Transform:
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||||||
|
m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1293320784}
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|
serializedVersion: 2
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|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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|
m_LocalPosition: {x: 0, y: 0, z: 0}
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|
m_LocalScale: {x: 1, y: 1, z: 1}
|
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|
m_ConstrainProportionsScale: 0
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m_Father: {fileID: 0}
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--- !u!1 &1293420715
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--- !u!1 &1293420715
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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|
@ -494797,3 +495218,4 @@ SceneRoots:
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- {fileID: 519420032}
|
- {fileID: 519420032}
|
||||||
- {fileID: 1571370885}
|
- {fileID: 1571370885}
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- {fileID: 11995857}
|
- {fileID: 11995857}
|
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|
- {fileID: 1293320786}
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||||||
|
|
|
||||||
|
|
@ -5,7 +5,6 @@ public class AimArrowController : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Image arrow;
|
public Image arrow;
|
||||||
public float m_AngleSpeed = 1.5f;
|
public float m_AngleSpeed = 1.5f;
|
||||||
public GameObject projectilePrefab;
|
|
||||||
public Transform projectileParent;
|
public Transform projectileParent;
|
||||||
|
|
||||||
Vector2 startPos;
|
Vector2 startPos;
|
||||||
|
|
@ -35,7 +34,7 @@ public class AimArrowController : MonoBehaviour
|
||||||
arrow.enabled = false;
|
arrow.enabled = false;
|
||||||
isAiming = false;
|
isAiming = false;
|
||||||
|
|
||||||
var proj = DSUtil.Get_Clone<Projectile>(projectilePrefab, projectileParent);
|
var proj = ProjectileMgr.Ins.Get();
|
||||||
proj.transform.position = arrow.transform.position;
|
proj.transform.position = arrow.transform.position;
|
||||||
proj.transform.rotation = arrow.transform.rotation;
|
proj.transform.rotation = arrow.transform.rotation;
|
||||||
proj.Set();
|
proj.Set();
|
||||||
|
|
|
||||||
|
|
@ -31,7 +31,6 @@ public class AimController : MonoBehaviour
|
||||||
Vector2 endPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
Vector2 endPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||||
Vector2 shootDir = (endPos - startPos).normalized;
|
Vector2 shootDir = (endPos - startPos).normalized;
|
||||||
|
|
||||||
GetComponent<Shooter>().Shoot(shootDir);
|
|
||||||
line.enabled = false;
|
line.enabled = false;
|
||||||
isAiming = false;
|
isAiming = false;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,19 +0,0 @@
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Shooter : MonoBehaviour
|
|
||||||
{
|
|
||||||
public GameObject projectilePrefab;
|
|
||||||
public float shootPower = 10f;
|
|
||||||
|
|
||||||
public void Shoot(Vector2 dir)
|
|
||||||
{
|
|
||||||
GameObject proj = Instantiate(
|
|
||||||
projectilePrefab,
|
|
||||||
transform.position,
|
|
||||||
Quaternion.identity
|
|
||||||
);
|
|
||||||
|
|
||||||
Rigidbody2D rb = proj.GetComponent<Rigidbody2D>();
|
|
||||||
rb.linearVelocity = dir * shootPower;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,2 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 2c841fc89245f2344962b3dd0b85a4b8
|
|
||||||
|
|
@ -10,6 +10,11 @@ public class Projectile : MonoBehaviour
|
||||||
Vector2 prevPos;
|
Vector2 prevPos;
|
||||||
int bounceCount;
|
int bounceCount;
|
||||||
|
|
||||||
|
#region 투사체 매니저
|
||||||
|
ProjectileMgr owner;
|
||||||
|
public void SetOwner(ProjectileMgr mgr) { owner = mgr; }
|
||||||
|
void Kill() { owner.Return(this); }
|
||||||
|
#endregion
|
||||||
|
|
||||||
public void Set()
|
public void Set()
|
||||||
{
|
{
|
||||||
|
|
@ -29,7 +34,7 @@ public class Projectile : MonoBehaviour
|
||||||
{
|
{
|
||||||
if (bounceCount <= 0)
|
if (bounceCount <= 0)
|
||||||
{
|
{
|
||||||
gameObject.SetActive(false);
|
Kill();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,48 @@
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
public class ProjectileMgr : MonoBehaviourSingletonTemplate<ProjectileMgr>
|
public class ProjectileMgr : MonoBehaviourSingletonTemplate<ProjectileMgr>
|
||||||
{
|
{
|
||||||
|
[Header("Pool Setting")]
|
||||||
|
public Transform tf_parent;
|
||||||
|
public Projectile projectilePrefab;
|
||||||
|
public int poolSize = 50;
|
||||||
|
|
||||||
|
Queue<Projectile> pool = new Queue<Projectile>();
|
||||||
|
|
||||||
|
protected override void Awake()
|
||||||
|
{
|
||||||
|
base.Awake();
|
||||||
|
InitPool();
|
||||||
|
}
|
||||||
|
|
||||||
|
void InitPool()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < poolSize; i++)
|
||||||
|
{
|
||||||
|
Projectile p = CreateExtra();
|
||||||
|
p.gameObject.SetActive(false);
|
||||||
|
pool.Enqueue(p);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Projectile Get()
|
||||||
|
{
|
||||||
|
Projectile p = pool.Count > 0 ? pool.Dequeue() : CreateExtra();
|
||||||
|
p.gameObject.SetActive(true);
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Return(Projectile p)
|
||||||
|
{
|
||||||
|
p.gameObject.SetActive(false);
|
||||||
|
pool.Enqueue(p);
|
||||||
|
}
|
||||||
|
|
||||||
|
Projectile CreateExtra()
|
||||||
|
{
|
||||||
|
Projectile p = Instantiate(projectilePrefab, tf_parent);
|
||||||
|
p.SetOwner(this);
|
||||||
|
return p;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
Loading…
Reference in New Issue