Shegotwet/Assets/Scripts/Game/LuckyGameObj.cs

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using GUPS.AntiCheat.Protected;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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public class LuckyGameObj : MonoBehaviour
{
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public Image m_image;
public GameObject go_effect;
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public Rigidbody2D m_Rigidbody2D;
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ProtectedInt32 m_Amount;
bool isTiltCup, isCollision;
public float velocityThreshold = 0.1f; // 이 값 이하이면 "거의 없음"으로 판단
float stoppedTime = 0f;
public float requiredStopDuration = 0.2f; // 0.2초 이상 멈춰야 인정
void Update()
{
if (isTiltCup && !isCollision && IsAlmostStopped())
{
Debug.Log("움직임이 거의 없음");
Set_Collision(0);
}
}
bool IsAlmostStopped()
{
bool almostStoppedNow =
m_Rigidbody2D.linearVelocity.sqrMagnitude < velocityThreshold * velocityThreshold &&
Mathf.Abs(m_Rigidbody2D.angularVelocity) < velocityThreshold;
if (almostStoppedNow)
stoppedTime += Time.deltaTime;
else
stoppedTime = 0f;
return stoppedTime >= requiredStopDuration;
}
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public void Init(Vector3 pos)
{
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transform.localPosition = pos;
isTiltCup = isCollision = false;
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m_image.enabled = true;
go_effect.SetActive(false);
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m_Amount = 1; m_Amount.Obfuscate();
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m_Rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
}
public void StopObj()
{
m_Rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
}
public void Tilt_Cup()
{
isTiltCup = true;
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}
private void OnCollisionEnter2D(Collision2D collision)
{
if (!isTiltCup || isCollision || collision == null) return;
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//Debug.Log(collision.collider.tag + " : " + collision.collider.name);
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switch (collision.collider.tag)
{
case "Player":
Set_Collision(m_Amount);
break;
case "Finish":
Set_Collision(0);
break;
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}
}
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private void OnTriggerEnter2D(Collider2D collision)
{
switch (collision.tag)
{
case "RandomBlock":
var lrb = collision.GetComponent<LuckyRandomBlock>();
m_Amount = lrb.Get_Value(m_Amount);
m_Amount.Obfuscate();
break;
}
}
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void Set_Collision(int amount)
{
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SoundInfo.Ins.Play_OneShot((eSound)Random.Range(16, 19));
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LobbyUI.Ins.m_Game_Lucky.Add_Amount(amount);
m_image.enabled = false;
go_effect.SetActive(true);
isCollision = true;
}
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}