게임 종료 조건
This commit is contained in:
parent
3c8b8297d7
commit
143ccc2bab
|
|
@ -55,6 +55,7 @@ MonoBehaviour:
|
|||
m_EditorClassIdentifier:
|
||||
m_image: {fileID: 613301010048255497}
|
||||
go_effect: {fileID: 1752936709684462252}
|
||||
m_Rigidbody2D: {fileID: 1260999574391235090}
|
||||
--- !u!222 &2007710277984516474
|
||||
CanvasRenderer:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
|||
|
|
@ -3102,7 +3102,7 @@ GameObject:
|
|||
- component: {fileID: 420248623}
|
||||
m_Layer: 5
|
||||
m_Name: Bot
|
||||
m_TagString: Untagged
|
||||
m_TagString: Finish
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
|
|
@ -7555,11 +7555,11 @@ GameObject:
|
|||
- component: {fileID: 993386007}
|
||||
m_Layer: 5
|
||||
m_Name: Left
|
||||
m_TagString: Untagged
|
||||
m_TagString: Finish
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 0
|
||||
m_IsActive: 1
|
||||
--- !u!224 &993386006
|
||||
RectTransform:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -11608,11 +11608,11 @@ GameObject:
|
|||
- component: {fileID: 1626145305}
|
||||
m_Layer: 5
|
||||
m_Name: Right
|
||||
m_TagString: Untagged
|
||||
m_TagString: Finish
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 0
|
||||
m_IsActive: 1
|
||||
--- !u!224 &1626145304
|
||||
RectTransform:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -15341,7 +15341,7 @@ GameObject:
|
|||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 0
|
||||
m_IsActive: 1
|
||||
--- !u!224 &1999037950
|
||||
RectTransform:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
using GUPS.AntiCheat.Protected;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
|
@ -20,6 +21,8 @@ public class Game_Lucky : MonoBehaviour
|
|||
bool bRotCup = false;
|
||||
ProtectedFloat m_Time;
|
||||
ProtectedInt32 _get; public int m_Amount { get { return _get; } set { _get = value; _get.Obfuscate(); } }
|
||||
ProtectedInt32 _bb; public int m_BubbleAmount { get { return _bb; } set { _bb = value; _bb.Obfuscate(); } }
|
||||
ProtectedInt32 TotalBubbleAmount = 50;
|
||||
|
||||
public void Set()
|
||||
{
|
||||
|
|
@ -34,7 +37,8 @@ public class Game_Lucky : MonoBehaviour
|
|||
// list_dropobj.Count 가 0 이면 50개 생성해서 tf_cupin 안에 넣기
|
||||
if (list_dropobj.Count == 0)
|
||||
{
|
||||
for (int i = 0; i < 50; i++)
|
||||
TotalBubbleAmount.Obfuscate();
|
||||
for (int i = 0; i < TotalBubbleAmount; i++)
|
||||
{
|
||||
GameObject obj = Instantiate(go_dropobj, tf_cupin);
|
||||
obj.transform.localPosition = Get_CupInLocalPos();
|
||||
|
|
@ -58,6 +62,7 @@ public class Game_Lucky : MonoBehaviour
|
|||
Time.timeScale = 1f;
|
||||
m_Time = 30f; m_Time.Obfuscate();
|
||||
m_Amount = 0;
|
||||
m_BubbleAmount = 0;
|
||||
}
|
||||
|
||||
void Set_Texts()
|
||||
|
|
@ -66,7 +71,28 @@ public class Game_Lucky : MonoBehaviour
|
|||
texts[1].text = m_Amount.ToString();
|
||||
}
|
||||
|
||||
public void Add_Amount(int amout) { m_Amount += amout; Set_Texts(); }
|
||||
public void Add_Amount(int amout)
|
||||
{
|
||||
m_Amount += amout;
|
||||
Set_Texts();
|
||||
|
||||
++m_BubbleAmount;
|
||||
if (m_BubbleAmount >= TotalBubbleAmount)
|
||||
GameOver();
|
||||
}
|
||||
|
||||
void GameOver()
|
||||
{
|
||||
StartCoroutine(Co_GameOver());
|
||||
}
|
||||
|
||||
IEnumerator Co_GameOver()
|
||||
{
|
||||
list_dropobj.ForEach(f => f.GetComponent<LuckyGameObj>().StopObj());
|
||||
yield return new WaitForSecondsRealtime(3f);
|
||||
// TODO : 결과 보여주기 (결과 화면 나갈 때, Time.timeScale = 1f; 필수)
|
||||
gameObject.SetActive(false); // 지금은 그냥 나가기
|
||||
}
|
||||
|
||||
Vector3 Get_CupInLocalPos()
|
||||
{
|
||||
|
|
@ -109,6 +135,8 @@ public class Game_Lucky : MonoBehaviour
|
|||
// 회전 시작 (목표: -150도)
|
||||
targetZ = -150f;
|
||||
isRotating = true;
|
||||
|
||||
list_dropobj.ForEach(f => f.GetComponent<LuckyGameObj>().Tilt_Cup());
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
|
@ -136,11 +164,7 @@ public class Game_Lucky : MonoBehaviour
|
|||
Debug.Log(m_Time);
|
||||
Set_Texts();
|
||||
if (m_Time <= 0f)
|
||||
{
|
||||
Time.timeScale = 0f;
|
||||
// TODO : 결과 보여주기 (Time.timeScale = 1f; 필수)
|
||||
gameObject.SetActive(false); // 지금은 그냥 나가기
|
||||
}
|
||||
GameOver();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,4 +1,5 @@
|
|||
using GUPS.AntiCheat.Protected;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
|
@ -6,26 +7,58 @@ public class LuckyGameObj : MonoBehaviour
|
|||
{
|
||||
public Image m_image;
|
||||
public GameObject go_effect;
|
||||
public Rigidbody2D m_Rigidbody2D;
|
||||
|
||||
ProtectedInt32 m_Amount;
|
||||
bool isCollision;
|
||||
|
||||
public void Init(Vector3 pos)
|
||||
{
|
||||
transform.localPosition = pos;
|
||||
|
||||
isCollision = false;
|
||||
m_image.enabled = true;
|
||||
go_effect.SetActive(false);
|
||||
m_Amount = 1; m_Amount.Obfuscate();
|
||||
transform.localPosition = pos;
|
||||
m_Rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
|
||||
}
|
||||
|
||||
public void StopObj()
|
||||
{
|
||||
m_Rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
|
||||
}
|
||||
|
||||
public void Tilt_Cup()
|
||||
{
|
||||
StartCoroutine(Co_Update());
|
||||
}
|
||||
|
||||
IEnumerator Co_Update()
|
||||
{
|
||||
yield return new WaitForSeconds(20f);
|
||||
if (!isCollision) Set_Collision(0);
|
||||
}
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
if (collision == null) return;
|
||||
if (isCollision || collision == null) return;
|
||||
|
||||
if (collision.collider.tag == "Player")
|
||||
{ // 재화 획득
|
||||
LobbyUI.Ins.m_Game_Lucky.Add_Amount(m_Amount);
|
||||
m_image.enabled = false;
|
||||
go_effect.SetActive(true);
|
||||
switch (collision.collider.tag)
|
||||
{
|
||||
case "Player":
|
||||
Set_Collision(m_Amount);
|
||||
break;
|
||||
case "Finish":
|
||||
Set_Collision(0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Set_Collision(int amount)
|
||||
{
|
||||
LobbyUI.Ins.m_Game_Lucky.Add_Amount(amount);
|
||||
m_image.enabled = false;
|
||||
go_effect.SetActive(true);
|
||||
isCollision = true;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue