랜덤블럭 작업 중...
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@ -12,6 +12,7 @@ public class Game_Lucky : MonoBehaviour
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public Transform tf_cupin; // 컵 안 (공들이 들어가는 위치 부모)
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List<GameObject> list_dropobj = new List<GameObject>();
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public LuckyRandomBlock temp;
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// 회전 관련 변수
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private bool isRotating = false;
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@ -46,6 +47,8 @@ public class Game_Lucky : MonoBehaviour
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}
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}
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temp.Set();
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Set_Ball();
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Init_game();
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Set_Texts();
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@ -54,6 +54,18 @@ public class LuckyGameObj : MonoBehaviour
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}
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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;
|
||||
}
|
||||
}
|
||||
|
||||
void Set_Collision(int amount)
|
||||
{
|
||||
LobbyUI.Ins.m_Game_Lucky.Add_Amount(amount);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,54 @@
|
|||
using GUPS.AntiCheat.Protected;
|
||||
using GUPS.AntiCheat.Protected.Collection;
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public enum eRandomBlock { Minus, Plus, Multiplier, Divide }
|
||||
|
||||
public class LuckyRandomBlock : MonoBehaviour
|
||||
{
|
||||
public Image i_bg;
|
||||
public TextMeshProUGUI t_value;
|
||||
|
||||
eRandomBlock m_BlockType;
|
||||
ProtectedInt32 m_Value;
|
||||
float MoveSpeed;
|
||||
|
||||
ProtectedList<Int32> list_value = new ProtectedList<Int32> { 1, 2, 3, 4, 5 };
|
||||
|
||||
public void Set()
|
||||
{
|
||||
// BlockType 랜덤 (Enum 전체 범위에서 선택)
|
||||
int typeCount = Enum.GetValues(typeof(eRandomBlock)).Length;
|
||||
m_BlockType = (eRandomBlock)Random.Range(0, typeCount);
|
||||
|
||||
// Value 랜덤 (리스트에서 하나 뽑기)
|
||||
int randIndex = Random.Range(0, list_value.Count);
|
||||
m_Value = list_value[randIndex];
|
||||
|
||||
switch (m_BlockType)
|
||||
{
|
||||
case eRandomBlock.Minus: t_value.text = $"-{m_Value}"; i_bg.color = Color.red; break;
|
||||
case eRandomBlock.Plus: t_value.text = $"+{m_Value}"; i_bg.color = Color.blue; break;
|
||||
case eRandomBlock.Multiplier: t_value.text = $"x{m_Value}"; i_bg.color = Color.green; break;
|
||||
case eRandomBlock.Divide: t_value.text = $"/{m_Value}"; i_bg.color = Color.grey; break;
|
||||
}
|
||||
|
||||
MoveSpeed = Random.Range(2f, 5f);
|
||||
}
|
||||
|
||||
public int Get_Value(int amount)
|
||||
{
|
||||
switch (m_BlockType)
|
||||
{
|
||||
case eRandomBlock.Minus: return amount - m_Value;
|
||||
case eRandomBlock.Plus: return amount + m_Value;
|
||||
case eRandomBlock.Multiplier: return amount * m_Value;
|
||||
case eRandomBlock.Divide: return amount / m_Value;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f64d4b082a41a9e42804e2ddfb768398
|
||||
|
|
@ -1,18 +1,24 @@
|
|||
using UnityEngine;
|
||||
|
||||
[ExecuteAlways]
|
||||
[RequireComponent(typeof(RectTransform))]
|
||||
[RequireComponent(typeof(BoxCollider2D))]
|
||||
public class MatchRectToCollider : MonoBehaviour
|
||||
{
|
||||
RectTransform rt;
|
||||
BoxCollider2D col;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
rt = GetComponent<RectTransform>();
|
||||
col = GetComponent<BoxCollider2D>();
|
||||
}
|
||||
|
||||
void UpdateCollider()
|
||||
{
|
||||
RectTransform rt = GetComponent<RectTransform>();
|
||||
BoxCollider2D col = GetComponent<BoxCollider2D>();
|
||||
if (rt == null || col == null) return;
|
||||
|
||||
// RectTransform의 크기를 collider size로 적용
|
||||
col.size = rt.rect.size;
|
||||
|
||||
// pivot 때문에 위치가 달라질 수 있으므로 offset 조정
|
||||
col.offset = rt.rect.center;
|
||||
}
|
||||
|
||||
|
|
@ -21,9 +27,19 @@ public class MatchRectToCollider : MonoBehaviour
|
|||
UpdateCollider();
|
||||
}
|
||||
|
||||
// 에디터에서 값 바뀔 때도 자동 반영
|
||||
void Update()
|
||||
{
|
||||
if (rt.hasChanged)
|
||||
{
|
||||
UpdateCollider();
|
||||
rt.hasChanged = false;
|
||||
}
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
rt = GetComponent<RectTransform>();
|
||||
col = GetComponent<BoxCollider2D>();
|
||||
UpdateCollider();
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue