럭키 게임 작업 중... 2

This commit is contained in:
Ino 2025-09-13 04:39:24 +09:00
parent f14a2b0078
commit ae5b319ace
9 changed files with 836 additions and 5 deletions

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@ -1,8 +1,11 @@
using GUPS.AntiCheat.Protected;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro;
using UnityEngine; using UnityEngine;
public class Game_Lucky : MonoBehaviour public class Game_Lucky : MonoBehaviour
{ {
public TextMeshProUGUI[] texts; // 0 시간, 1 획득 재화
public GameObject go_dropobj; // 떨어질 공 prefab public GameObject go_dropobj; // 떨어질 공 prefab
public Transform tf_cup; // 컵 (움직이고 회전하는 부분) public Transform tf_cup; // 컵 (움직이고 회전하는 부분)
public Transform tf_cupin; // 컵 안 (공들이 들어가는 위치 부모) public Transform tf_cupin; // 컵 안 (공들이 들어가는 위치 부모)
@ -15,6 +18,8 @@ public class Game_Lucky : MonoBehaviour
private float rotateSpeed = 150f; // 초당 몇 도 회전할지 private float rotateSpeed = 150f; // 초당 몇 도 회전할지
bool bRotCup = false; bool bRotCup = false;
ProtectedFloat m_Time;
ProtectedInt32 _get; public int m_Amount { get { return _get; } set { _get = value; _get.Obfuscate(); } }
public void Set() public void Set()
{ {
@ -22,7 +27,8 @@ public class Game_Lucky : MonoBehaviour
bRotCup = false; bRotCup = false;
// tf_cup의 z 회전값을 0으로 변경 // tf_cup 초기화
tf_cup.localPosition = Vector3.zero;
tf_cup.rotation = Quaternion.Euler(0, 0, 0); tf_cup.rotation = Quaternion.Euler(0, 0, 0);
// list_dropobj.Count 가 0 이면 50개 생성해서 tf_cupin 안에 넣기 // list_dropobj.Count 가 0 이면 50개 생성해서 tf_cupin 안에 넣기
@ -37,14 +43,31 @@ public class Game_Lucky : MonoBehaviour
} }
Set_Ball(); Set_Ball();
Init_game();
Set_Texts();
} }
void Set_Ball() void Set_Ball()
{ {
list_dropobj.ForEach(f => f.transform.localPosition = Get_CupInLocalPos()); // 컵 안에서 시작 list_dropobj.ForEach(f => f.GetComponent<LuckyGameObj>().Init(Get_CupInLocalPos())); // 컵 안에서 시작
//list_dropobj.ForEach(f => f.GetComponent<Rigidbody2D>().gravityScale = Random.Range(0.01f, 0.3f)); //list_dropobj.ForEach(f => f.GetComponent<Rigidbody2D>().gravityScale = Random.Range(0.01f, 0.3f));
} }
void Init_game()
{
Time.timeScale = 1f;
m_Time = 30f; m_Time.Obfuscate();
m_Amount = 0;
}
void Set_Texts()
{
texts[0].text = m_Time.Value.ToString("N0");
texts[1].text = m_Amount.ToString();
}
public void Add_Amount(int amout) { m_Amount += amout; Set_Texts(); }
Vector3 Get_CupInLocalPos() Vector3 Get_CupInLocalPos()
{ {
return new Vector3(Random.Range(-50f, 50f), 30f + Random.Range(-50f, 50f), 0f); return new Vector3(Random.Range(-50f, 50f), 30f + Random.Range(-50f, 50f), 0f);
@ -106,5 +129,18 @@ public class Game_Lucky : MonoBehaviour
isRotating = false; isRotating = false;
} }
} }
if (m_Time > 0f)
{
m_Time -= Time.deltaTime;
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
}
}
} }
} }

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@ -0,0 +1,23 @@
using GUPS.AntiCheat.Protected;
using UnityEngine;
public class LuckyGameObj : MonoBehaviour
{
ProtectedInt32 m_Amount;
public void Init(Vector3 pos)
{
m_Amount = 1; m_Amount.Obfuscate();
transform.localPosition = pos;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision == null) return;
if (collision.collider.tag == "Player")
{ // 재화 획득
LobbyUI.Ins.m_Game_Lucky.Add_Amount(m_Amount);
}
}
}

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@ -15,7 +15,7 @@ public class LobbyUI : MonoBehaviourSingletonTemplate<LobbyUI>
[SerializeField] GachaUI m_GachaUI; [SerializeField] GachaUI m_GachaUI;
[Header("Games")] [Header("Games")]
[SerializeField] Game_Lucky m_Game_Lucky; public Game_Lucky m_Game_Lucky;
public void OnClick_Button(GameObject btn) public void OnClick_Button(GameObject btn)
{ {

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