136 lines
3.8 KiB
C#
136 lines
3.8 KiB
C#
using GUPS.AntiCheat.Protected;
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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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{
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public Image m_image;
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public GameObject go_effect;
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public Rigidbody2D m_Rigidbody2D;
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public Collider2D m_Collider2D;
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bool isInCup, isCollision, isRandomBlock;
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public float velocityThreshold = 0.1f; // 이 값 이하이면 "거의 없음"으로 판단
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float stoppedTime = 0f;
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public float requiredStopDuration = 0.2f; // 0.2초 이상 멈춰야 인정
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Transform tf_fallobjs;
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void Update()
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{
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if (!isInCup && !isCollision && IsAlmostStopped())
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{
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//Debug.Log("움직임이 거의 없음");
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Set_Collision(0);
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}
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}
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bool IsAlmostStopped()
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{
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bool almostStoppedNow =
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m_Rigidbody2D.linearVelocity.sqrMagnitude < velocityThreshold * velocityThreshold &&
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Mathf.Abs(m_Rigidbody2D.angularVelocity) < velocityThreshold;
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if (almostStoppedNow)
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stoppedTime += Time.deltaTime;
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else
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stoppedTime = 0f;
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return stoppedTime >= requiredStopDuration;
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}
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public void Init(Vector3 pos, Transform tfcupin, Transform tffallobjs)
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{
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gameObject.SetActive(true);
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transform.parent = tfcupin;
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transform.localPosition = pos;
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tf_fallobjs = tffallobjs;
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isRandomBlock = isCollision = false;
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m_Collider2D.enabled = isInCup = m_image.enabled = true;
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go_effect.SetActive(false);
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m_Rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
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}
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public void Init_Add(Vector3 pos, Transform tffallobjs)
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{
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gameObject.SetActive(true);
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transform.parent = tffallobjs;
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transform.localPosition = pos;
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tf_fallobjs = tffallobjs;
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isInCup = isCollision = false;
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isRandomBlock = m_Collider2D.enabled = m_image.enabled = true;
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go_effect.SetActive(false);
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m_Rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
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}
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public void StopObj()
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{
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m_Rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
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}
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public void Set_NoInCup()
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{
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isInCup = false;
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}
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private void OnCollisionEnter2D(Collision2D collision)
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{
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if (isInCup || isCollision || collision == null) return;
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//Debug.Log(collision.collider.tag + " : " + collision.collider.name);
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switch (collision.collider.tag)
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{
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case "Player":
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Set_Collision(1);
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break;
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case "Finish":
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Set_Collision(0);
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break;
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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switch (collision.tag)
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{
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case "RandomBlock":
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if (!isRandomBlock)
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{
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isRandomBlock = true;
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var lrb = collision.GetComponent<LuckyRandomBlock>();
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var addAmount = lrb.Get_Value(1);
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for (int i = 0; i < addAmount - 1; i++)
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{ // 공 추가하기
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LobbyUI.Ins.m_Game_Lucky.Add_Ball(transform.localPosition);
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}
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}
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break;
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case "LuckyGameCupTrigger":
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isInCup = true;
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break;
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}
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}
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void OnTriggerExit2D(Collider2D other)
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{
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switch (other.tag)
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{
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case "LuckyGameCupTrigger":
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isInCup = false;
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transform.parent = tf_fallobjs;
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break;
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}
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}
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void Set_Collision(int amount)
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{
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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);
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m_image.enabled = false;
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m_Collider2D.enabled = false;
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go_effect.SetActive(true);
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isCollision = true;
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}
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} |