2DProject 및 Sprite 생성

1. 2DProject 생성
2. Sprite 및 AnimationController
This commit is contained in:
Mingu Kim
2025-01-25 00:43:18 +09:00
commit 20c7e2ba3a
1179 changed files with 172652 additions and 0 deletions

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.gitignore vendored Normal file
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/Library
/Logs
/obj
/.idea
/UserSettings
/Temp

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2DProject.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{2a8b479f-4d14-7e82-bdbc-cd6d9b431814}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{2a8b479f-4d14-7e82-bdbc-cd6d9b431814}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{2a8b479f-4d14-7e82-bdbc-cd6d9b431814}.Debug|Any CPU.Build.0 = Debug|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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Assembly-CSharp.csproj Normal file

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using System;
using UnityEngine;
public class AnimationController : MonoBehaviour
{
[SerializeField]
private SpriteRenderer spriteRenderer;
[SerializeField]
private Sprite[] sprites;
[SerializeField]
private float waitTick = 1;
private int index;
private float currentTime;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
currentTime = Time.realtimeSinceStartup;
}
// Update is called once per frame
void Update()
{
if(Time.realtimeSinceStartup - currentTime < waitTick)
return;
currentTime = Time.realtimeSinceStartup;
if (index >= sprites.Length)
{
index = 0;
}
spriteRenderer.sprite = sprites[index++];
}
}

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fileFormatVersion: 2
guid: dc4d45c44e3011d40aa5e68b6cbe9a82

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Assets/Controller.cs Normal file
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using UnityEngine;
public class Controller : MonoBehaviour
{
// 유니티 오브젝트는 GameObject 단위.
// GameObject는 Componect를 소유하고 있다.
// 소유 vs 상속 >> GameObject는 Componect를 소유하고 있는 개념
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
// 디자인 패턴
// 유니티는 컴포넌트 패턴을 취하고 있다.
var position = transform.position;
Matrix4x4 positionMatrix= Matrix4x4.Translate(position);
var scale = transform.localScale;
var rotation = transform.rotation;
// 행렬
// x, y, z 값을 행렬로 변환해 컴퓨터에 전달을 해준다.
Matrix4x4 matrix = transform.localToWorldMatrix;
// 게임오브젝트 하나가 행렬을 가지고 있고.
// 카메라가 행렬을 가지고 있다.
Matrix4x4 cameraMatrix = Camera.main.cameraToWorldMatrix;
Matrix4x4 result = cameraMatrix * matrix;
}
// Update is called once per frame
void Update()
{
}
}

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