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0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] + m_Floats: + - _ColorMask: 15 + - _Stencil: 0 + - _StencilComp: 8 + - _StencilOp: 0 + - _StencilReadMask: 255 + - _StencilWriteMask: 255 + - _UseUIAlphaClip: 0 + m_Colors: + - _OuterUV: {r: 0, g: 0, b: 1, a: 1} + - _WidthHeightRadius: {r: 1400, g: 697.0759, b: 120, a: 0} + m_BuildTextureStacks: [] --- !u!1660057539 &9223372036854775807 SceneRoots: m_ObjectHideFlags: 0 diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs index 3456b3bf..8ecc5d9d 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs @@ -101,57 +101,9 @@ namespace TON { // 플레이어가 죽었을 때 SoundManager.instance.BgSoundPlay(null); - // 필요하다면 gameStarted = false; 등을 설정하여 한 번만 실행되게 함 } } - - private void SpawnBossMonster() - { - GameObject bossPrefab = GetBossPrefabForWave(currentWave); - - if (spawnPoints.Length >= 2) - { - // 왼쪽 스폰 포인트 - GameObject leftBoss = Instantiate(bossPrefab, spawnPoints[0].position, Quaternion.identity); - SetupBossComponents(leftBoss); - - // 오른쪽 스폰 포인트 - GameObject rightBoss = Instantiate(bossPrefab, spawnPoints[spawnPoints.Length - 1].position, Quaternion.identity); - SetupBossComponents(rightBoss); - } - else - { - Debug.LogError("스폰 포인트가 2개 이상 필요합니다."); - } - - // // 랜덤한 스폰 포인트 선택 - // int spawnPointIndex = Random.Range(0, spawnPoints.Length); - // GameObject bossPrefab = GetBossPrefabForWave(currentWave); - // - // GameObject boss = Instantiate(bossPrefab, spawnPoints[spawnPointIndex].position, Quaternion.identity); - // monsterPool.Add(boss); - // activeMonsters.Add(boss); - - // 보스 웨이브에서는 자동으로 다음 웨이브로 넘어가지 않음 - // 보스가 죽으면 Update에서 체크하여 다음 웨이브로 넘어감 - } - - private void SetupBossComponents(GameObject boss) - { - MonsterBase monsterBase = boss.GetComponent(); - - Attack attackComponent = boss.GetComponentInChildren(); - Eyesight eyesightComponent = boss.GetComponentInChildren(); - - if (attackComponent != null) - attackComponent.SetMonsterBase(monsterBase); - if (eyesightComponent != null) - eyesightComponent.SetMonsterBase(monsterBase); - - monsterPool.Add(boss); - activeMonsters.Add(boss); - } - + private void StartNextWave() { StageManager.Singleton.SetWaveData(currentWave); // 웨이브 정보 전달. @@ -177,7 +129,6 @@ namespace TON if (currentWave > TOTAL_WAVES) { - // Debug.Log("모든 웨이브 완료!"); return; } @@ -199,6 +150,43 @@ namespace TON } } + private void SpawnBossMonster() + { + GameObject bossPrefab = GetBossPrefabForWave(currentWave); + + if (spawnPoints.Length >= 2) + { + // 왼쪽 스폰 포인트 + GameObject leftBoss = Instantiate(bossPrefab, spawnPoints[0].position, Quaternion.identity); + SetupBossComponents(leftBoss); + + // 오른쪽 스폰 포인트 + GameObject rightBoss = Instantiate(bossPrefab, spawnPoints[spawnPoints.Length - 1].position, Quaternion.identity); + SetupBossComponents(rightBoss); + } + else + { + Debug.LogError("스폰 포인트가 2개 이상 필요합니다."); + } + } + + private void SetupBossComponents(GameObject boss) + { + MonsterBase monsterBase = boss.GetComponent(); + + Attack attackComponent = boss.GetComponentInChildren(); + Eyesight eyesightComponent = boss.GetComponentInChildren(); + + if (attackComponent != null) + attackComponent.SetMonsterBase(monsterBase); + if (eyesightComponent != null) + eyesightComponent.SetMonsterBase(monsterBase); + + monsterPool.Add(boss); + activeMonsters.Add(boss); + } + + private bool IsBossWave(int wave) { return wave == 3 || wave == 6 || wave == 9 || wave == 10; @@ -277,7 +265,6 @@ namespace TON } } } - // 일반 웨이브에서는 자동으로 다음 웨이브로 넘어가지 않음 // 몬스터가 모두 죽으면 Update에서 체크하여 다음 웨이브로 넘어감 } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs index 23115ce2..80fca6c0 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs @@ -121,7 +121,6 @@ namespace TON // duration 동안에는 항상 idle = 공격 쿨타운 if (_currentDuration < _duration) return this; - // TODO : 데미지 받을 때 // 추적 범위에 들어왔을 때 if (_monsterBase.IsDetect) @@ -186,7 +185,6 @@ namespace TON { _monsterBase = monsterBase; _monsterBase.IsFinishAttack = false; - _lastAttackTime = -_attackDelayTime; // 처음 진입시 바로 공격하도록 설정 } diff --git a/Gameton-06/Assets/Gameton/Art/monster skills.meta b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin.meta similarity index 77% rename from Gameton-06/Assets/Gameton/Art/monster skills.meta rename to Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin.meta index 15bc117b..5e407b3a 100644 --- a/Gameton-06/Assets/Gameton/Art/monster skills.meta +++ b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: cc4c2ca137703c348be9a1a6af90e3ae +guid: b2481b4b29263a24ab59db8243a365bf folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/Roulette.cs b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/Roulette.cs new file mode 100644 index 00000000..72fa2431 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/Roulette.cs @@ -0,0 +1,134 @@ +using UnityEngine; +using UnityEngine.Events; +using System.Collections; + + +namespace TON +{ + public class Roulette : MonoBehaviour + { + [SerializeField] private Transform piecePrefab; // 룰렛에 표시되는 정보 프리팹 + [SerializeField] private Transform linePrefab; // 정보들을 구분하는 선 프리팹 + [SerializeField] private Transform pieceParent; // 정보들이 배치되는 부모 Transform + [SerializeField] private Transform lineParent; // 선들이 배치되는 부모 Transform + [SerializeField] private RoulettePieceData[] roulettePieceData; + + [SerializeField] private int spinDuration; // 회전 시간 + [SerializeField] private Transform spinningRoulette; // 실제 회전하는 회전판 Transfrom + [SerializeField] private AnimationCurve spinningCurve; // 회전 속도 제어를 위한 그래프 + + private float pieceAngle; // 정보 하나가 배치되는 각도 + private float halfPieceAngle; // 정보 하나가 배치되는 각도의 절반 크기 + private float halfPieceAngleWithPaddings; // 선의 굴기를 고려한 padding이 포함된 절반 크기 + + private int accumulatedWeight; // 가중치 계산을 위한 변수 + private bool isSpinning = false; // 현재 회전중인지 + private int selectedIndex = 0; // 룰렛에서 선택된 아이템 + + private void Awake() + { + pieceAngle = 360 / roulettePieceData.Length; + halfPieceAngle = pieceAngle * 0.5f; + halfPieceAngleWithPaddings = halfPieceAngle - (halfPieceAngle * 0.25f); + + SpawnPiecesAndLines(); + CalculateWeightsAndIndices(); + } + + private void SpawnPiecesAndLines() + { + for (int i = 0; i < roulettePieceData.Length; ++i) + { + Transform piece = Instantiate(piecePrefab, pieceParent.position, Quaternion.identity, pieceParent); + // 생성한 룰렛 조각의 정보 설정(아이콘, 설명) + piece.GetComponent().Setup(roulettePieceData[i]); + // 생성한 룰렛 조각 회전 + piece.RotateAround(pieceParent.position, Vector3.back, (pieceAngle * i)); + + Transform line = Instantiate(linePrefab, lineParent.position, Quaternion.identity, lineParent); + // 생성한 선 회전 (룰렛 조각 사이를 구분하는 용도 + line.RotateAround(lineParent.position, Vector3.back, (pieceAngle * i) + halfPieceAngle); + } + } + + private void CalculateWeightsAndIndices() + { + for (int i = 0; i < roulettePieceData.Length; ++i) + { + roulettePieceData[i].index = i; + + // 예외 처리, 혹시라도 chance값이 0 이하면 1로 설정 + if (roulettePieceData[i].chance <= 0) + { + roulettePieceData[i].chance = 1; + } + + accumulatedWeight += roulettePieceData[i].chance; + roulettePieceData[i].weight = accumulatedWeight; + + Debug.Log($"({roulettePieceData[i].index}) {roulettePieceData[i].description}:{roulettePieceData[i].weight}"); + } + } + + private int GetRandomIndex() + { + int weight = Random.Range(0, accumulatedWeight); + + for (int i = 0; i < roulettePieceData.Length; ++i) + { + if (roulettePieceData[i].weight > weight) + { + return i; + } + } + + return 0; + } + + public void Spin(UnityAction action = null) + { + if(isSpinning == true) return; + + // 룰렛의 결과 값 선택 + selectedIndex = GetRandomIndex(); + // 선택된 결과의 중심 각도 + float angle = pieceAngle * selectedIndex; + // 정확히 중심이 아닌 결과 값 범위 안의 임의의 각도 선택 + float leftOffset = (angle - halfPieceAngleWithPaddings) % 360; + float rightOffset = (angle + halfPieceAngleWithPaddings) % 360; + float randomAngle = Random.Range(leftOffset, rightOffset); + + // 목표 각도(targetAngle) = 결과 각도 + 360 * 회전 시간 * 회전 속도 + int rotateSpeed = 2; + float targetangle = (randomAngle + 360 * spinDuration * rotateSpeed); + + Debug.Log($"SelectedIndex:{selectedIndex}, angle:{angle}"); + Debug.Log($"left/right/random:{leftOffset}/{rightOffset}/{randomAngle}"); + Debug.Log($"targetAngle:{targetangle}"); + + isSpinning = true; + StartCoroutine(OnSpin(targetangle, action)); + } + + private IEnumerator OnSpin(float end, UnityAction action) + { + float current = 0; + float percent = 0; + + while (percent < 1) + { + current = Time.deltaTime; + percent += current / spinDuration; + + float z = Mathf.Lerp(0, end, spinningCurve.Evaluate(percent)); + spinningRoulette.rotation = Quaternion.Euler(0, 0, z); + + yield return null; + } + + isSpinning = false; + + if(action != null) action.Invoke(roulettePieceData[selectedIndex]); + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/Roulette.cs.meta b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/Roulette.cs.meta new file mode 100644 index 00000000..bd89f07e --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/Roulette.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9f22e98423cb35249a32007469a2c798 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePiece.cs b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePiece.cs new file mode 100644 index 00000000..c1946a5d --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePiece.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace TON +{ + public class RoulettePiece : MonoBehaviour + { + [SerializeField] private Image imageIcon; + [SerializeField] private TextMeshProUGUI textDescription; + + public void Setup(RoulettePieceData pieceData) + { + imageIcon.sprite = pieceData.icon; + textDescription.text = pieceData.description; + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePiece.cs.meta b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePiece.cs.meta new file mode 100644 index 00000000..2da6cfe5 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePiece.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ce906855e6e919547b21c723ee39fe0b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePieceData.cs b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePieceData.cs new file mode 100644 index 00000000..5f9b62dc --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePieceData.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + [System.Serializable] + public class RoulettePieceData + { + public Sprite icon; // 아이콘 이미지 파일 + public string description; // 이름, 속성 등의 정보 + + // 3개의 아이템 등장 확률(chance)이 100, 60, 40이면 + // 등장확률의 합은 200. 100/200 = 50%, 60/200 = 30%, 40/200 = 20% + + [Range(1, 100)] + public int chance = 100; // 등장 확률 + + [HideInInspector] public int index; // 아이템 순번 + [HideInInspector] public int weight; // 가중치 + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePieceData.cs.meta b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePieceData.cs.meta new file mode 100644 index 00000000..deaed2b3 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RoulettePieceData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 252fb732cea6501468e130b31963069d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RouletteSpin.cs b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RouletteSpin.cs new file mode 100644 index 00000000..78e398c4 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RouletteSpin.cs @@ -0,0 +1,29 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace TON +{ + public class RouletteSpin : MonoBehaviour + { + [SerializeField] private Roulette roulette; + [SerializeField] private Button buttonSpin; + + private void Awake() + { + buttonSpin.onClick.AddListener(()=> + { + buttonSpin.interactable = false; + roulette.Spin(EndOfSpin); + }); + } + + private void EndOfSpin(RoulettePieceData selectedData) + { + buttonSpin.interactable = true; + + Debug.Log($"{selectedData.index}:{selectedData.description}"); + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RouletteSpin.cs.meta b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RouletteSpin.cs.meta new file mode 100644 index 00000000..ba3e46f1 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/RouletteSpin.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f4d7c7eec813e4418f639e8a93b1070 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/ShopUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/ShopUI.cs index 04a6c2a6..6e00c5f8 100644 --- a/Gameton-06/Assets/Gameton/Scripts/UI/ShopUI.cs +++ b/Gameton-06/Assets/Gameton/Scripts/UI/ShopUI.cs @@ -1,7 +1,3 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using Unity.VisualScripting; using UnityEngine; namespace TON @@ -20,11 +16,8 @@ namespace TON private PlayerDataManager playerDataManager; - // Start is called before the first frame update void Start() { - InitPopUpActive(); - // 싱글톤으로 PlayerDataManager 접근 playerDataManager = PlayerDataManager.Singleton; @@ -34,189 +27,65 @@ namespace TON } } - public void InitPopUpActive() - { - HeartPopUp.SetActive(false); - PositionPopUp.SetActive(false); - } - - // Update is called once per frame - void Update() - { - - } - - public void OnClickLobbyButton() { Main.Singleton.ChangeScene(SceneType.Lobby); } - - public void OnClickHeartPopUpButton() - { - HeartPopUp.SetActive(true); - } - - public void OnClickHeartCloseButton() - { - HeartPopUp.SetActive(false); - } - public void OnClickPositionPopUpButton() + // 포션 구매 메서드 + private void BuyPotion(int price, string potionType, int quantity) { - PositionPopUp.SetActive(true); - } - - public void OnClickPositionCloseButton() - { - PositionPopUp.SetActive(false); - } - - public void OnClickBuyHpPotion1Button() - { - if (playerDataManager.goldAmount >= hpPotionPrice1) + if (playerDataManager.goldAmount >= price) { - playerDataManager.UseGold(hpPotionPrice1, (isSuccess) => + playerDataManager.UseGold(price, (isSuccess) => { if (isSuccess) { - playerDataManager.userItem.hpPotion += 1; - Debug.Log($"HP 포션 구매 성공! 남은 골드: {playerDataManager.goldAmount}, HP 포션 수량: {playerDataManager.userItem.hpPotion}"); + if (potionType == "hp") + { + playerDataManager.userItem.hpPotion += quantity; + } + else if (potionType == "mp") + { + playerDataManager.userItem.mpPotion += quantity; + } + UIManager.Singleton.UpdateCashData(); } - else - { - Debug.Log("골드가 부족하여 HP 포션 구매 실패!"); - } }); } - else - { - Debug.Log("골드가 부족합니다!"); - } + } + + // HP 포션 구매 버튼 클릭 시 호출 + public void OnClickBuyHpPotion1Button() + { + BuyPotion(hpPotionPrice1, "hp", 1); } public void OnClickBuyHpPotion5Button() { - if (playerDataManager.goldAmount >= hpPotionPrice5) - { - playerDataManager.UseGold(hpPotionPrice5, (isSuccess) => - { - if (isSuccess) - { - playerDataManager.userItem.hpPotion += 5; - Debug.Log($"HP 포션 구매 성공! 남은 골드: {playerDataManager.goldAmount}, HP 포션 수량: {playerDataManager.userItem.hpPotion}"); - UIManager.Singleton.UpdateCashData(); - } - else - { - Debug.Log("골드가 부족하여 HP 포션 구매 실패!"); - } - }); - } - else - { - Debug.Log("골드가 부족합니다!"); - } + BuyPotion(hpPotionPrice5, "hp", 5); } public void OnClickBuyHpPotion20Button() { - if (playerDataManager.goldAmount >= hpPotionPrice20) - { - playerDataManager.UseGold(hpPotionPrice20, (isSuccess) => - { - if (isSuccess) - { - playerDataManager.userItem.hpPotion += 20; - Debug.Log($"HP 포션 구매 성공! 남은 골드: {playerDataManager.goldAmount}, HP 포션 수량: {playerDataManager.userItem.hpPotion}"); - UIManager.Singleton.UpdateCashData(); - } - else - { - Debug.Log("골드가 부족하여 HP 포션 구매 실패!"); - } - }); - } - else - { - Debug.Log("골드가 부족합니다!"); - } + BuyPotion(hpPotionPrice20, "hp", 20); } // MP 포션 구매 버튼 클릭 시 호출 public void OnClickBuyMpPotion1Button() { - if (playerDataManager.goldAmount >= mpPotionPrice1) - { - playerDataManager.UseGold(mpPotionPrice1, (isSuccess) => - { - if (isSuccess) - { - playerDataManager.userItem.mpPotion += 1; - Debug.Log($"MP 포션 구매 성공! 남은 골드: {playerDataManager.goldAmount}, MP 포션 수량: {playerDataManager.userItem.mpPotion}"); - UIManager.Singleton.UpdateCashData(); - } - else - { - Debug.Log("골드가 부족하여 MP 포션 구매 실패!"); - } - }); - } - else - { - Debug.Log("골드가 부족합니다!"); - } + BuyPotion(mpPotionPrice1, "mp", 1); } - // MP 포션 구매 버튼 클릭 시 호출 public void OnClickBuyMpPotion5Button() { - if (playerDataManager.goldAmount >= mpPotionPrice5) - { - playerDataManager.UseGold(mpPotionPrice5, (isSuccess) => - { - if (isSuccess) - { - playerDataManager.userItem.mpPotion += 5; - Debug.Log($"MP 포션 구매 성공! 남은 골드: {playerDataManager.goldAmount}, MP 포션 수량: {playerDataManager.userItem.mpPotion}"); - UIManager.Singleton.UpdateCashData(); - } - else - { - Debug.Log("골드가 부족하여 MP 포션 구매 실패!"); - } - }); - } - else - { - Debug.Log("골드가 부족합니다!"); - } + BuyPotion(mpPotionPrice5, "mp", 5); } - // MP 포션 구매 버튼 클릭 시 호출 public void OnClickBuyMpPotion20Button() { - if (playerDataManager.goldAmount >= mpPotionPrice20) - { - playerDataManager.UseGold(mpPotionPrice20, (isSuccess) => - { - if (isSuccess) - { - playerDataManager.userItem.mpPotion += 20; - Debug.Log($"MP 포션 구매 성공! 남은 골드: {playerDataManager.goldAmount}, MP 포션 수량: {playerDataManager.userItem.mpPotion}"); - UIManager.Singleton.UpdateCashData(); - } - else - { - Debug.Log("골드가 부족하여 MP 포션 구매 실패!"); - } - }); - } - else - { - Debug.Log("골드가 부족합니다!"); - } + BuyPotion(mpPotionPrice20, "mp", 20); } } }