룰렛 UI 추가
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										8
									
								
								Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin.meta
									
									
									
									
									
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								Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin.meta
									
									
									
									
									
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										134
									
								
								Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/Roulette.cs
									
									
									
									
									
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										134
									
								
								Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/Roulette.cs
									
									
									
									
									
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							@@ -0,0 +1,134 @@
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		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.Events;
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		||||
using System.Collections;
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		||||
 | 
			
		||||
 | 
			
		||||
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<RoulettePiece>().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<RoulettePieceData> 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<RoulettePieceData> 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]);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
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@@ -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;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,11 @@
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@@ -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
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,11 @@
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@@ -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}");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
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		Reference in New Issue
	
	Block a user