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File diff suppressed because it is too large
Load Diff
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
Normal file
134
Gameton-06/Assets/Gameton/Scripts/UI/RouletteSpin/Roulette.cs
Normal file
@@ -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<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]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
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assetBundleName:
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assetBundleVariant:
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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 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: ce906855e6e919547b21c723ee39fe0b
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||||||
|
MonoImporter:
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externalObjects: {}
|
||||||
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serializedVersion: 2
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defaultReferences: []
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||||||
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executionOrder: 0
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|
icon: {instanceID: 0}
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|
userData:
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||||||
|
assetBundleName:
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||||||
|
assetBundleVariant:
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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 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: 252fb732cea6501468e130b31963069d
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|
MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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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}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: 3f4d7c7eec813e4418f639e8a93b1070
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MonoImporter:
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|
externalObjects: {}
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serializedVersion: 2
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|
defaultReferences: []
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|
executionOrder: 0
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|
icon: {instanceID: 0}
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|
userData:
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|
assetBundleName:
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|
assetBundleVariant:
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||||||
Reference in New Issue
Block a user