Merge branch 'lmg' of http://175.209.66.186/capersunity/newbluewater into ntg
This commit is contained in:
commit
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94
Assets/02.Scripts/Tycoon/TycoonGameOver.cs
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Assets/02.Scripts/Tycoon/TycoonGameOver.cs
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|||||||
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using System.Collections;
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||||||
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using UnityEngine;
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||||||
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||||||
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public class TycoonGameOver : MonoBehaviour
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||||||
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{
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||||||
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// RectTransform을 통해 UI 오브젝트 위치를 제어
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||||||
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private RectTransform rectTransform;
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||||||
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// 흔들림 강도와 범위 설정
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public float shakeAmount = 0.1f; // 흔들림 강도
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||||||
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public float shakeLimit = 10f; // 흔들림 제한
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||||||
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||||||
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// 밑으로 이동하는 속도 설정
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public float fallSpeed = 50f; // UI 좌표에서는 보통 작은 값을 사용
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||||||
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||||||
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// 이동 시간을 제어하는 변수들
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private float shakeDuration = 2.0f; // 흔들리기만 하는 시간
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||||||
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private float fallDuration = 5.0f; // 흔들리며 내려가는 시간
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||||||
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||||||
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// 흔들림 변화 간격
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public float shakeInterval = 0.01f; // 흔들림 변화 주기 (뚝뚝 끊기게 만드는 간격)
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||||||
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||||||
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// 초기 위치 저장
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||||||
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private Vector2 originalPosition;
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private Vector2 shakeOffset;
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||||||
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private float shakeTimer = 0f; // 흔들림 타이머
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||||||
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void Start()
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||||||
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{
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// RectTransform 가져오기
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rectTransform = GetComponent<RectTransform>();
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||||||
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originalPosition = rectTransform.anchoredPosition;
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||||||
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||||||
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// 코루틴 시작
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||||||
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StartCoroutine(MoveObject());
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}
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||||||
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// 코루틴 정의
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||||||
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IEnumerator MoveObject()
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{
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||||||
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// 2.0초 동안은 흔들리기만 함
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||||||
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float timer = 0f;
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||||||
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while (timer < shakeDuration)
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||||||
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{
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||||||
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ShakeObject();
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timer += Time.deltaTime;
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||||||
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yield return null; // 다음 프레임까지 대기
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}
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||||||
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// 그 후 5.0초 동안은 흔들리며 밑으로 내려감
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||||||
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timer = 0f;
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||||||
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while (timer < fallDuration)
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||||||
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{
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MoveDown();
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ShakeObject();
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timer += Time.deltaTime;
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yield return null; // 다음 프레임까지 대기
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}
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}
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// 흔들림 구현 함수
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void ShakeObject()
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{
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shakeTimer += Time.deltaTime;
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// 흔들림 타이머가 주기보다 크면 새로운 흔들림 값을 생성
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if (shakeTimer > shakeInterval)
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||||||
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{
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||||||
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// 새로운 무작위 흔들림 값 생성
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float offsetX = Random.Range(-shakeLimit, shakeLimit);
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float offsetY = Random.Range(-shakeLimit, shakeLimit);
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// 새로운 흔들림 값을 저장
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shakeOffset = new Vector2(offsetX, offsetY);
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// 타이머 초기화
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shakeTimer = 0f;
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}
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// 현재 오브젝트의 좌표를 흔들림 값으로 업데이트
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rectTransform.anchoredPosition = originalPosition + shakeOffset;
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||||||
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}
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||||||
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// 밑으로 내려가는 함수
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void MoveDown()
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{
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// 점점 밑으로 내려가는 부분 (Y 축 감소, anchoredPosition 사용)
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originalPosition.y -= fallSpeed * Time.deltaTime;
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// 현재 오브젝트 위치도 업데이트
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rectTransform.anchoredPosition = originalPosition+ shakeOffset;
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}
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}
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2
Assets/02.Scripts/Tycoon/TycoonGameOver.cs.meta
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Binary file not shown.
Before Width: | Height: | Size: 2.4 MiB |
Loading…
Reference in New Issue
Block a user