This commit is contained in:
SweetJJuya 2024-10-28 13:24:04 +09:00
parent c3bdefa642
commit 5fb234e991
12 changed files with 390 additions and 64115 deletions

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@ -39,6 +39,11 @@ namespace BlueWater
// Methods
#region Methods
public void PlayAnimation(string stateName, int layer = 0)
{
_animator.Play(stateName, 0);
}
public void SetAnimationParameter(string parameter, bool value)
{
@ -116,10 +121,12 @@ namespace BlueWater
public void ResetAnimationSpeed()
{
if (!_animator) return;
_animator.speed = 1f;
}
#endregion
}
}

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@ -87,6 +87,14 @@ namespace BlueWater
OnLevelUp?.Invoke(levelData);
}
// 플레이어
// 레벨업 업그레이드 ui 표시 이벤트
public static Action<LevelData> OnUpgradeUi;
public static void InvokeUpgradeUi(LevelData levelData)
{
OnUpgradeUi?.Invoke(levelData);
}
// 경험치 변경 이벤트
public static Action<int> OnChangeExp;
public static void InvokeChangeExp(int addedExp)

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@ -81,7 +81,7 @@ public class TycoonGameOver : MonoBehaviour
while (timer < shakeDuration)
{
ShakeObject();
timer += Time.deltaTime;
timer += Time.unscaledDeltaTime;
yield return null; // 다음 프레임까지 대기
}
@ -97,13 +97,13 @@ public class TycoonGameOver : MonoBehaviour
while (timer < fallDuration)
{
elapsedTime += Time.deltaTime;
elapsedTime += Time.unscaledDeltaTime;
imageColor.a = Mathf.Clamp01(elapsedTime / fallDuration);
_text.color = imageColor;
MoveDown();
ShakeObject();
timer += Time.deltaTime;
timer += Time.unscaledDeltaTime;
_titleBtn.SetActive(true);
_retryBtn.SetActive(true);
@ -120,7 +120,7 @@ public class TycoonGameOver : MonoBehaviour
// 흔들림 구현 함수
void ShakeObject()
{
shakeTimer += Time.deltaTime;
shakeTimer += Time.unscaledDeltaTime;
// 흔들림 타이머가 주기보다 크면 새로운 흔들림 값을 생성
if (shakeTimer > shakeInterval)
@ -144,7 +144,7 @@ public class TycoonGameOver : MonoBehaviour
void MoveDown()
{
// 점점 밑으로 내려가는 부분 (Y 축 감소, anchoredPosition 사용)
originalPosition.y -= fallSpeed * Time.deltaTime;
originalPosition.y -= fallSpeed * Time.unscaledDeltaTime;
// 현재 오브젝트 위치도 업데이트
_shipRectTransform.anchoredPosition = originalPosition+ shakeOffset;

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@ -115,9 +115,9 @@ public class ManualBook : MonoBehaviour
var createCocktailMenu = new CocktailsBtn(element ,cocktail ,element.Idx,element.Name);
foreach (var element2 in element.GetValidIngredients()) //들어가는 리큐르, 가니쉬 종류
foreach (var element2 in element.ValidIngredients) //들어가는 리큐르, 가니쉬 종류
{
if (element2.Idx.Equals("LiquidA")) {createCocktailMenu.LiquidA = element2.Amount; createCocktailMenu.Sibling -= 1; };
if (element2.Idx.Equals("LiquidA")) {createCocktailMenu.LiquidA = element2.Ratio; createCocktailMenu.Sibling -= 1; };
if (element2.Idx.Equals("LiquidB")) {createCocktailMenu.LiquidB = element2.Amount; createCocktailMenu.Sibling -= 2; };
if (element2.Idx.Equals("LiquidC")) {createCocktailMenu.LiquidC = element2.Amount; createCocktailMenu.Sibling -= 4; };
if (element2.Idx.Equals("LiquidD")) {createCocktailMenu.LiquidD = element2.Amount; createCocktailMenu.Sibling -= 8; };
@ -156,7 +156,7 @@ public class ManualBook : MonoBehaviour
var element = _cocktailsBtn[key];
check = false;
foreach (var element2 in element.Cocktail.GetValidIngredients())
foreach (var element2 in element.Cocktail.ValidIngredients)
{
if (element2.Idx.Equals("LiquidA")) {};
if (element2.Idx.Equals("LiquidB") && playerLv < 5) { check = true; break; }

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@ -33,6 +33,10 @@ namespace BlueWater.Uis
private LevelData _lvData;
[field: SerializeField, CLabel("업그레이드 팝업")]
private GameObject upgradePopup;
private void Awake()
{
EventManager.OnLevelUp += Test;
@ -198,29 +202,29 @@ namespace BlueWater.Uis
{
Vector2 startPosition01; //시작 위치
Vector2 endPosition01; // 목표 위치
Vector2 startPosition02; //시작 위치
Vector2 endPosition02; // 목표 위치
Vector2 startPosition03; //시작 위치
Vector2 endPosition03; //목표 위치
RectTransform rect01;
RectTransform rect02;
RectTransform rect03;
rect03 = currTycoonCard.GetComponent<RectTransform>();
rect03 = currTycoonCard.GetComponent<RectTransform>();
startPosition03 = rect03.anchoredPosition;
endPosition03 = new Vector2(0.0f, 0.0f);
// 화면의 해상도를 가져옴
if (currTycoonCard == _tycoonCard01Componet) //우우
{
rect01 = _tycoonCard02Componet.GetComponent<RectTransform>();
startPosition01 = rect01.anchoredPosition; // 시작 위치
endPosition01 = new Vector2(Screen.width + 1500, startPosition01.y); // 목표 위치(좌측)
rect02 = _tycoonCard03Componet.GetComponent<RectTransform>();
startPosition02 = rect02.anchoredPosition; // 시작 위치
endPosition02 = new Vector2(Screen.width + 1500, startPosition02.y); // 목표 위치(좌측)
@ -230,7 +234,7 @@ namespace BlueWater.Uis
rect01 = _tycoonCard01Componet.GetComponent<RectTransform>();
startPosition01 = rect01.anchoredPosition; // 시작 위치
endPosition01 = new Vector2(-1500, startPosition01.y); // 목표 위치(좌측)
rect02 = _tycoonCard03Componet.GetComponent<RectTransform>();
startPosition02 = rect02.anchoredPosition; // 시작 위치
endPosition02 = new Vector2(Screen.width + 1500, startPosition02.y); // 목표 위치(좌측)
@ -240,28 +244,29 @@ namespace BlueWater.Uis
rect01 = _tycoonCard01Componet.GetComponent<RectTransform>();
startPosition01 = rect01.anchoredPosition; // 시작 위치
endPosition01 = new Vector2(-1500, startPosition01.y); // 목표 위치(좌측)
rect02 = _tycoonCard02Componet.GetComponent<RectTransform>();
startPosition02 = rect02.anchoredPosition; // 시작 위치
endPosition02 = new Vector2(-1500, startPosition02.y); // 목표 위치(좌측)
}
float time = 0.0f; // 타이머 초기화
int rotationDirection = Random.Range(0, 2) * 2 - 1; // 결과는 -1 또는 1
while (time < 1.0f)
{
time += Time.unscaledDeltaTime; // 시간 업데이트
float t = EaseEffect.ExpoOut((time / 1.0f)); // 정규화된 시간
//캐릭터의 위치 반환 (실시간으로 움직이기 때문에... 계속 업데이트하면서 가져오기.)
// 위치 업데이트
rect01.anchoredPosition = Vector2.Lerp(startPosition01, endPosition01, t);
rect02.anchoredPosition = Vector2.Lerp(startPosition02, endPosition02, t);
// 선형 보간을 사용하여 위치와 크기 조정
rect03.anchoredPosition = Vector2.Lerp(startPosition03, endPosition03, EaseEffect.ExpoOut((time / 1.0f) + 1.0f)); // 정규화된 시간
rect03.anchoredPosition =
Vector2.Lerp(startPosition03, endPosition03, EaseEffect.ExpoOut((time / 1.0f) + 1.0f)); // 정규화된 시간
rect03.localScale = Vector3.Lerp(Vector3.one, Vector3.zero, t);
// 포물선 효과 추가
@ -272,7 +277,7 @@ namespace BlueWater.Uis
// Z축 회전 추가
float rotationAngle = 15f * rotationDirection * t; // 최대 15도 회전
rect03.rotation = Quaternion.Euler(new Vector3(0, 0, rotationAngle));
yield return null;
}
@ -280,16 +285,29 @@ namespace BlueWater.Uis
{
Destroy(_currentCard01);
}
if (_currentCard02 != null)
{
Destroy(_currentCard02);
}
if (_currentCard03 != null)
{
Destroy(_currentCard03);
}
VisualFeedbackManager.Instance.ResetTimeScale();
var currentLevelData = TycoonManager.Instance.GetCurrentLevelData();
if (int.Parse(currentLevelData.Idx) % 5 == 0)
{
upgradePopup.SetActive(true);
EventManager.InvokeUpgradeUi(currentLevelData);
}
else
{
VisualFeedbackManager.Instance.ResetTimeScale();
}
}
}
}

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@ -1,16 +1,49 @@
using System.Collections;
using BlueWater;
using UnityEngine;
public class Upgrade_Popup : MonoBehaviour
{
[SerializeField]
private AnimationController _animationController;
private bool isReversing = false; // 애니메이션 상태를 체크할 변수
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
void OnEnable()
{
StartCoroutine(StartUpgradePopup());
}
// ReSharper disable Unity.PerformanceAnalysis
private IEnumerator StartUpgradePopup()
{
float normalizedTime = _animationController.GetCurrentAnimationNormalizedTime();
Debug.Log(normalizedTime);
// Update is called once per frame
void Update()
{
if (normalizedTime >= 1f)
{
yield return new WaitForSeconds(_animationController.GetCurrentAnimationLength());
}
float timer = 0f;
while (timer < 3.0)
{
timer += Time.unscaledDeltaTime;
yield return null;
}
_animationController.PlayAnimation("CardUpgrade_Reverse");
normalizedTime = _animationController.GetCurrentAnimationNormalizedTime();
Debug.Log(normalizedTime);
if (normalizedTime >= 1f)
{
yield return new WaitForSeconds(_animationController.GetCurrentAnimationLength());
}
VisualFeedbackManager.Instance.ResetTimeScale();
gameObject.SetActive(false);
}
}

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m_AnyStatePosition: {x: 150, y: 110, z: 0}
m_EntryPosition: {x: 150, y: 150, z: 0}
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