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{fileID: 166251055} + - {fileID: 1902003664} + - {fileID: 1175509089} + - {fileID: 312414637} + - {fileID: 810780722} + - {fileID: 296114725} diff --git a/Assets/01.Scenes/04.Title.unity.meta b/Assets/01.Scenes/04.Title.unity.meta new file mode 100644 index 000000000..6204a6a5d --- /dev/null +++ b/Assets/01.Scenes/04.Title.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6acccfdd4694531468dac7f6a77c3c1e +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02.Scripts/EaseEffect.cs b/Assets/02.Scripts/EaseEffect.cs new file mode 100644 index 000000000..5dea36c20 --- /dev/null +++ b/Assets/02.Scripts/EaseEffect.cs @@ -0,0 +1,59 @@ +using UnityEngine; + +public enum Acceleration +{ + None = default, + EaseExpoIn, + EaseExpoOut, + EaseBounceIn, + EaseBounceOut, + + // EaseBounceOut = None + //아직 정해지지 않은건 None표시 +} + +public static class EaseEffect +{ + + //가속도를 위한 함수...▼ + + + public static float ExpoIn(float t) + { + return Mathf.Pow(2, 10 * (t - 1)) ; + } + + public static float ExpoOut(float t) + { + return 1 - Mathf.Pow(2, -10 * t); + } + + public static float BounceIn(float t) + { + return 1 - BounceOut(1 - t); + } + public static float BounceOut(float t) + { + if (t < (1 / 2.75f)) + { + return 7.5625f * t * t; + } + else if (t < (2 / 2.75f)) + { + t -= (1.5f / 2.75f); + return 7.5625f * t * t + 0.75f; + } + else if (t < (2.5f / 2.75f)) + { + t -= (2.25f / 2.75f); + return 7.5625f * t * t + 0.9375f; + } + else + { + t -= (2.625f / 2.75f); + return 7.5625f * t * t + 0.984375f; + } + } + + +} diff --git a/Assets/02.Scripts/EaseEffect.cs.meta b/Assets/02.Scripts/EaseEffect.cs.meta new file mode 100644 index 000000000..6f4d8277b --- /dev/null +++ b/Assets/02.Scripts/EaseEffect.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 979d6ad658042c940ab8ebe95e15b764 \ No newline at end of file diff --git a/Assets/02.Scripts/Ui/Tycoon/TycoonCard.cs b/Assets/02.Scripts/Ui/Tycoon/TycoonCard.cs index 959cd5cc4..0c81a8732 100644 --- a/Assets/02.Scripts/Ui/Tycoon/TycoonCard.cs +++ b/Assets/02.Scripts/Ui/Tycoon/TycoonCard.cs @@ -7,264 +7,187 @@ using Sirenix.OdinInspector; using UnityEngine; using TMPro; using UnityEngine.EventSystems; +using UnityEngine.Serialization; using UnityEngine.UI; +using Object = UnityEngine.Object; - -public enum Acceleration -{ - - None = default, - EaseExpoIn, - EaseExpoOut, - EaseBounceIn, - EaseBounceOut, - - // EaseBounceOut = None - //아직 정해지지 않은건 None표시 -} - -public class TycoonCard : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler ,IPointerMoveHandler -{ - - [field: SerializeField, CLabel("SelectCardUi")] +public class TycoonCard : MonoBehaviour +{ private TycoonSelectCard _selectCardUi; [field: Title("카드 속성")] - private CardData _cardDataForIDX; + internal CardData CardDataForIdx; [field: SerializeField, CLabel("IDX"), ReadOnly] private string _cardData = "AddAllLiquid"; [field: SerializeField, CLabel("카드 이름")] - private string CardName; + private string cardName; //[field: SerializeField, CLabel("카드 이미지")] //private Image CardImage; [field: SerializeField, CLabel("카드 텍스트")] - private string CardText; + private string cardText; - private Coroutine currentRotationCoroutine; + private Coroutine _currentRotationCoroutine; + [FormerlySerializedAs("RotationDurationCard")] [field: Title("카드 회전")] [field: SerializeField, CLabel("카드 회전 속도")] - private float RotationDurationCard = 1.0f; + internal float rotationDurationCard = 1.0f; [field: SerializeField, CLabel("회전 가속 종류")] - public Acceleration AccelerationCard; + public Acceleration accelerationCard; [field: Title("부가효과 : 카드 기울기")] [field: SerializeField, CLabel("최대 기울기(각도)")] - private float maxRotationAngle = 15f; + internal float maxRotationAngle = 15f; [field: SerializeField, CLabel("기울기 복원 속도")] - private float returnSpeed = 1.0f; - private bool isPointerInside; // 이미지 안에 마우스가 있는지 여부를 추적 - private Coroutine endRotationCoroutine; + internal float returnSpeed = 1.0f; + private float _returnSpeedTime = 0.0f; // 복원속도를 더할 메서드 + private bool _isPointerInside; // 이미지 안에 마우스가 있는지 여부를 추적 + private Coroutine _startRotationCoroutine; + private Coroutine _endRotationCoroutine; - private Image image; + private Image _image; + private RectTransform _rectTransform; + private Transform _cardComTransform; + private TycoonCardArea _cardArea; - private RectTransform rectTransform; - - private Camera mainCamera; - private void Awake() { - rectTransform = GetComponent(); - image = transform.Find("Image").GetComponent(); + _rectTransform = GetComponent(); + _cardComTransform = transform.Find("CardCom").GetComponent(); + _image = _cardComTransform.Find("Image").GetComponent(); _selectCardUi = transform.GetComponentInParent(); + _cardArea = transform.Find("Area").GetComponent(); } void Start() { - mainCamera = TycoonCameraManager.Instance.MainCamera; - } - - //지정된 IDX값으로 정보값 초기화 - public void SetCard(string cardIdx) - { - _cardDataForIDX = TycoonManager.Instance.CardDataSo.GetDataByIdx(cardIdx); - Transform nameTransform = transform.Find("Name"); - Transform infoTransform = transform.Find("Infomation"); - - TextMeshProUGUI nametextComponent = nameTransform.GetComponent(); - nametextComponent.text = _cardDataForIDX.Img; - - TextMeshProUGUI infotextComponent = infoTransform.GetComponent(); - infotextComponent.text = _cardDataForIDX.ScriptText; + } - image.sprite = _cardDataForIDX.Sprite; + private void Update() + { + //Debug.Log(_mainCamera.WorldToScreenPoint(GameManager.Instance.CurrentTycoonPlayer.transform.position)); + //카메라 기준 캐릭터의 위치를 가져옴 + } + + //지정된 IDX값으로 정보값 초기화 + public void SetCard(string cardIdx) + { + Debug.Log(cardIdx); + CardDataForIdx = TycoonManager.Instance.CardDataSo.GetDataByIdx(cardIdx); + + Transform infoTransform = transform.Find("CardCom/Infomation"); + TextMeshProUGUI infotextComponent = infoTransform.GetComponent(); + infotextComponent.text = CardDataForIdx.ScriptText; + + _image.sprite = CardDataForIdx.Sprite; } [Button("회전")] public void Rotation_Start() { - RectTransform rectTransform = this.GetComponent(); - rectTransform.localRotation = Quaternion.Euler(0,-180,0); + _cardComTransform.localRotation = Quaternion.Euler(0, -180,0); + _cardComTransform.localScale = new Vector3(0,0,0); - if (currentRotationCoroutine != null) + if (_currentRotationCoroutine != null) { - StopCoroutine(currentRotationCoroutine); - currentRotationCoroutine = null; + StopCoroutine(_currentRotationCoroutine); + _currentRotationCoroutine = null; } - currentRotationCoroutine = StartCoroutine(RotateOverTime()); + _currentRotationCoroutine = StartCoroutine(RotateOverTime()); // Resources.Load() } - - // 마우스가 이미지 위에 올라갔을 때 호출 - public void OnPointerEnter(PointerEventData eventData) - { - if (endRotationCoroutine != null) - { - StopCoroutine(endRotationCoroutine); - endRotationCoroutine = null; - } + + public void Spawn() + { - isPointerInside = true; - } - - // 마우스가 이미지에서 벗어났을 때 호출 - public void OnPointerExit(PointerEventData eventData) - { - image.color = new Color(1.0f,1.0f,1.0f,1.0f); - - if (endRotationCoroutine != null) - { - StopCoroutine(endRotationCoroutine); - endRotationCoroutine = null; - } - - endRotationCoroutine = StartCoroutine(ReturnToZeroRotation()); - - isPointerInside = false; - } - + } + + /* + * // 마우스 클릭 시 호출 public void OnPointerClick(PointerEventData eventData) { - switch (_cardData) //탐색 후 행동... + if (_enable) { - //TycoonManager.Instance.TycoonStatus.CurrentExp += 10; 이런거 넣어주자... - case "": break; - default: Debug.Log("Not Found Card : IDX");break; - } - - TycoonManager.Instance.CardDataSo.AddToSelectedCard(_cardDataForIDX); - } - - public void OnPointerMove(PointerEventData eventData) - { - - if (isPointerInside) - { - Vector2 localPoint; - - // 마우스 포인터의 화면 좌표(eventData.position)를 이미지의 로컬 좌표(localPoint)로 변환 - if (RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, eventData.position, mainCamera, out localPoint)) + switch (_cardData) //탐색 후 행동... { - // 이미지 내에서의 좌표를 정규화된 값으로 변환 (0,0)이 이미지의 왼쪽 아래, (1,1)이 오른쪽 위 - Vector2 normalizedPoint = new Vector2( - (localPoint.x - rectTransform.rect.xMin) / rectTransform.rect.width, - (localPoint.y - rectTransform.rect.yMin) / rectTransform.rect.height - ); - - // 좌표를 중심 기준으로 (-0.5, -0.5)에서 (0.5, 0.5)로 변환 (이미지 중앙이 0,0이 되도록) - Vector2 centeredNormalizedPoint = normalizedPoint - new Vector2(0.5f, 0.5f); - - // X와 Y축의 회전 각도를 마우스 위치에 따라 계산 (최대 회전 각도를 15도로 제한) - float rotationX = Mathf.Clamp(-centeredNormalizedPoint.y * maxRotationAngle * 2, -maxRotationAngle, maxRotationAngle); - float rotationY = Mathf.Clamp(centeredNormalizedPoint.x * maxRotationAngle * 2, -maxRotationAngle, maxRotationAngle); - - // 회전을 적용 (X축은 위아래 기울기, Y축은 좌우 기울기) - rectTransform.localRotation = Quaternion.Euler(rotationX, rotationY, 0f); - - // Debug.Log($"Mouse Position on Image (relative): ({normalizedPoint.x}, {normalizedPoint.y}), Rotation: ({rotationX}, {rotationY})"); + //TycoonManager.Instance.TycoonStatus.CurrentExp += 10; 이런거 넣어주자... + case "": break; + default: + Debug.Log("Not Found Card : IDX"); + break; } + + TycoonManager.Instance.CardDataSo.AddToSelectedCard(_cardDataForIdx); + + //해당 밑줄은 따로 메소드를 만들어주자... 여기서 호출하는게 아니라 SelectCardUi에서 호출받는 방식으로... + this.SetEnable(false); + _isPointerInside = false; } } + */ - private IEnumerator ReturnToZeroRotation() - { - Quaternion startRotation = rectTransform.localRotation; - Quaternion endRotation = Quaternion.identity; - float timeElapsed = 0f; - - while (timeElapsed < 1f) - { - // 점진적으로 원래 회전 상태로 돌아가기 - rectTransform.localRotation = Quaternion.Slerp(startRotation, endRotation, timeElapsed); - timeElapsed += Time.deltaTime * returnSpeed; - yield return null; - } - - // 최종적으로 완전한 초기 회전 상태로 설정 - rectTransform.localRotation = Quaternion.identity; - endRotationCoroutine = null; - } - - - - - private IEnumerator RotateOverTime() //카드를 회전시킴! + private IEnumerator RotateOverTime() //카드를 등장하며 회전시킴! { - RectTransform rectTransform = this.GetComponent(); - Transform backObject = rectTransform.Find("Back"); + Transform backObject = transform.Find("CardCom/Back"); backObject.gameObject.SetActive(true); - Quaternion startRotation = rectTransform.localRotation; + Quaternion startRotation = _cardComTransform.localRotation; Quaternion targetRotation = Quaternion.Euler(0, 0, 0); + Vector3 initialScale = _cardComTransform.localScale; + float elapsedTime = 0.0f; - while (elapsedTime < RotationDurationCard) + while (elapsedTime < 0.5f) { - elapsedTime += Time.deltaTime; + elapsedTime += Time.unscaledDeltaTime; + + float t = elapsedTime / 0.5f; + float easedT = easedT = EaseEffect.BounceOut(t); + + _cardComTransform.localScale = Vector3.Lerp(initialScale, new Vector3(0.95f,0.95f,0.95f), easedT); - float t = elapsedTime / RotationDurationCard; + yield return null; + } + + elapsedTime = 0.0f; + + while (elapsedTime < rotationDurationCard) + { + elapsedTime += Time.unscaledDeltaTime; + + float t = elapsedTime / rotationDurationCard; float easedT = t; - if (AccelerationCard == Acceleration.EaseExpoIn) easedT = Mathf.Pow(2, 10 * (t - 1)) ; - else if (AccelerationCard == Acceleration.EaseExpoOut) easedT = 1 - Mathf.Pow(2, -10 * t); - else if (AccelerationCard == Acceleration.EaseBounceIn) easedT = 1 - BounceOut(1 - t); - else if (AccelerationCard == Acceleration.EaseBounceOut) easedT = BounceOut(t); + if (accelerationCard == Acceleration.EaseExpoIn) easedT = Mathf.Pow(2, 10 * (t - 1)) ; + else if (accelerationCard == Acceleration.EaseExpoOut) easedT = 1 - Mathf.Pow(2, -10 * t); + else if (accelerationCard == Acceleration.EaseBounceIn) easedT = 1 - EaseEffect.BounceOut(1 - t); + else if (accelerationCard == Acceleration.EaseBounceOut) easedT = EaseEffect.BounceOut(t); - rectTransform.localRotation = Quaternion.Lerp(startRotation, targetRotation, easedT); + _cardComTransform.localRotation = Quaternion.Lerp(startRotation, targetRotation, easedT); - float currentYRotation = rectTransform.localRotation.eulerAngles.y; + float currentYRotation = _cardComTransform.localRotation.eulerAngles.y; if (currentYRotation <= 90.0f && backObject.gameObject.activeSelf) { backObject.gameObject.SetActive(false); } + + if (elapsedTime > rotationDurationCard / 1.8) + { + _cardArea.SetEnable(true); + } yield return null; } - rectTransform.localRotation = targetRotation; + _cardComTransform.localRotation = targetRotation; } - - - //가속도를 위한 함수...▼ - float BounceOut(float t) - { - if (t < (1 / 2.75f)) - { - return 7.5625f * t * t; - } - else if (t < (2 / 2.75f)) - { - t -= (1.5f / 2.75f); - return 7.5625f * t * t + 0.75f; - } - else if (t < (2.5f / 2.75f)) - { - t -= (2.25f / 2.75f); - return 7.5625f * t * t + 0.9375f; - } - else - { - t -= (2.625f / 2.75f); - return 7.5625f * t * t + 0.984375f; - } - } } \ No newline at end of file diff --git a/Assets/02.Scripts/Ui/Tycoon/TycoonCardArea.cs b/Assets/02.Scripts/Ui/Tycoon/TycoonCardArea.cs new file mode 100644 index 000000000..160a39835 --- /dev/null +++ b/Assets/02.Scripts/Ui/Tycoon/TycoonCardArea.cs @@ -0,0 +1,237 @@ + +using System.Collections; +using BlueWater; +using BlueWater.Tycoons; +using BlueWater.Uis; +using Sirenix.OdinInspector; +using UnityEngine; +using TMPro; +using UnityEngine.Android; +using UnityEngine.EventSystems; +using UnityEngine.Serialization; +using UnityEngine.UI; + +/* + * 마우스와 카드의 상호작용 + * 마우스가 올라왔을 때와 움직일때, 클릭하는 곳의 범위를 지정하고 해당 범위에 맞춰서 카드의 움직임과 효과를 담당한다. + */ + + + +/* + *To do + *회전하는 객체 가져오기 + * 그림은 덜 회전하도록 하기 (절반 이상) + * 카드 회전(돌아가는거), 획득, 등장은 따로 빼놓고 Card 스크립트에 분리시켜놓기 + */ + +public class TycoonCardArea : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler ,IPointerMoveHandler +{ + //Area 활성화 유무 + private bool _enable = false; + public void SetEnable(bool val) { _enable = val; } + + private Coroutine _currentRotationCoroutine; + + private float _maxRotationAngle; + private float _returnSpeed; + + private TycoonCard _parent; //부모 + private float _returnSpeedTime = 0.0f; // 복원속도를 더할 메서드 + private bool _isPointerInside; // 이미지 안에 마우스가 있는지 여부를 추적 + private Coroutine _startRotationCoroutine; + private Coroutine _endRotationCoroutine; + + private Image _image; + private RectTransform _rectTransform; + private Transform _cardComTransform; + private Camera _uiCamera; + + private void Awake() + { + _parent = transform.parent.GetComponent(); + _rectTransform = this.GetComponent(); + _cardComTransform = transform.parent.Find("CardCom").GetComponent(); + _image = _cardComTransform.Find("Image").GetComponent(); + _maxRotationAngle = _parent.maxRotationAngle; + _returnSpeed = _parent.returnSpeed; + } + + void Start() + { + _uiCamera = TycoonCameraManager.Instance.MainCamera; + } + + // 마우스가 이미지 위에 올라갔을 때 호출 + public void OnPointerEnter(PointerEventData eventData) + { + if (_endRotationCoroutine != null) + { + StopCoroutine(_endRotationCoroutine); + _endRotationCoroutine = null; + } + + if (_startRotationCoroutine != null) + { + StopCoroutine(_startRotationCoroutine); + _startRotationCoroutine = null; + } + + if (_enable) + { + if (_currentRotationCoroutine != null) + { + StopCoroutine(_currentRotationCoroutine); + _currentRotationCoroutine = null; + } + _startRotationCoroutine = StartCoroutine(StartToRotation()); + } + + + } + + // 마우스가 이미지에서 벗어났을 때 호출 + public void OnPointerExit(PointerEventData eventData) + { + if (_enable) + { + if (_endRotationCoroutine != null) + { + StopCoroutine(_endRotationCoroutine); + _endRotationCoroutine = null; + } + + if (_startRotationCoroutine != null) + { + StopCoroutine(_startRotationCoroutine); + _startRotationCoroutine = null; + } + } + + if (_enable) + { + _isPointerInside = false; + _endRotationCoroutine = StartCoroutine(ReturnToZeroRotation()); + } + } + + // 마우스 클릭 시 호출 + public void OnPointerClick(PointerEventData eventData) + { + if (_enable) + { + _parent.transform.parent.GetComponent().SelectedCard(_parent); + + //해당 밑줄은 따로 메소드를 만들어주자... 여기서 호출하는게 아니라 SelectCardUi에서 호출받는 방식으로... + this.SetEnable(false); + _isPointerInside = false; + + } + } + + public void OnPointerMove(PointerEventData eventData) + { + if (_isPointerInside) + { + RotateCard(); + } + } + + + // ReSharper disable Unity.PerformanceAnalysis + private IEnumerator StartToRotation() + { + if (_endRotationCoroutine != null) + { + StopCoroutine(_endRotationCoroutine); + _endRotationCoroutine = null; + } + + while (_returnSpeedTime < 1.0f) + { + _returnSpeedTime += Time.unscaledDeltaTime * _returnSpeed; + + RotateCard(); + + yield return null; + } + + _isPointerInside = true; + _returnSpeedTime = 1.0f; + } + + + // ReSharper disable Unity.PerformanceAnalysis + private IEnumerator ReturnToZeroRotation() + { + if (_startRotationCoroutine != null) + { + StopCoroutine(_startRotationCoroutine); + _startRotationCoroutine = null; + } + + Quaternion startRotation = _cardComTransform.GetComponent().localRotation; + Quaternion endRotation = Quaternion.identity; + + Vector3 initialScale = _cardComTransform.localScale; + Vector3 targetScale = new Vector3(0.95f,0.95f,0.95f); + + while (_returnSpeedTime > 0.0f) + { + _cardComTransform.GetComponent().localRotation = Quaternion.Slerp(startRotation, endRotation, 1.0f - _returnSpeedTime); + _returnSpeedTime -= Time.unscaledDeltaTime * _returnSpeed; + + float t = (1.0f - _returnSpeedTime); + t = 1 - Mathf.Pow(2, -10 * t); + + _cardComTransform.localScale = Vector2.Lerp(initialScale, targetScale, t); + + yield return null; + } + + _returnSpeedTime = 0.0f; + + _cardComTransform.GetComponent().localRotation = Quaternion.identity; + _endRotationCoroutine = null; + } + + + + private void RotateCard() + { + Vector3 initialScale = _cardComTransform.localScale; + Vector3 targetScale = new Vector3(1.05f, 1.05f, 1.0f); // 타겟 스케일 설정 + + // 마우스 포인터의 화면 좌표(eventData.position)를 이미지의 로컬 좌표(localPoint)로 변환 + if (RectTransformUtility.ScreenPointToLocalPointInRectangle(_rectTransform, Input.mousePosition, _uiCamera, out var localPoint)) + { + // RectTransform의 중심을 기준으로 정규화된 값으로 변환 + Vector2 normalizedPoint = new Vector2( + (localPoint.x / _rectTransform.rect.width) + 0.5f, + (localPoint.y / _rectTransform.rect.height) + 0.5f + ); + + // 좌표를 중심 기준으로 (-0.5, -0.5)에서 (0.5, 0.5)로 변환 (이미지 중앙이 0,0이 되도록) + Vector2 centeredNormalizedPoint = normalizedPoint - new Vector2(0.5f, 0.5f); + + // Debug.Log($"Normalized Point: {centeredNormalizedPoint}"); + + // X와 Y축의 회전 각도를 마우스 위치에 따라 계산 (최대 회전 각도를 15도로 제한) + float rotationX = Mathf.Clamp(-centeredNormalizedPoint.y * _maxRotationAngle * 2 * _returnSpeedTime, -_maxRotationAngle, _maxRotationAngle); + float rotationY = Mathf.Clamp(centeredNormalizedPoint.x * _maxRotationAngle * 2 * _returnSpeedTime, -_maxRotationAngle, _maxRotationAngle); + + // 회전을 적용 (X축은 위아래 기울기, Y축은 좌우 기울기) + _cardComTransform.GetComponent().localRotation = Quaternion.Euler(rotationX, rotationY, 0f); + _image.GetComponent().localRotation = Quaternion.Euler(-rotationX, 0f, 0f); + } + + // 스케일 보간 (Lerp) + float t = Mathf.Clamp01(_returnSpeedTime); + float easedT = 1 - Mathf.Pow(2, -10 * t); + + // 스케일을 Lerp 함수를 사용하여 보간 + _cardComTransform.localScale = Vector3.Lerp(initialScale, targetScale, easedT); + } + + +} \ No newline at end of file diff --git a/Assets/02.Scripts/Ui/Tycoon/TycoonCardArea.cs.meta b/Assets/02.Scripts/Ui/Tycoon/TycoonCardArea.cs.meta new file mode 100644 index 000000000..16d5d09af --- /dev/null +++ b/Assets/02.Scripts/Ui/Tycoon/TycoonCardArea.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d1c4a04abae2e284384797a0c5044e99 \ No newline at end of file diff --git a/Assets/02.Scripts/Ui/Tycoon/TycoonSelectCard.cs b/Assets/02.Scripts/Ui/Tycoon/TycoonSelectCard.cs index f8fc011a0..c2ec6ca0c 100644 --- a/Assets/02.Scripts/Ui/Tycoon/TycoonSelectCard.cs +++ b/Assets/02.Scripts/Ui/Tycoon/TycoonSelectCard.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using System.Linq; +using BlueWater.Players.Tycoons; using BlueWater.Tycoons; using Mono.Cecil.Cil; using Sirenix.OdinInspector; @@ -11,7 +12,7 @@ namespace BlueWater.Uis public class TycoonSelectCard : MonoBehaviour { - private Camera mainCamera; + private Camera uiCamera; [field: SerializeField, CLabel("카드 1")] private GameObject card01; @@ -28,9 +29,11 @@ namespace BlueWater.Uis private TycoonCard _tycoonCard02Componet; private TycoonCard _tycoonCard03Componet; + + void Start() { - mainCamera = TycoonCameraManager.Instance.MainCamera; + uiCamera = TycoonCameraManager.Instance.UiCamera; } [Button("카드 생성하기(레벨업)")] @@ -38,6 +41,8 @@ namespace BlueWater.Uis { if (!Application.isPlaying) return; + GameTimeManager.Instance.PauseGameTime(); + // 기존 카드가 있으면 삭제 if (_currentCard01 != null) { @@ -53,7 +58,7 @@ namespace BlueWater.Uis } _currentCard01 = Instantiate(card01, this.transform); - _currentCard01.name = "Card"; + _currentCard01.name = "Card01"; _currentCard02 = Instantiate(card02, this.transform); _currentCard02.name = "Card02"; @@ -110,49 +115,150 @@ namespace BlueWater.Uis } public void SelectedCard(TycoonCard currTycoonCard) - { - SelectedAnimation(currTycoonCard); - } - - private IEnumerator SelectedAnimation(TycoonCard currTycoonCard) { - // 화면의 해상도를 가져옴 - float screenWidth = Screen.width; - float screenHeight = Screen.height; - - // 오브젝트를 월드 좌표로 변환 - Vector3 leftOffScreenPosition = Camera.main.ScreenToWorldPoint(new Vector3(-500, screenHeight / 2, Camera.main.nearClipPlane)); - Vector3 rightOffScreenPosition = Camera.main.ScreenToWorldPoint(new Vector3(screenWidth + 500, screenHeight / 2, Camera.main.nearClipPlane)); - - // 현재 위치를 가져옴 - Vector3 leftStartPosition = _tycoonCard02Componet.transform.position; - Vector3 rightStartPosition = _tycoonCard03Componet.transform.position; - - // 일정 시간 동안 오브젝트를 이동 - float elapsedTime = 0; - while (elapsedTime < 2f) + GameTimeManager.Instance.ResumeGameTime(); + + switch (currTycoonCard.CardDataForIdx.Idx) //탐색 후 행동... { - elapsedTime += Time.deltaTime; - - // Ease Expo Out 계산 (t는 0에서 1 사이의 값) - float t = elapsedTime / 2f; - float easeValue = 1 - Mathf.Pow(2, -10 * t); - - // 양쪽 오브젝트를 각각 이동 - _tycoonCard02Componet.transform.position = Vector3.Lerp(leftStartPosition, leftOffScreenPosition, easeValue); - _tycoonCard03Componet.transform.position = Vector3.Lerp(rightStartPosition, rightOffScreenPosition, easeValue); - - yield return null; // 한 프레임 대기 + //TycoonManager.Instance.TycoonStatus.CurrentExp += 10; 이런거 넣어주자... + case "HeartPlus": + TycoonManager.Instance.TycoonStatus.MaxPlayerHealth += 1 ;break; + case "HeartHeal": + TycoonManager.Instance.TycoonStatus.CurrentPlayerHealth += 1 ;break; + case "HeartAllHeal": + TycoonManager.Instance.TycoonStatus.CurrentPlayerHealth = TycoonManager.Instance.TycoonStatus.MaxPlayerHealth ;break; + case "AddLiquidB": + TycoonManager.Instance.TycoonStatus.CurrentLiquidAmountB += 4000;break; + case "AddLiquidC": + TycoonManager.Instance.TycoonStatus.CurrentLiquidAmountC += 4000;break; + case "AddLiquidD": + TycoonManager.Instance.TycoonStatus.CurrentLiquidAmountD += 4000;break; + case "AddLiquidE": + TycoonManager.Instance.TycoonStatus.CurrentLiquidAmountE += 4000;break; + case "AddGarnish1": + TycoonManager.Instance.TycoonStatus.CurrentGarnishAmount1 += 4000;break; + case "AddGarnish2": + TycoonManager.Instance.TycoonStatus.CurrentGarnishAmount2 += 4000;break; + case "AddAllLiquid": + TycoonManager.Instance.TycoonStatus.CurrentGarnishAmount1 += 1000; + TycoonManager.Instance.TycoonStatus.CurrentGarnishAmount2 += 1000;break; + case "ServerNpc": return; break; + case "CleanerNpc": return; break; + case "ChefNpc": return; break; + case "SpeedUp": + TycoonManager.Instance.TycoonStatus.PlayerMoveSpeedMultiplier += 0.05f; break; + case "ExpGetUp": return; break; + case "GoldGetUp": return; break; + case "CleanUp": return; break; + case "GuageReset": return; break; + default: Debug.Log("Not Found Card : IDX" + currTycoonCard.CardDataForIdx.Idx); return; break; } - // 오브젝트 최종 위치 설정 (정확한 끝 위치 보장) - _tycoonCard02Componet.transform.position = leftOffScreenPosition; - _tycoonCard03Componet.transform.position = rightOffScreenPosition; + TycoonManager.Instance.CardDataSo.AddToSelectedCard(currTycoonCard.CardDataForIdx); + + StartCoroutine(SelectedAnimation(currTycoonCard)); + } + + // ReSharper disable Unity.PerformanceAnalysis + private IEnumerator SelectedAnimation(TycoonCard currTycoonCard) + { + 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(); + startPosition03 = rect03.anchoredPosition; + endPosition03 = new Vector2(0.0f, 0.0f); + + + // 화면의 해상도를 가져옴 + if (currTycoonCard == _tycoonCard01Componet) //우우 + { + rect01 = _tycoonCard02Componet.GetComponent(); + startPosition01 = rect01.anchoredPosition; // 시작 위치 + endPosition01 = new Vector2(Screen.width + 1500, startPosition01.y); // 목표 위치(좌측) + + rect02 = _tycoonCard03Componet.GetComponent(); + startPosition02 = rect02.anchoredPosition; // 시작 위치 + endPosition02 = new Vector2(Screen.width + 1500, startPosition02.y); // 목표 위치(좌측) + } + else if (currTycoonCard == _tycoonCard02Componet) //좌우 + { + rect01 = _tycoonCard01Componet.GetComponent(); + startPosition01 = rect01.anchoredPosition; // 시작 위치 + endPosition01 = new Vector2(-1500, startPosition01.y); // 목표 위치(좌측) + + rect02 = _tycoonCard03Componet.GetComponent(); + startPosition02 = rect02.anchoredPosition; // 시작 위치 + endPosition02 = new Vector2(Screen.width + 1500, startPosition02.y); // 목표 위치(좌측) + } + else //좌좌 + { + rect01 = _tycoonCard01Componet.GetComponent(); + startPosition01 = rect01.anchoredPosition; // 시작 위치 + endPosition01 = new Vector2(-1500, startPosition01.y); // 목표 위치(좌측) + + rect02 = _tycoonCard02Componet.GetComponent(); + 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.localScale = Vector3.Lerp(Vector3.one, Vector3.zero, t); + + // 포물선 효과 추가 + float height = Mathf.Sin(Mathf.PI * t) * 500f; // 높이 + float width = Mathf.Sin(Mathf.PI * t) * 200f * rotationDirection; // 폭 + rect03.anchoredPosition += new Vector2(width, height); + + // Z축 회전 추가 + float rotationAngle = 15f * rotationDirection * t; // 최대 15도 회전 + rect03.rotation = Quaternion.Euler(new Vector3(0, 0, rotationAngle)); + + yield return null; + } + + if (_currentCard01 != null) + { + Destroy(_currentCard01); + } + if (_currentCard02 != null) + { + Destroy(_currentCard02); + } + if (_currentCard03 != null) + { + Destroy(_currentCard03); + } } - 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