# Conflicts:
#	Assets/11.BehaviorTree/Customer.asset
This commit is contained in:
Nam Tae Gun 2024-10-06 19:27:26 +09:00
commit ccab946896
28 changed files with 9685 additions and 603 deletions

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@ -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;
}
}
}

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fileFormatVersion: 2
guid: 979d6ad658042c940ab8ebe95e15b764

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@ -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<RectTransform>();
image = transform.Find("Image").GetComponent<Image>();
_rectTransform = GetComponent<RectTransform>();
_cardComTransform = transform.Find("CardCom").GetComponent<Transform>();
_image = _cardComTransform.Find("Image").GetComponent<Image>();
_selectCardUi = transform.GetComponentInParent<TycoonSelectCard>();
_cardArea = transform.Find("Area").GetComponent<TycoonCardArea>();
}
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<TextMeshProUGUI>();
nametextComponent.text = _cardDataForIDX.Img;
TextMeshProUGUI infotextComponent = infoTransform.GetComponent<TextMeshProUGUI>();
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<TextMeshProUGUI>();
infotextComponent.text = CardDataForIdx.ScriptText;
_image.sprite = CardDataForIdx.Sprite;
}
[Button("회전")]
public void Rotation_Start()
{
RectTransform rectTransform = this.GetComponent<RectTransform>();
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<RectTransform>();
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;
}
}
}

View File

@ -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;
/*
*
* , .
*/
/*
*To do
*
* ( )
* (), , Card
*/
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<TycoonCard>();
_rectTransform = this.GetComponent<RectTransform>();
_cardComTransform = transform.parent.Find("CardCom").GetComponent<Transform>();
_image = _cardComTransform.Find("Image").GetComponent<Image>();
_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<TycoonSelectCard>().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<RectTransform>().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<RectTransform>().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<RectTransform>().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<RectTransform>().localRotation = Quaternion.Euler(rotationX, rotationY, 0f);
_image.GetComponent<RectTransform>().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);
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d1c4a04abae2e284384797a0c5044e99

View File

@ -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<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)
}
else if (currTycoonCard == _tycoonCard02Componet) //좌우
{
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)
}
else //좌좌
{
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.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);
}
}
private void Awake()
{

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