#71 02.Ocean / Tycoon

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IDMhan 2023-12-11 21:56:43 +09:00
parent 31c281d1f9
commit 9ea7fcd4a8
36 changed files with 20356 additions and 3735189 deletions

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@ -13,30 +13,6 @@ namespace BlueWaterProject
{
public Camera MainCam { get; private set; }
[Title("Dredge Cam")]
[Required("드렛지 카메라를 넣어주세요.")]
public CinemachineVirtualCamera dredgeCam;
private CinemachineOrbitalTransposer dredgeCamOrbitalTransposer;
[Range(0,1000)]
public int rotateSpeed = 10;
private Coroutine currentCoroutine;
[Required("보트갑판 카메라를 넣어주세요.")]
public CinemachineVirtualCamera shipDeckCam;
[Required("조준 카메라를 넣어주세요.")]
public CinemachineFreeLook takeAimCam;
[Required("보트안 카메라를 넣어주세요.")]
public CinemachineVirtualCamera inShipCam;
private Vector3 inShipCamOrigenalOffset;
private Vector3 inShipCamOrigenalAimOffset;
public float sensitivity = 0.01f;
[MinMaxSlider(2, 50, true)]
public Vector2 heightLimits = new Vector2(2, 50);
[Title("InShip Change Offset")]
private Vector3 targetOffset;
private Vector3 startingOffset;
@ -47,163 +23,21 @@ namespace BlueWaterProject
protected override void OnAwake()
{
MainCam = Camera.main;
inShipCamOrigenalOffset = inShipCam.GetCinemachineComponent<CinemachineTransposer>().m_FollowOffset;
inShipCamOrigenalAimOffset = inShipCam.GetCinemachineComponent<CinemachineComposer>().m_TrackedObjectOffset;
}
private void Start()
{
dredgeCamOrbitalTransposer = dredgeCam.GetCinemachineComponent<CinemachineOrbitalTransposer>();
}
private void Update()
{
TakeCamMovement();
DredgeCamRotate();
}
private void FixedUpdate()
{
if (isTransitioning)
{
SmoothTransitionFixedUpdate();
}
}
public void CamAssaultMode()
{
dredgeCam.Priority = 0;
shipDeckCam.Priority = 0;
inShipCam.Priority = 0;
}
public void CamDredgeMode()
{
dredgeCam.Priority = 1;
shipDeckCam.Priority = 0;
inShipCam.Priority = 0;
}
public void CamShipDeckMode()
{
shipDeckCam.Priority = 1;
dredgeCam.Priority = 0;
inShipCam.Priority = 0;
}
public void CamInShipMode()
{
inShipCam.Priority = 1;
dredgeCam.Priority = 0;
shipDeckCam.Priority = 0;
}
public void TakeCamMovement()
{
var mouseDelta = Mouse.current.delta.ReadValue();
var newPosition = takeAimCam.transform.position;
newPosition.y += mouseDelta.y * sensitivity;
newPosition.y = Mathf.Clamp(newPosition.y, heightLimits.x, heightLimits.y);
newPosition.x = GameManager.Inst.ShipPlayer.transform.position.x;
newPosition.z = GameManager.Inst.ShipPlayer.transform.position.z;
takeAimCam.transform.position = newPosition;
// Rotate around Y axis (Up direction)
takeAimCam.transform.RotateAround(takeAimCam.transform.position, Vector3.up, mouseDelta.x * sensitivity);
}
public void CamTakeAim(bool isTakeAim)
{
takeAimCam.Priority = isTakeAim ? 2 : 0;
float yRotation = dredgeCam.transform.rotation.eulerAngles.y;
takeAimCam.transform.rotation =
Quaternion.Euler(takeAimCam.transform.rotation.eulerAngles.x, yRotation, takeAimCam.transform.rotation.eulerAngles.z);
}
private void DredgeCamRotate()
{
if (Input.GetMouseButtonDown(1))
{
//dredgeCam의 X Axis의 Speed를 변경
dredgeCamOrbitalTransposer.m_XAxis.m_MaxSpeed = rotateSpeed;
dredgeCamOrbitalTransposer.m_XAxis.m_InputAxisName = "Mouse X";
dredgeCamOrbitalTransposer.m_RecenterToTargetHeading.m_enabled = false;
}
else if (Input.GetMouseButtonUp(1))
{
//dredgeCam의 X Axis의 Speed를 원래대로
dredgeCamOrbitalTransposer.m_XAxis.m_MaxSpeed = 0;
dredgeCamOrbitalTransposer.m_XAxis.m_InputAxisName = "";
dredgeCamOrbitalTransposer.m_RecenterToTargetHeading.m_enabled = true;
}
}
private void StartSmoothTransition(Vector3 newTargetOffset)
{
targetOffset = newTargetOffset;
var transposer = inShipCam.GetCinemachineComponent<CinemachineTransposer>();
if (transposer != null)
{
startingOffset = transposer.m_FollowOffset;
}
elapsedTime = 0;
isTransitioning = true;
}
private void SmoothTransitionFixedUpdate()
{
var transposer = inShipCam.GetCinemachineComponent<CinemachineTransposer>();
if (transposer != null)
{
if (elapsedTime < duration)
{
elapsedTime += Time.fixedDeltaTime;
float t = elapsedTime / duration;
transposer.m_FollowOffset = Vector3.Lerp(startingOffset, targetOffset, t);
}
else
{
transposer.m_FollowOffset = targetOffset;
isTransitioning = false;
}
}
}
public void SetInShipCamTrackedObjectOffset(Vector3 newOffset)
{
var aimComponent = inShipCam.GetCinemachineComponent<CinemachineComposer>();
if (aimComponent != null)
{
aimComponent.m_TrackedObjectOffset = newOffset;
}
}
public void ChangeInShipFollowAndLookAt(Transform npc)
{
if (!GameManager.Inst.IsInShipMode) return;
inShipCam.Follow = npc;
inShipCam.LookAt = npc;
var followOffset = new Vector3(0, 6, -10);
StartSmoothTransition(followOffset);
var newAimOffset = new Vector3(0, 2, 0);
SetInShipCamTrackedObjectOffset(newAimOffset);
}
public void RestoreInShipFollowAndLookAt()
{
if (!GameManager.Inst.IsInShipMode) return;
var player = GameManager.Inst.InShipPlayer.transform;
inShipCam.Follow = player;
inShipCam.LookAt = player;
var followOffset = inShipCamOrigenalOffset;
var aimOffset = inShipCamOrigenalAimOffset;
StartSmoothTransition(followOffset);
SetInShipCamTrackedObjectOffset(aimOffset);
}
}
}

View File

@ -44,9 +44,6 @@ namespace BlueWaterProject
base.Start();
TargetLayer = LayerMask.GetMask("Npc");
ProximitySelector.enabled = false;
UiManager.Inst.ConversationBtn.onClickEvent.AddListener(StartConversation);
UiManager.Inst.WorkBtn.onClickEvent.AddListener(OnWorkBtn);
}
protected override void FixedUpdate()
@ -68,10 +65,7 @@ namespace BlueWaterProject
private void OnCancel(InputValue value)
{
if (GameManager.Inst.IsInteraction && !GameManager.Inst.IsConversation)
{
EndInteraction();
}
}
private void MoveCharacterPlayer()
@ -79,24 +73,13 @@ namespace BlueWaterProject
var extraGravityForce = (Physics.gravity * rb.mass) * 2f;
rb.AddForce(extraGravityForce);
if (GameManager.Inst.IsConversation || GameManager.Inst.IsInteraction) return;
Vector3 movement = Vector3.zero;
if (GameManager.Inst.IsShipDeckMode)
{
movement = transform.rotation * new Vector3(-movementInput.y, 0, movementInput.x) *
(characterSpeed * Time.deltaTime);
gameObject.transform.position += movement;
}
else if (GameManager.Inst.IsInShipMode)
{
if(!GameManager.Inst.IsInShipMode) return;
movement = transform.rotation * new Vector3(movementInput.x, 0, movementInput.y) *
movement = transform.rotation * new Vector3(movementInput.x, 0, movementInput.y) *
(characterSpeed * Time.deltaTime);
gameObject.transform.position += movement;
}
gameObject.transform.position += movement;
var localScale = visualLook.localScale;
// 왼쪽
@ -133,7 +116,7 @@ namespace BlueWaterProject
var duration = 1f; // 이동에 걸리는 시간 (초)
var startingPosition = transform.position;
// 방향 즉시 변경합니다.
// 방향 즉시 변경
visualLook.localScale = new Vector3(scaleX, visualLook.localScale.y, visualLook.localScale.z);
while (elapsedTime < duration)
@ -155,32 +138,30 @@ namespace BlueWaterProject
public void StartInteraction(Transform target)
{
GameManager.Inst.IsInteraction = true;
ProximitySelector.enabled = false;
interactionTarget = target;
interactionTarget.GetComponent<InShipNpc>()?.ChangeStateToInteraction();
CameraManager.Inst.ChangeInShipFollowAndLookAt(interactionTarget);
var targetPosition = interactionTarget.position;
var playerPosition = transform.position;
var directionToTarget = (targetPosition - playerPosition).normalized;
// 캐릭터가 NPC의 왼쪽 또는 오른쪽에 있는지 확인합니다.
// 캐릭터가 NPC의 왼쪽 또는 오른쪽에 있는지 확인
var crossProduct = Vector3.Cross(directionToTarget, transform.forward).y;
Vector3 desiredPosition;
float desiredScaleX; // 캐릭터의 방향을 나타냅니다.
float desiredScaleX; // 캐릭터의 방
if (crossProduct > 0) // 캐릭터가 NPC의 왼쪽에 있는 경우
{
desiredPosition = targetPosition + interactionTarget.right * 2f;
desiredScaleX = 1f; // 오른쪽을 바라봅니다.
desiredScaleX = 1f; // 오른쪽을 바라
}
else // 캐릭터가 NPC의 오른쪽에 있는 경우
{
desiredPosition = targetPosition + interactionTarget.right * -2f;
desiredScaleX = -1f; // 왼쪽을 바라봅니다.
desiredScaleX = -1f; // 왼쪽을 바라
}
// 장애물 감지
@ -188,7 +169,7 @@ namespace BlueWaterProject
{
// 장애물이 감지되면, 반대쪽으로 이동
desiredPosition = crossProduct > 0 ? targetPosition + interactionTarget.right * -2f : targetPosition + interactionTarget.right * 2f;
desiredScaleX = -desiredScaleX; // 방향을 반전합니다.
desiredScaleX = -desiredScaleX; // 방향을 반전
}
// 캐릭터를 원하는 위치와 방향으로 부드럽게 이동 및 회전
@ -198,7 +179,6 @@ namespace BlueWaterProject
public void StartConversation()
{
GameManager.Inst.IsConversation = true;
if (interactionTarget != null)
{
interactionTarget.GetComponent<DialogueSystemTrigger>().OnConversationStart(interactionTarget);
@ -208,34 +188,16 @@ namespace BlueWaterProject
public void EndInteraction()
{
GameManager.Inst.IsInteraction = false;
ProximitySelector.enabled = true;
CameraManager.Inst.RestoreInShipFollowAndLookAt();
interactionTarget.GetComponent<InShipNpc>()?.RestoreState();
UiManager.Inst.InShipInteraction.gameObject.SetActive(false);
UiManager.Inst.InShipInteractionInit();
}
public void EndConversation()
{
GameManager.Inst.IsConversation = false;
UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
}
public void OrderToJail()
{
EndInteraction();
interactionTarget.GetComponent<InShipNpc>().ChangeStateToOrderToJail();
}
private void OnWorkBtn()
{
UiManager.Inst.DefaultInShipInteractionOnOff(false);
UiManager.Inst.WorkInteractionOnOff(true);
}
}
}

View File

@ -0,0 +1,126 @@
using System;
using System.Collections.Generic;
using Blobcreate.ProjectileToolkit;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[SelectionBase]
public class ShipPlayer : Player
{
[Title("쉽의 기본 설정")]
private Rigidbody rb;
[Tooltip("최대 스피드")] public float maxSpeed = 10f;
[Tooltip("가속 수치")] public float acceleration = 2f;
[Tooltip("감속 수치")] public float deceleration = 2f;
[Tooltip("회전 속도")] public float turnSpeed = 10f;
[Title("캐논")]
public Rigidbody projectilePrefab;
public Transform launchPoint;
public float timeOfFlight;
public Transform predictedPos;
private void Init()
{
rb = GetComponent<Rigidbody>();
}
#region Unity Function
protected override void Awake()
{
base.Awake();
Init();
}
protected override void Start()
{
}
protected override void FixedUpdate()
{
HandleMovement();
}
protected override void Update()
{
}
#endregion
#region Movement
private void MoveShipPlayer()
{
var desiredVelocity = transform.forward * (movementInput.y * maxSpeed);
var speedChange = (movementInput.y != 0 ? acceleration : deceleration) * Time.fixedDeltaTime;
rb.velocity = Vector3.MoveTowards(rb.velocity, desiredVelocity, speedChange);
}
private void RotatePlayer()
{
var turn = movementInput.x;
var turnRotation = Quaternion.Euler(0f, turn * turnSpeed, 0f);
rb.MoveRotation(rb.rotation * turnRotation);
}
private void HandleMovement()
{
MoveShipPlayer();
RotatePlayer();
}
private void StopShipMovement()
{
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
#endregion
#region Interaction Key
private void OnTargeting(InputValue value) //Q
{
}
private void OnTargetingHold(InputValue value) //Q Hold
{
}
private void OnCancel(InputValue value) //F
{
}
private void OnInteraction(InputValue value) //E
{
}
private void OnInteractionHold(InputValue value) //E Hold
{
}
private void OnAssaultMode(InputValue value) // V
{
}
#endregion
private void OnZkey(InputValue value)
{
}
}
}

View File

@ -31,17 +31,6 @@ namespace BlueWaterProject
[SerializeField] private float slowSpeed = 0.1f;
private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer";
// Game State
[field: Title("Game State")]
[field: SerializeField] public bool IsInShipMode { get; set; }
[field: SerializeField] public bool IsDredgeMode { get; set; }
[field: SerializeField] public bool IsTakeAim { get; set; }
[field: SerializeField] public bool IsShipDeckMode { get; set; }
[field: SerializeField] public bool IsConversation { get; set; }
[field: SerializeField] public bool IsInteraction { get; set; }
[field: SerializeField] public GlobalValue.PlayerMode CurrentPlayerMode { get; set; }
private void Init()
{
@ -108,87 +97,5 @@ namespace BlueWaterProject
currentPlayerInput.enabled = true;
}
}
#region Player Mode State switch
public void SwitchDredgeMode(bool isOn)
{
if (isOn)
{
SwitchTakeAim(false);
SwitchInShipMode(false);
SwitchShipDeckMode(false);
CameraManager.Inst.CamDredgeMode();
IsDredgeMode = true;
CurrentPlayerMode = GlobalValue.PlayerMode.DREDGE;
}
else if (IsDredgeMode)
{
IsDredgeMode = false;
}
}
public void SwitchShipDeckMode(bool isOn)
{
if (isOn)
{
SwitchTakeAim(false);
SwitchInShipMode(false);
SwitchDredgeMode(false);
CameraManager.Inst.CamShipDeckMode();
IsShipDeckMode = true;
CurrentPlayerMode = GlobalValue.PlayerMode.IN_DECK;
}
else if (IsShipDeckMode)
{
CameraManager.Inst.CamDredgeMode();
IsInShipMode = false;
}
}
public void SwitchTakeAim(bool isOn)
{
if (isOn)
{
SwitchInShipMode(false);
SwitchShipDeckMode(false);
SwitchDredgeMode(false);
CameraManager.Inst.CamTakeAim(true);
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
IsTakeAim = true;
CurrentPlayerMode = GlobalValue.PlayerMode.TAKE_AIM;
}
else if (IsTakeAim)
{
CameraManager.Inst.CamTakeAim(false);
Cursor.visible = true;
Cursor.lockState = CursorLockMode.Confined;
IsTakeAim = false;
}
UiManager.Inst.AimOnOff(isOn);
}
public void SwitchInShipMode(bool isOn)
{
if (isOn)
{
SwitchTakeAim(false);
SwitchShipDeckMode(false);
SwitchDredgeMode(false);
CameraManager.Inst.CamInShipMode();
IsInShipMode = true;
CurrentPlayerMode = GlobalValue.PlayerMode.IN_SHIP;
InShipPlayer.ProximitySelector.enabled = true;
}
else if (IsInShipMode)
{
CameraManager.Inst.CamDredgeMode();
IsInShipMode = false;
InShipPlayer.ProximitySelector.enabled = false;
}
}
#endregion
}
}

View File

@ -12,21 +12,11 @@ namespace BlueWaterProject
{
public float power;
public float reloadTime = 1f;
public RadarTargetUI radarTargetUI;
private bool isReloading;
private LookAtConstraint canonLookAtConstraint;
public Rigidbody projectilePrefab;
public Transform launchPoint;
public float timeOfFlight = 1f;
public Transform predictedPos;
private void Init()
{
projectilePrefab = DataManager.Inst.grenadeFire.GetComponent<Rigidbody>();
launchPoint = transform.Find("FirePoint");
canonLookAtConstraint = GetComponent<LookAtConstraint>();
}
private void Awake()
@ -36,36 +26,17 @@ namespace BlueWaterProject
private void Update()
{
if (!GameManager.Inst.ShipPlayer.IsTargeting) return;
if(!radarTargetUI.gameObject.activeInHierarchy && !isReloading)
StartCoroutine(ReloadCoroutine());
}
private IEnumerator ReloadCoroutine()
{
isReloading = true;
yield return new WaitForSeconds(reloadTime);
radarTargetUI.Reactivate();
isReloading = false;
}
public void Fire()
{
var myRigid = Instantiate(projectilePrefab, launchPoint.position, launchPoint.rotation);
var v = Projectile.VelocityByTime(myRigid.transform.position, predictedPos.position, timeOfFlight);
myRigid.AddForce(v, ForceMode.VelocityChange);
}
public void LookAtTarget()
{
canonLookAtConstraint.SetSources(new List<ConstraintSource>
{
new ConstraintSource
{
sourceTransform = predictedPos,
weight = 1
}
});
}
}
}

View File

@ -1,315 +0,0 @@
using System;
using System.Collections.Generic;
using Blobcreate.ProjectileToolkit;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[SelectionBase]
public class ShipPlayer : Player
{
[Title("쉽의 기본 설정")]
private Rigidbody rb;
[Tooltip("최대 스피드")] public float maxSpeed = 10f;
[Tooltip("가속 수치")] public float acceleration = 2f;
[Tooltip("감속 수치")] public float deceleration = 2f;
[Tooltip("회전 속도")] public float turnSpeed = 10f;
[Title("레이더")]
public Collider[] radar = new Collider[10];
public List<Transform> inCameraRadar = new(10);
public Transform target;
public bool IsTargeting { get; private set; }
[Title("캐논")]
public Rigidbody projectilePrefab;
public Transform launchPoint;
public float timeOfFlight;
public Transform predictedPos;
[field: SerializeField] public List<Canon> Canons { get; private set; } = new(GlobalValue.MAX_CANON_COUNT);
[Title("Interaction")]
public bool IsIslandInteraction { get; set; }
private float rayLength;
private LayerMask groundLayer;
private Vector3 halfExtents; // 박스 크기의 절반을 나타내는 벡터값을 설정합니다.
private List<Vector3> directions = new(8);
private void Init()
{
rb = GetComponent<Rigidbody>();
GetComponentsInChildren(Canons);
rayLength = 15f;
groundLayer = LayerMask.GetMask("Ground");
halfExtents = new Vector3(5, 5, 5);
directions = new List<Vector3>(8)
{
transform.forward,
-transform.forward,
transform.right,
-transform.right,
transform.forward + transform.right,
transform.forward - transform.right,
-transform.forward + transform.right,
-transform.forward - transform.right
};
}
#region Unity Function
private void OnDrawGizmosSelected()
{
RadarDrawGizmo();
Raycast8DrawGizmo();
}
protected override void Awake()
{
base.Awake();
Init();
}
protected override void Start()
{
GameManager.Inst.SwitchDredgeMode(true);
}
protected override void FixedUpdate()
{
HandleMovement();
}
protected override void Update()
{
FindInRadarRange();
FilterInCameraObjects();
LookAtTarget();
Raycast8Direction();
}
#endregion
#region Movement
private void MoveShipPlayer()
{
var desiredVelocity = transform.forward * (movementInput.y * maxSpeed);
var speedChange = (movementInput.y != 0 ? acceleration : deceleration) * Time.fixedDeltaTime;
rb.velocity = Vector3.MoveTowards(rb.velocity, desiredVelocity, speedChange);
}
private void RotatePlayer()
{
var turn = movementInput.x;
var turnRotation = Quaternion.Euler(0f, turn * turnSpeed, 0f);
rb.MoveRotation(rb.rotation * turnRotation);
}
private void HandleMovement()
{
if (GameManager.Inst.IsDredgeMode)
{
MoveShipPlayer();
RotatePlayer();
}
}
private void StopShipMovement()
{
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
#endregion
#region AssaultMode/DreadgeMode Switch
private void OnAssaultMode(InputValue value) // V
{
//GameManager.Inst.SwitchAssaultMode(!GameManager.Inst.IsAssaultMode);
}
#endregion
#region Interaction Key
private void OnTargeting(InputValue value) //Q
{
if (inCameraRadar.Count == 0) return;
IsTargeting = true;
UiManager.Inst.RadarUIOnOff(IsTargeting);
FindTarget();
}
private void OnTargetingHold(InputValue value) //Q Hold
{
IsTargeting = false;
UiManager.Inst.RadarUIOnOff(IsTargeting);
}
private void OnCancel(InputValue value) //F
{
}
private void OnInteraction(InputValue value) //E
{
if (IsTargeting) UiManager.Inst.CheckRadarOverlap();
else if (!IsIslandInteraction) return;
UiManager.Inst.DefaultInteractionOnOff(false);
//StopShipMovement();
}
private void OnInteractionHold(InputValue value) //E Hold
{
GameManager.Inst.SwitchInShipMode(!GameManager.Inst.IsInShipMode);
}
#endregion
private void OnZkey(InputValue value)
{
UiManager.Inst.AssaultCardInit();
}
#region TakeAim
private void OnTakeAim(InputValue value) // Space
{
//if (GameManager.Inst.CurrentModeState == GlobalValue.PlayerModeState.IN_SHIP) return;
//GameManager.Inst.SwitchTakeAim(!GameManager.Inst.IsTakeAim);
}
#endregion
#region CanonAndRader
private void FindInRadarRange()
{
Physics.OverlapSphereNonAlloc(transform.position, GlobalValue.RADAR_RANGE, radar,
LayerMask.GetMask(GlobalValue.ENEMY_LAYER));
}
private void FilterInCameraObjects()
{
inCameraRadar.Clear();
foreach (var col in radar)
{
if (col == null) continue;
var screenPoint =
CameraManager.Inst.MainCam.WorldToViewportPoint(col.transform.position);
if (screenPoint.z > 0 && screenPoint.x >= 0 && screenPoint.x <= 1 && screenPoint.y >= 0 &&
screenPoint.y <= 1)
{
inCameraRadar.Add(col.transform);
}
}
inCameraRadar.Sort((a, b) =>
Vector3.Distance(transform.position, a.position)
.CompareTo(Vector3.Distance(transform.position, b.position)));
}
private void FindTarget()
{
var oldTarget = target;
foreach (var trans in inCameraRadar)
{
if (trans.Find("TestTarget") == null) continue;
if (target != null && trans.Find("TestTarget").transform == oldTarget) continue;
target = trans.Find("TestTarget").transform;
break;
}
if (target != oldTarget)
{
UiManager.Inst.RadarTargetInit();
}
}
private void LookAtTarget()
{
if (target == null) return;
foreach (var canon in Canons)
{
canon.predictedPos = target;
canon.LookAtTarget();
UiManager.Inst.UpdateEnemyMarker(target);
}
}
#endregion
#region Raycast 8 Direction
private void Raycast8Direction()
{
if (!GameManager.Inst.IsDredgeMode) return;
var isOn = false;
foreach (Vector3 dir in directions)
{
RaycastHit hit;
if (Physics.BoxCast(transform.position, halfExtents, dir, out hit, Quaternion.identity, rayLength,
groundLayer))
{
isOn = true;
// 박스가 Ground 레이어에 닿았을 때 빨간색으로 표시
Debug.DrawRay(transform.position, dir * rayLength, Color.red);
IsIslandInteraction = true;
break;
}
// 박스가 Ground 레이어에 닿지 않았을 때 녹색으로 표시
Debug.DrawRay(transform.position, dir * rayLength, Color.green);
IsIslandInteraction = false;
}
UiManager.Inst.DefaultInteractionOnOff(isOn);
}
#endregion
#region Gizmos
private void Raycast8DrawGizmo()
{
Gizmos.color = IsIslandInteraction ? Color.red : Color.green;
foreach (Vector3 dir in directions)
{
bool isHit = Physics.BoxCast(transform.position, halfExtents, dir, out RaycastHit hitInfo, Quaternion.identity, rayLength, groundLayer);
if (isHit)
{
// 박스가 Ground 레이어에 닿았을 때 빨간색으로 표시
Gizmos.DrawWireCube(transform.position + dir.normalized * hitInfo.distance, halfExtents * 2);
}
else
{
// 박스가 Ground 레이어에 닿지 않았을 때 녹색으로 표시
Gizmos.DrawWireCube(transform.position + dir.normalized * rayLength, halfExtents * 2);
}
}
}
private void RadarDrawGizmo()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, GlobalValue.RADAR_RANGE);
}
#endregion
}
}

View File

@ -1,68 +1,24 @@
using System;
using System.Collections.Generic;
using Doozy.Runtime.Reactor.Animators;
using Doozy.Runtime.UIManager.Components;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class UiManager : Singleton<UiManager>
{
[Title("Card")]
private Transform cardLayoutGroup;
public UIAnimator CardLayoutGroupAnimator { get; set; }
[Title("TakeAim")]
private GameObject takeAim;
[Title("Mouse")]
private Texture2D cursorTexture;
private bool isTakeAim;
[Title("Radar")]
private Transform radar;
private Transform radarTargets;
[field: SerializeField] public List<RadarTargetUI> RadarTargetUis { get; private set; } = new (GlobalValue.MAX_CANON_COUNT);
public RadarNeedle RadarNeedle { get; private set; }
[Title("Enemy Marker")]
private Image enemyMarker; // 적을 표시할 마커 (Image)
private Transform enemyTarget; // 타겟 (적)
[Title("InteractionUI")]
private Transform defaultInteraction;
public Transform InShipInteraction { get; set; }
public UIButton WorkBtn { get; set; }
public UIButton OrderBtn { get; set; }
public UIButton ConversationBtn { get; set; }
public UIButton WorkCleanBtn { get; set; }
public UIButton WorkEngineBtn { get; set; }
private void Init()
{
cardLayoutGroup = transform.Find("CardLayoutGroup");
CardLayoutGroupAnimator = cardLayoutGroup.GetComponent<UIAnimator>();
takeAim = transform.Find("Aim").gameObject;
radar = transform.Find("Radar");
radarTargets = radar.Find("RadarTargets");
RadarNeedle = radar.Find("RadarNeedle").GetComponent<RadarNeedle>();
enemyMarker = transform.Find("EnemyMarker").GetComponent<Image>();
enemyMarker.sprite = DataManager.Inst.enemyMarker;
defaultInteraction = transform.Find("DefaultInteraction");
InShipInteraction = transform.Find("InShipPlayerInteractionUI");
WorkBtn = InShipInteraction.Find("WorkBtn").GetComponent<UIButton>();
OrderBtn = InShipInteraction.Find("OrderBtn").GetComponent<UIButton>();
ConversationBtn = InShipInteraction.Find("ConversationBtn").GetComponent<UIButton>();
WorkCleanBtn = InShipInteraction.Find("WorkCleanBtn").GetComponent<UIButton>();
WorkEngineBtn = InShipInteraction.Find("WorkEngineBtn").GetComponent<UIButton>();
}
protected override void OnAwake()
@ -73,16 +29,9 @@ namespace BlueWaterProject
private void Start()
{
CursorTextureChange();
AssaultCardInit();
//RadarTargetInit();
}
public void AimOnOff(bool isOn)
{
takeAim.SetActive(isOn);
isTakeAim = isOn;
}
private void CursorTextureChange()
{
@ -91,118 +40,5 @@ namespace BlueWaterProject
var hotSpot = Vector2.zero;
Cursor.SetCursor(cursorTexture, hotSpot, CursorMode.Auto);
}
public void AssaultCardInit()
{
for (int i = 0; i < DataManager.Inst.CardList.Count; i++)
{
var obj = Instantiate(DataManager.Inst.assaultCard, cardLayoutGroup);
var draggableCard = obj.GetComponent<DraggableCard>();
draggableCard.card = DataManager.Inst.GetCardDictionaryFromKey(DataManager.Inst.CardList[i]);
draggableCard.CardInit();
}
}
public void RadarTargetInit()
{
if (RadarTargetUis.Count == 0)
{
for (var i = 0; i < GameManager.Inst.ShipPlayer.Canons.Count; i++)
{
var obj = Instantiate(DataManager.Inst.radarTargetUi, radarTargets);
var radarTargetUi = obj.GetComponent<RadarTargetUI>();
radarTargetUi.RadarTargetInit(Random.Range(0f, 360f), Random.Range(0.1f, 0.2f));
RadarTargetUis.Add(radarTargetUi);
GameManager.Inst.ShipPlayer.Canons[i].radarTargetUI = radarTargetUi;
}
}
else
{
for (var i = 0; i < RadarTargetUis.Count; i++)
{
RadarTargetUis[i].Reactivate();
}
}
}
public void CheckRadarOverlap()
{
var needleRotationZ = RadarNeedle.transform.eulerAngles.z;
for (var i = 0; i < RadarTargetUis.Count; i++)
{
var radarTargetUI = RadarTargetUis[i];
var canon = GameManager.Inst.ShipPlayer.Canons[i];
var startAngle = radarTargetUI.RotationZ - radarTargetUI.Image.fillAmount * 180f;
var endAngle = radarTargetUI.RotationZ + radarTargetUI.Image.fillAmount * 180f;
if (!IsOverlap(needleRotationZ, startAngle, endAngle, GlobalValue.RADAR_OVERLAP_TOLERANCE)) continue;
if (!radarTargetUI.gameObject.activeSelf) continue;
radarTargetUI.gameObject.SetActive(false);
canon.Fire();
}
}
private bool IsOverlap(float needleRotation, float startAngle, float endAngle, float tolerance = 0)
{
var correctedNeedleRotation = needleRotation;
return correctedNeedleRotation >= (startAngle - tolerance) && correctedNeedleRotation <= (endAngle + tolerance);
}
public void UpdateEnemyMarker(Transform target)
{
enemyTarget = target;
if (enemyTarget != null && GameManager.Inst.ShipPlayer.IsTargeting)
{
Vector3 screenPos = CameraManager.Inst.MainCam.WorldToScreenPoint(enemyTarget.position);
if (screenPos.z > 0)
{
enemyMarker.gameObject.SetActive(true);
enemyMarker.transform.position = new Vector2(screenPos.x, screenPos.y);
}
else
{
enemyMarker.gameObject.SetActive(false);
}
}
else
{
enemyMarker.gameObject.SetActive(false);
}
}
public void RadarUIOnOff(bool isOn)
{
radar.gameObject.SetActive(isOn);
}
public void DefaultInteractionOnOff(bool isOn)
{
defaultInteraction.gameObject.SetActive(isOn);
}
public void DefaultInShipInteractionOnOff(bool isOn)
{
WorkBtn.gameObject.SetActive(isOn);
OrderBtn.gameObject.SetActive(isOn);
ConversationBtn.gameObject.SetActive(isOn);
}
public void WorkInteractionOnOff(bool isOn)
{
WorkCleanBtn.gameObject.SetActive(isOn);
WorkEngineBtn.gameObject.SetActive(isOn);
}
public void InShipInteractionInit()
{
WorkBtn.gameObject.SetActive(true);
OrderBtn.gameObject.SetActive(true);
ConversationBtn.gameObject.SetActive(true);
WorkCleanBtn.gameObject.SetActive(false);
WorkEngineBtn.gameObject.SetActive(false);
}
}
}

View File

@ -237,7 +237,7 @@ Material:
- _SecondLayer: {r: 0.9056604, g: 0.9056604, b: 0.9056604, a: 0}
- _SecondLayer1: {r: 0.8396226, g: 0.8396226, b: 0.8396226, a: 0}
- _ShadowDirection: {r: 0, g: 0, b: 0, a: 0}
- _StormDirection: {r: 0.95393425, g: -0, b: 0.30001578, a: 0}
- _StormDirection: {r: -0.8934659, g: -0, b: -0.44913113, a: 0}
- _SunDirection: {r: 0.034127682, g: 0.9526184, b: 0.30224794, a: 0}
- _SunDirection1: {r: 0, g: 0, b: 0, a: 0}
- _TexturePanDirection: {r: 0.1, g: 1, b: 0.1, a: 0}

View File

@ -116,7 +116,7 @@ Material:
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0.2345506, g: 0.17144111, b: 0.0998987, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 0.23455054, g: 0.17144108, b: 0.09989867, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []

View File

@ -12,4 +12,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9e2a5ebb2c224910b14d053825d88b4a, type: 3}
m_Name: InstallationData
m_EditorClassIdentifier:
latestVersion: 2.0.2
latestVersion: 2.1.0