터치 이동 및 범위표기 구현

This commit is contained in:
villaingames 2023-09-28 18:21:45 +09:00
parent 60364aca63
commit 8a521e2028
60 changed files with 4839 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BackgroundBlock : BlockBase
{
public bool InRage { get; private set; }
public bool IsMovable { get; private set; }
public void SetData(int x, int y)
{
CurrentX = x;
CurrentY = y;
InRage = false;
IsMovable = false;
}
public void SetColor(E_TEAM team)
{
IsMovable = true;
InRage = true;
_backgroundImg.color = Constants.TEAM_BLOCK_COLOR[team];
}
public void ResetColor()
{
InRage = false;
IsMovable = false;
_backgroundImg.color = Color.white;
}
public void OnSelected()
{
if(IsMovable)
{
GameManager.Instance.CharacterMove(this);
}
//선택상태일 때 이동할 데이터
}
public void UpdatePosition(Vector3 pos)
{
GetComponent<RectTransform>().anchoredPosition = pos;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BlockBase : MonoBehaviour
{
[SerializeField] protected Image _backgroundImg;
public int CurrentX { get; protected set; }
public int CurrentY { get; protected set; }
public virtual void SetSize(Vector2 size)
{
GetComponent<RectTransform>().sizeDelta = size;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CharacterBlock : BlockBase
{
[SerializeField] private Image _characterImg;
private CharacterInfo _info;
public E_TEAM Team { get { return _info.Team; } }
public int Range { get { return _info.MoveRange; } }
public void SetData(CharacterInfo info, Vector2 size)
{
_info = info;
SetSize(size);
//우선 데이터 고려하지 않음
_backgroundImg.color = Constants.CHARACTER_BG_COLOR[info.Name];
_characterImg.sprite = Resources.Load<Sprite>(info.Name);
}
public void UpdatePosition(Vector3 pos, int x, int y)
{
transform.position = pos;
CurrentX = x;
CurrentY = y;
}
public void OnSelected()
{
GameManager.Instance.CharacterSelected(this);
}
private void OnTriggerEnter2D(Collider2D collision)
{
//음..원형 충돌이면 충돌이긴 한데
//컨트롤러... 호출 어떻게 하는게 나을까
//아마 공격 가능상태?
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlockController : MonoBehaviour
{
//block for instantiate
[SerializeField] private GameObject _characterBlock;
[SerializeField] private GameObject _bgBlock;
[SerializeField] private RectTransform _bgRoot;
[SerializeField] private RectTransform _characterRoot;
public E_TEAM CurrentTurn { get; private set; } = E_TEAM.BLUE;
private BackgroundBlock[,] _mapPositions;
private CharacterBlock _selectedCharacter;
private Vector2 _blockSize;
public Vector2 BlockSize
{
get
{
return _blockSize;
}
}
public CharacterBlock GenerateCharacter(CharacterInfo info,int x, int y)
{
info.UpdatePosition(x, y);
var obj = Instantiate(_characterBlock, transform);
var block = obj.GetComponent<CharacterBlock>();
block.SetData(info, _blockSize);
block.UpdatePosition(_mapPositions[x, y].transform.position, x, y);
return block;
}
public void Selected(CharacterBlock block)
{
if(block.Team != CurrentTurn)
{
return;
}
//이미 칠해진 범위 컬러를 초기화
ResetBackground();
//현재 선택된 캐릭터와 같으면 현재 캐릭터 없애줌
if(_selectedCharacter == block)
{
_selectedCharacter = null;
return;
}
else
{
_selectedCharacter = block;
}
SetBackground(block.CurrentX, block.CurrentY, block.Range);
}
public void Move(int x, int y)
{
CurrentTurn = CurrentTurn == E_TEAM.BLUE ? E_TEAM.RED : E_TEAM.BLUE;
//배경 블럭 받아옴
//현재 선택된 캐릭터를 해당 좌표로 이동시키고
ResetBackground();
//모든 칠해진 배경 컬러 초기화
_selectedCharacter.UpdatePosition(_mapPositions[x, y].transform.position, x, y);
}
public void GenerateMap(int x, int y, float padding)
{
_mapPositions = new BackgroundBlock[x, y];
float width = _bgRoot.rect.width - (padding * (x - 1));
float height = _bgRoot.rect.height - (padding * (y - 1));
_blockSize = new Vector2(width / x, height / y);
float xPos = 0;
float yPos = 0;
for (int i = 0; i < y; i++)
{
for (int j = 0; j < x; j++)
{
GameObject obj = Instantiate(_bgBlock, _bgRoot.transform);
var block = obj.GetComponent<BackgroundBlock>();
block.SetData(j, i);
block.SetSize(_blockSize);
block.UpdatePosition(new Vector2(xPos, yPos));
_mapPositions[j, i] = block;
xPos += _blockSize.x + padding;
}
yPos += _blockSize.y + padding;
xPos = 0;
}
}
private void ResetBackground()
{
for (int i = 0; i < _mapPositions.GetLength(0); i++)
{
for (int j = 0; j < _mapPositions.GetLength(1); j++)
{
if(_mapPositions[i, j].InRage)
{
_mapPositions[i, j].ResetColor();
}
}
}
}
private void SetBackground(int x, int y, int range)
{
//범위 안에 있으면 컬러 변경
for(int i = -range; i <= range; i++)
{
for (int j = -range; j <= range; j++)
{
//절대값의 합이 range인 경우?
int dx = i < 0 ? i * -1 : i;
int dy = j < 0 ? j * -1 : j;
if((dx + dy) <= range)
{
if(x + i >= 0 && x + i < _mapPositions.GetLength(0) &&
y + j >= 0 && y + j < _mapPositions.GetLength(1))
{
_mapPositions[x + i, y + j].SetColor(CurrentTurn);
}
}
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterInfo
{
public string Name { get; private set; }
public E_TEAM Team { get; private set; }
public int MoveRange { get; private set; }
public int CurrentX { get; private set; }
public int CurrentY { get; private set; }
public CharacterInfo(string name, E_TEAM team, int moveRange)
{
Name = name;
Team = team;
MoveRange = moveRange;
}
public void UpdatePosition(int x, int y)
{
CurrentX = x;
CurrentY = y;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class Constants
{
public static readonly Dictionary<string, Color> CHARACTER_BG_COLOR = new Dictionary<string, Color>()
{
{"cleric", new Color32(255, 153, 193, 255) },
{"dwarf", new Color32(161, 153, 255, 255) },
};
public static readonly Dictionary<E_TEAM, Color> TEAM_BLOCK_COLOR = new Dictionary<E_TEAM, Color>()
{
{E_TEAM.BLUE, new Color32(0, 193, 255, 255) },
{E_TEAM.RED, new Color32(255, 93, 93, 255) },
};
}

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public enum E_TEAM
{
BLUE,
RED,
}
public enum E_CHARACTER_STATE
{
None, //선택되지 않은 상태
Block, //팀의 턴이 아닐 때
Select, //선택된 상태일 때
}

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using FirstVillain.Singleton;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : UnitySingleton<GameManager>
{
public Dictionary<E_TEAM, List<CharacterBlock>> TeamListDict { get; private set; } = new Dictionary<E_TEAM, List<CharacterBlock>>();
[SerializeField] private BlockController _blockController;
public BlockController BlockControl
{
get
{
return _blockController;
}
}
public E_TEAM CurrentTurn { get; private set; }
private void Start()
{
SetMap();
GenerateCharacters();
}
private void SetMap()
{
_blockController.GenerateMap(10, 10, 10);
}
public void GenerateCharacters()
{
//Àӽ÷Π¸¸µé¾îº¸¸é...
var dwarfInfo = new CharacterInfo("dwarf", E_TEAM.BLUE, 3);
var clericInfo = new CharacterInfo("cleric", E_TEAM.RED, 1);
var dwarfBlock = _blockController.GenerateCharacter(dwarfInfo, 3, 0);
var blueList = new List<CharacterBlock>();
blueList.Add(dwarfBlock);
TeamListDict.Add(E_TEAM.BLUE, blueList);
var clericBlock = _blockController.GenerateCharacter(clericInfo, 7, 9);
var redList = new List<CharacterBlock>();
redList.Add(clericBlock);
TeamListDict.Add(E_TEAM.RED, redList);
}
public void CharacterSelected(CharacterBlock block)
{
_blockController.Selected(block);
}
public void CharacterMove(BackgroundBlock block)
{
_blockController.Move(block.CurrentX, block.CurrentY);
}
}

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using UnityEngine;
namespace FirstVillain.Singleton
{
public class UnitySingleton<T> : MonoBehaviour where T : UnityEngine.Component
{
private static T _instance = null;
public static T Instance
{
get
{
if (_instance == null)
{
string name = (typeof(T)).ToString();
_instance = new GameObject(name).AddComponent<T>();
}
return _instance;
}
}
private void Awake()
{
if (_instance != null && _instance != this)
{
Destroy(gameObject);
return;
}
else
{
_instance = this as T;
}
DontDestroyOnLoad(gameObject);
AwakeSingleton();
}
private void OnDestroy()
{
if (_instance == this)
{
_instance = null;
}
}
protected virtual void AwakeSingleton()
{ }
}
public class UnitySingletonOnce<T> : MonoBehaviour where T : UnityEngine.Component
{
private static T _instance = null;
public static T Instance
{
get
{
if (_instance == null)
{
string name = (typeof(T)).ToString();
_instance = new GameObject(name).AddComponent<T>();
}
return _instance;
}
}
private void Awake()
{
if (_instance != null && _instance != this)
{
Destroy(gameObject);
return;
}
else
{
_instance = this as T;
}
AwakeSingleton();
}
private void OnDestroy()
{
if (_instance == this)
{
_instance = null;
}
}
protected virtual void AwakeSingleton()
{ }
}
}

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{
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"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
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}

465
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