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2 Commits

Author SHA1 Message Date
villaingames
dabfacc22c Merge branch 'master' of https://git.firstvillain.com/Public/MiniGame-PushPush 2023-10-21 18:40:15 +09:00
villaingames
1960538ec8 코드 정리 및 Speed 테이블값 적용으로 수정 2023-10-21 18:40:11 +09:00
10 changed files with 37 additions and 28 deletions

View File

@ -23,11 +23,13 @@ public class AddressableManager : UnitySingleton<AddressableManager>
{
var handle = Addressables.LoadAssetAsync<T>(name);
//우선은 동기식으로. 추후 필요시 비동기 추가
var result = handle.WaitForCompletion();
Addressables.Release(handle);
return result;
}
#region ObjectPool
public GameObject Spawn(string name, Transform parent = null)
{
if(!_objectPoolDict.ContainsKey(name))
@ -125,4 +127,6 @@ public class AddressableManager : UnitySingleton<AddressableManager>
{
Destroy(obj);
}
#endregion ObjectPool
}

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@ -10,7 +10,5 @@ public static class Constants
//TODO : 마우스 감도 조절 등에 변경 가능한지 확인 필요
public static readonly float CAM_TURN_SPEED = 40;
//TODO : 캐릭터 데이터 완료되면 데이터 값으로 사용해야함
public static readonly float MOVE_SPEED = 3;
public static readonly float JUMP_FORCE = 3f;
}

View File

@ -27,6 +27,7 @@ public class TableManager : UnitySingleton<TableManager>
#endregion LoadAssets
//테이블별로 테이블 가져오는 함수를 계속 추가해 줘야하는 단점...
//전부 메모리에 올려두고 사용하는게 나을지 고민 필요
#region Prop
public JPropInfoData GetPropInfoById(int id)
{

View File

@ -113,6 +113,7 @@ public class UIManager : UnitySingleton<UIManager>
return uiBase;
}
#region Close UI
public void CloseUI(UIBase ui)
{
switch(ui.UI_ROOT_TYPE)
@ -143,13 +144,7 @@ public class UIManager : UnitySingleton<UIManager>
Destroy(_loadingUI.gameObject);
_loadingUI = null;
}
private IEnumerator DelayCloseLoading()
{
yield return new WaitForSeconds(0.5f);
_loadingUI.CloseAction();
Destroy(_loadingUI.gameObject);
_loadingUI = null;
}
public void ReleaseUI()
{
@ -167,6 +162,9 @@ public class UIManager : UnitySingleton<UIManager>
_systemUIList = new();
}
#region Close UI
#region Utils
public Camera GetUICam()
{
var uiCam = _uiCanvas.worldCamera;
@ -179,4 +177,5 @@ public class UIManager : UnitySingleton<UIManager>
var uiCam = _uiCanvas.worldCamera;
uiCam.GetUniversalAdditionalCameraData().renderType = CameraRenderType.Base;
}
#endregion Utils
}

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@ -37,7 +37,6 @@ public class PlayerController : MonoBehaviour
_currentTeam = E_TEAM.Red;
}
// Update is called once per frame
private void Update()
{
if(IsBlock)
@ -51,7 +50,7 @@ public class PlayerController : MonoBehaviour
var _moveHorizontal = Input.GetAxis("Horizontal");
var _moveVertical = Input.GetAxis("Vertical");
_playerMove.Move(_moveHorizontal, _moveVertical);
_playerMove.Move(_moveHorizontal, _moveVertical, _tableData.SPEED);
if(Input.GetKeyDown(KeyCode.Space))
{

View File

@ -17,7 +17,7 @@ public class PlayerMove : MonoBehaviour
}
}
public void Move(float horizontal, float vertical)
public void Move(float horizontal, float vertical, float speed)
{
var dir = (_playerObj.transform.forward * vertical) + (_playerObj.transform.right * horizontal);
_moveDir.x = dir.x;
@ -26,7 +26,7 @@ public class PlayerMove : MonoBehaviour
{
_moveDir.y += Physics.gravity.y * Time.deltaTime;
}
_characterController.Move(_moveDir * Constants.MOVE_SPEED * Time.deltaTime);
_characterController.Move(_moveDir * speed * Time.deltaTime);
}
public void Rotate(float rotate)

View File

@ -40,6 +40,7 @@ public class PropController : MonoBehaviour
private void InitData(JPropInfoData data)
{
_trailFx.SetActive(false);
//TODO : 생성 시 FX 추가해야함
//_spawnFx.SetActive(true);
_rigidBody = GetComponent<Rigidbody>();

View File

@ -21,6 +21,7 @@ public class StageManager : UnitySingletonOnce<StageManager>
public bool IsSpawnable { get { return _state <= E_STAGE_STATE.Playing; } }
#region Initialize
public void Init(PlayerInfo player, E_STAGE_TYPE type)
{
_currentStageType = type;
@ -45,11 +46,27 @@ public class StageManager : UnitySingletonOnce<StageManager>
}
}
#endregion Initialize
#region Play Control
public void StartGame()
{
_state = E_STAGE_STATE.Playing;
StartCoroutine(PlayTimer());
}
public void GameOver()
{
_state = E_STAGE_STATE.End;
_currentPlayer.Block();
var ui = UIManager.Instance.OpenUI(E_UI_TYPE.UIPanelStageResult) as UIPanelStageResult;
ui.SetData(_gotPropDict);
}
public void GameEnd()
{
_currentPlayer.GameOver();
}
#endregion Play Control
public void UpdateScore(E_TEAM team, JPropInfoData prop)
{
@ -90,25 +107,12 @@ public class StageManager : UnitySingletonOnce<StageManager>
}
}
//낙하했을 때
//플레이어 낙하했을 때
public void PlayerFall(PlayerController player)
{
_spawnController.RespawnPlayer(player);
}
public void GameOver()
{
_state = E_STAGE_STATE.End;
_currentPlayer.Block();
var ui = UIManager.Instance.OpenUI(E_UI_TYPE.UIPanelStageResult) as UIPanelStageResult;
ui.SetData(_gotPropDict);
}
public void GameEnd()
{
_currentPlayer.GameOver();
}
#region Timer
private IEnumerator PlayTimer()
{

View File

@ -21,6 +21,8 @@ public class UIPanelLoadingIntro : UIBase
{
EventBus.Instance.Unsubscribe<EventUpdateTableLadingProgress>(OnUpdateLoadingGauge);
}
//게이지에 넣을게 미확실..
private void OnUpdateLoadingGauge(EventUpdateTableLadingProgress e)
{
_loadingSlider.value = e.Progress;

View File

@ -38,7 +38,8 @@ public class UIPanelStageResult : UIBase
}
_totalPointText.SetText(totalPoint.ToString());
//먹은 코인, 보석 표기해야함
//TODO 먹은 코인, 보석 표기해야함
//획득 리스트에 맞게 생성
//AddressableManager.Instance.Spawn("RewardItem", _rewardRoot)
}