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No commits in common. "dabfacc22cc7afc894c53d556a4813abb92db5f1" and "03ba739589e278ac6664b2853f4446b04b782389" have entirely different histories.

10 changed files with 28 additions and 37 deletions

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

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

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

View File

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

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

View File

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

View File

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

View File

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

View File

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

View File

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