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dabfacc22c
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03ba739589
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@ -23,13 +23,11 @@ public class AddressableManager : UnitySingleton<AddressableManager>
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{
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var handle = Addressables.LoadAssetAsync<T>(name);
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//우선은 동기식으로. 추후 필요시 비동기 추가
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var result = handle.WaitForCompletion();
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Addressables.Release(handle);
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return result;
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}
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#region ObjectPool
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public GameObject Spawn(string name, Transform parent = null)
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{
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if(!_objectPoolDict.ContainsKey(name))
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@ -127,6 +125,4 @@ public class AddressableManager : UnitySingleton<AddressableManager>
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{
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Destroy(obj);
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}
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#endregion ObjectPool
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}
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@ -10,5 +10,7 @@ public static class Constants
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//TODO : 마우스 감도 조절 등에 변경 가능한지 확인 필요
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public static readonly float CAM_TURN_SPEED = 40;
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//TODO : 캐릭터 데이터 완료되면 데이터 값으로 사용해야함
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public static readonly float MOVE_SPEED = 3;
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public static readonly float JUMP_FORCE = 3f;
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}
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@ -27,7 +27,6 @@ public class TableManager : UnitySingleton<TableManager>
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#endregion LoadAssets
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//테이블별로 테이블 가져오는 함수를 계속 추가해 줘야하는 단점...
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//전부 메모리에 올려두고 사용하는게 나을지 고민 필요
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#region Prop
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public JPropInfoData GetPropInfoById(int id)
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{
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@ -113,7 +113,6 @@ public class UIManager : UnitySingleton<UIManager>
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return uiBase;
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}
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#region Close UI
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public void CloseUI(UIBase ui)
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{
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switch(ui.UI_ROOT_TYPE)
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@ -144,7 +143,13 @@ public class UIManager : UnitySingleton<UIManager>
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Destroy(_loadingUI.gameObject);
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_loadingUI = null;
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}
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private IEnumerator DelayCloseLoading()
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{
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yield return new WaitForSeconds(0.5f);
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_loadingUI.CloseAction();
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Destroy(_loadingUI.gameObject);
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_loadingUI = null;
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}
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public void ReleaseUI()
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{
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@ -162,9 +167,6 @@ public class UIManager : UnitySingleton<UIManager>
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_systemUIList = new();
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}
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#region Close UI
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#region Utils
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public Camera GetUICam()
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{
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var uiCam = _uiCanvas.worldCamera;
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@ -177,5 +179,4 @@ public class UIManager : UnitySingleton<UIManager>
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var uiCam = _uiCanvas.worldCamera;
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uiCam.GetUniversalAdditionalCameraData().renderType = CameraRenderType.Base;
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}
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#endregion Utils
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}
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@ -37,6 +37,7 @@ public class PlayerController : MonoBehaviour
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_currentTeam = E_TEAM.Red;
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}
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// Update is called once per frame
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private void Update()
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{
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if(IsBlock)
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@ -50,7 +51,7 @@ public class PlayerController : MonoBehaviour
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var _moveHorizontal = Input.GetAxis("Horizontal");
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var _moveVertical = Input.GetAxis("Vertical");
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_playerMove.Move(_moveHorizontal, _moveVertical, _tableData.SPEED);
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_playerMove.Move(_moveHorizontal, _moveVertical);
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if(Input.GetKeyDown(KeyCode.Space))
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{
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@ -17,7 +17,7 @@ public class PlayerMove : MonoBehaviour
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}
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}
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public void Move(float horizontal, float vertical, float speed)
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public void Move(float horizontal, float vertical)
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{
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var dir = (_playerObj.transform.forward * vertical) + (_playerObj.transform.right * horizontal);
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_moveDir.x = dir.x;
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@ -26,7 +26,7 @@ public class PlayerMove : MonoBehaviour
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{
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_moveDir.y += Physics.gravity.y * Time.deltaTime;
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}
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_characterController.Move(_moveDir * speed * Time.deltaTime);
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_characterController.Move(_moveDir * Constants.MOVE_SPEED * Time.deltaTime);
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}
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public void Rotate(float rotate)
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@ -40,7 +40,6 @@ public class PropController : MonoBehaviour
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private void InitData(JPropInfoData data)
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{
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_trailFx.SetActive(false);
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//TODO : 생성 시 FX 추가해야함
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//_spawnFx.SetActive(true);
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_rigidBody = GetComponent<Rigidbody>();
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@ -21,7 +21,6 @@ public class StageManager : UnitySingletonOnce<StageManager>
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public bool IsSpawnable { get { return _state <= E_STAGE_STATE.Playing; } }
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#region Initialize
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public void Init(PlayerInfo player, E_STAGE_TYPE type)
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{
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_currentStageType = type;
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@ -46,27 +45,11 @@ public class StageManager : UnitySingletonOnce<StageManager>
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}
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}
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#endregion Initialize
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#region Play Control
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public void StartGame()
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{
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_state = E_STAGE_STATE.Playing;
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StartCoroutine(PlayTimer());
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}
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public void GameOver()
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{
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_state = E_STAGE_STATE.End;
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_currentPlayer.Block();
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var ui = UIManager.Instance.OpenUI(E_UI_TYPE.UIPanelStageResult) as UIPanelStageResult;
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ui.SetData(_gotPropDict);
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}
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public void GameEnd()
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{
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_currentPlayer.GameOver();
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}
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#endregion Play Control
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public void UpdateScore(E_TEAM team, JPropInfoData prop)
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{
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@ -107,12 +90,25 @@ public class StageManager : UnitySingletonOnce<StageManager>
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}
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}
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//플레이어 낙하했을 때
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//낙하했을 때
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public void PlayerFall(PlayerController player)
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{
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_spawnController.RespawnPlayer(player);
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}
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public void GameOver()
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{
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_state = E_STAGE_STATE.End;
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_currentPlayer.Block();
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var ui = UIManager.Instance.OpenUI(E_UI_TYPE.UIPanelStageResult) as UIPanelStageResult;
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ui.SetData(_gotPropDict);
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}
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public void GameEnd()
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{
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_currentPlayer.GameOver();
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}
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#region Timer
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private IEnumerator PlayTimer()
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{
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@ -21,8 +21,6 @@ public class UIPanelLoadingIntro : UIBase
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{
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EventBus.Instance.Unsubscribe<EventUpdateTableLadingProgress>(OnUpdateLoadingGauge);
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}
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//게이지에 넣을게 미확실..
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private void OnUpdateLoadingGauge(EventUpdateTableLadingProgress e)
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{
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_loadingSlider.value = e.Progress;
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@ -38,8 +38,7 @@ public class UIPanelStageResult : UIBase
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}
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_totalPointText.SetText(totalPoint.ToString());
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//TODO 먹은 코인, 보석 표기해야함
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//먹은 코인, 보석 표기해야함
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//획득 리스트에 맞게 생성
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//AddressableManager.Instance.Spawn("RewardItem", _rewardRoot)
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}
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