[Game] Dodge

1. 총알피하기 게임 제작
2. 시간별로 단계 설정
3. 시작화면 및 이펙트, 사운드 삽입
This commit is contained in:
jongjae0305
2026-04-14 17:06:58 +09:00
parent fecfdfad48
commit 2e4370481b
1544 changed files with 1227782 additions and 0 deletions
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using UnityEngine;
namespace SazenGames.Skeleton
{
/// <summary>
/// This script replays a specified animation state on an Animator component at regular intervals.
/// It also provides an option to reset the GameObject's position before each replay.
/// </summary>
[RequireComponent(typeof(Animator))]
public class AnimationReplayer : MonoBehaviour
{
[Header("Animation Settings")]
[SerializeField] private string animationStateName = "YourAnimationState"; // Replace with your actual animation state name
[SerializeField] private float replayDelay = 2f; // Delay in seconds before replaying
[Header("Reset Settings")]
[SerializeField] private bool resetPositionOnReplay = false; // Toggle to enable/disable position reset before each replay
private Animator animator;
private Vector3 initialPosition;
void Start()
{
animator = GetComponent<Animator>();
if (animator == null)
{
Debug.LogError("Animator component not found on this GameObject!");
return;
}
initialPosition = transform.position; // Store the initial position
// Start the first play
PlayAnimation();
}
private void PlayAnimation()
{
// Reset position to initial if enabled
if (resetPositionOnReplay)
{
transform.position = initialPosition;
}
animator.Play(animationStateName, 0, 0f); // Play the specified state in layer 0 from normalized time 0
// Schedule the next replay after the delay
Invoke(nameof(PlayAnimation), replayDelay);
}
// Public method to manually reset position (e.g., call from another script or UI button)
public void ResetPosition()
{
transform.position = initialPosition;
}
}
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: e66b8749005de5c4998c15fa56703ac3
AssetOrigin:
serializedVersion: 1
productId: 306857
packageName: Stylized Low Poly Skeleton
packageVersion: 1.1
assetPath: Assets/SazenGames/Skeleton/Scripts/AnimationReplayer.cs
uploadId: 792234
@@ -0,0 +1,169 @@
using UnityEngine;
namespace SazenGames.Skeleton
{
public class SimpleCameraController : MonoBehaviour
{
class CameraState
{
public float yaw;
public float pitch;
public float roll;
public float x;
public float y;
public float z;
public void SetFromTransform(Transform t)
{
pitch = t.eulerAngles.x;
yaw = t.eulerAngles.y;
roll = t.eulerAngles.z;
x = t.position.x;
y = t.position.y;
z = t.position.z;
}
public void Translate(Vector3 translation)
{
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
x += rotatedTranslation.x;
y += rotatedTranslation.y;
z += rotatedTranslation.z;
}
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
{
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
x = Mathf.Lerp(x, target.x, positionLerpPct);
y = Mathf.Lerp(y, target.y, positionLerpPct);
z = Mathf.Lerp(z, target.z, positionLerpPct);
}
public void UpdateTransform(Transform t)
{
t.eulerAngles = new Vector3(pitch, yaw, roll);
t.position = new Vector3(x, y, z);
}
}
CameraState m_TargetCameraState = new CameraState();
CameraState m_InterpolatingCameraState = new CameraState();
[Header("Movement Settings")]
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
public float boost = 3.5f;
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
public float positionLerpTime = 0.2f;
[Header("Rotation Settings")]
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
public float rotationLerpTime = 0.01f;
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
public bool invertY = false;
void OnEnable()
{
m_TargetCameraState.SetFromTransform(transform);
m_InterpolatingCameraState.SetFromTransform(transform);
}
Vector3 GetInputTranslationDirection()
{
Vector3 direction = new Vector3();
if (Input.GetKey(KeyCode.W))
{
direction += Vector3.forward;
}
if (Input.GetKey(KeyCode.S))
{
direction += Vector3.back;
}
if (Input.GetKey(KeyCode.A))
{
direction += Vector3.left;
}
if (Input.GetKey(KeyCode.D))
{
direction += Vector3.right;
}
if (Input.GetKey(KeyCode.Q))
{
direction += Vector3.down;
}
if (Input.GetKey(KeyCode.E))
{
direction += Vector3.up;
}
return direction;
}
void Update()
{
// Exit Sample
if (Input.GetKey(KeyCode.Escape))
{
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
// Hide and lock cursor when right mouse button pressed
if (Input.GetMouseButtonDown(1))
{
Cursor.lockState = CursorLockMode.Locked;
}
// Unlock and show cursor when right mouse button released
if (Input.GetMouseButtonUp(1))
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
// Rotation
if (Input.GetMouseButton(1))
{
var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
}
// Translation
var translation = GetInputTranslationDirection() * Time.deltaTime;
// Speed up movement when shift key held
if (Input.GetKey(KeyCode.LeftShift))
{
translation *= 10.0f;
}
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
boost += Input.mouseScrollDelta.y * 0.2f;
translation *= Mathf.Pow(2.0f, boost);
m_TargetCameraState.Translate(translation);
// Framerate-independent interpolation
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
m_InterpolatingCameraState.UpdateTransform(transform);
}
}
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 82e26807fca401943a61ddd7b3fabe6d
AssetOrigin:
serializedVersion: 1
productId: 306857
packageName: Stylized Low Poly Skeleton
packageVersion: 1.1
assetPath: Assets/SazenGames/Skeleton/Scripts/SimpleCameraController.cs
uploadId: 792234