[Game] Dodge
1. 총알피하기 게임 제작 2. 시간별로 단계 설정 3. 시작화면 및 이펙트, 사운드 삽입
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@@ -0,0 +1,51 @@
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using UnityEngine;
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public class Bullet : MonoBehaviour
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{
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public float speed = 8f;
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private Rigidbody rb;
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public GameObject effect;
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public AudioSource audio;
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public AudioClip clip;
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private void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("Shield"))
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{
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return;
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}
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if (other.CompareTag("Player"))
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{
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Instantiate(effect, other.transform.position, Quaternion.identity);
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PlayerController pc = other.GetComponent<PlayerController>();
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if (pc != null)
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{
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pc.Die();
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GameObject.Find("Music").GetComponent<AudioSource>().Stop();
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}
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}
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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rb.linearVelocity = transform.forward * speed;
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Destroy(gameObject, 3f);
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 8742fd0daf5c7a34eb1c615552cca52e
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@@ -0,0 +1,48 @@
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using UnityEngine;
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public class BulletSpawner : MonoBehaviour
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{
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public GameObject prefab;
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public float bulletSpeed = 8f;
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Transform target;
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public float min = 0.5f;
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public float max = 3f;
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float rate;
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float time;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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time = 0f;
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rate = Random.Range(min, max);
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target = FindFirstObjectByType<PlayerController>().transform;
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}
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// Update is called once per frame
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void Update()
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{
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time += Time.deltaTime;
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if(time >= rate)
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{
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time = 0f;
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rate = Random.Range(min, max);
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GameObject obj = Instantiate(prefab, transform.position, transform.rotation);
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obj.transform.LookAt(target);
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Bullet bulletScript = obj.GetComponent<Bullet>();
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if (bulletScript != null)
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{
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bulletScript.speed = bulletSpeed;
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: d24b6e1f590a3664ea844a54866cc26b
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@@ -0,0 +1,61 @@
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using NUnit.Framework.Constraints;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class GameManager : MonoBehaviour
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{
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public GameObject gameoverText;
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public Text timeText;
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public Text recordText;
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private float surviveTime;
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private bool isGameover;
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public void EndGame()
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{
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isGameover = true;
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gameoverText.SetActive(true);
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float bestTime = PlayerPrefs.GetFloat("BestTime");
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if(surviveTime > bestTime)
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{
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bestTime = surviveTime;
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PlayerPrefs.SetFloat("BestTime", bestTime);
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}
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recordText.text = "Best Time: " + (int)bestTime;
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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surviveTime = 0;
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isGameover = false;
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}
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// Update is called once per frame
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void Update()
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{
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if(!isGameover)
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{
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surviveTime += Time.deltaTime;
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timeText.text = "Time: " + (int)surviveTime;
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}
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else
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{
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if(Input.GetKeyDown(KeyCode.R))
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{
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SceneManager.LoadScene("Game");
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}
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}
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}
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public float GetSurviveTime()
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{
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return surviveTime;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 7e4ba2ede7843784fae74f235a66f368
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@@ -0,0 +1,89 @@
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using UnityEngine;
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public class NewMonoBehaviourScript : MonoBehaviour
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{
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public GameObject[] spawners;
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public Rotator rotator;
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private GameManager gameManager;
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private int currentStep = 0;
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void Start()
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{
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gameManager = FindFirstObjectByType<GameManager>();
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InitializeDifficulty();
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}
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void Update()
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{
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if (gameManager == null) return;
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float currentTime = gameManager.GetSurviveTime();
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int targetStep = 1;
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if (currentTime > 30f) targetStep = 4;
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else if (currentTime > 20f) targetStep = 3;
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else if (currentTime > 10f) targetStep = 2;
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else targetStep = 1;
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if (currentStep != targetStep)
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{
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UpdateStep(targetStep);
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}
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}
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void InitializeDifficulty()
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{
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foreach (var s in spawners) s.SetActive(false);
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if (rotator != null) rotator.enabled = false;
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UpdateStep(1);
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}
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void UpdateStep(int step)
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{
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currentStep = step;
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switch (step)
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{
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case 1 :
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SetSpawnersActive(2);
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if (rotator != null) rotator.enabled = false;
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break;
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case 2 :
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SetSpawnersActive(4);
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break;
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case 3 :
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SetSpawnersActive(4);
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if (rotator != null) rotator.enabled = true;
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break;
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case 4:
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SetSpawnersActive(4);
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if (rotator != null) rotator.enabled = true;
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UpgradeBullSpeed(12f);
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break;
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}
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}
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void SetSpawnersActive(int count)
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{
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for(int i = 0; i < spawners.Length; i++)
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{
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spawners[i].SetActive(i < count);
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}
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}
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void UpgradeBullSpeed(float newSpeed)
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{
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foreach (var obj in spawners)
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{
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if (obj == null) continue;
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BulletSpawner spawner = obj.GetComponent<BulletSpawner>();
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if (spawner != null) spawner.bulletSpeed = newSpeed;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 2ff2d5d670d73194188e933827e87ceb
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@@ -0,0 +1,87 @@
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using TMPro;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI; //코드로 ui를 건들기 위해서 임포트
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public class PlayerController : MonoBehaviour
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{
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private Rigidbody playerRigidbody;
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public float speed = 8f;
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public int shieldCount = 3; //초기 실드 수
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private bool isShieldActive = false; //실드 발동여부
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public GameObject shieldVisual; //하이라이어키 실드
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public Image shieldIcon; // 실드 이미지 아이콘
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public TextMeshProUGUI countText; //글자
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public void Die()
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{
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gameObject.SetActive(false);
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GameManager gm = FindFirstObjectByType<GameManager>();
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gm.EndGame();
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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playerRigidbody = GetComponent<Rigidbody>();
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UpdateShieldUI(); //함수발동
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}
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// Update is called once per frame
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void Update()
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{
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float x = Input.GetAxis("Horizontal");
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float z = Input.GetAxis("Vertical");
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float xSpeed = x * speed;
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float zSpeed = z * speed;
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Vector3 newVelocity = new Vector3(xSpeed, 0f, zSpeed);
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playerRigidbody.linearVelocity = newVelocity;
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if (Input.GetKeyDown(KeyCode.Alpha1) && shieldCount > 0 && !isShieldActive) //1숫자가 눌리고 카운트가 1이상이고 실드가 활동한 상태이면
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{
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StartCoroutine(ActivateShield()); //비동기적으로 함수를 발동하라
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}
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}
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void UpdateShieldUI()
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{
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if (countText != null) //텍스트가 비어있지 않다면
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{
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countText.text = shieldCount.ToString(); //실드의 카운트를 문자열로 저장
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if (shieldCount <= 0)
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{
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countText.gameObject.SetActive(false); //0이하면 활동에 페일즈를 저장
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if (shieldIcon != null)
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{
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shieldIcon.color = new Color(0.2f, 0.2f, 0.2f, 0.5f);
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}
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}
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}
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}
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IEnumerator ActivateShield() //코루틴
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{
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isShieldActive = true; //실드는 트루로 변경
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shieldCount--; //실드 카운트는 감소
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UpdateShieldUI(); //업데이트
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if (shieldVisual != null) shieldVisual.SetActive(true); //만약에 실드비주얼이 비어있지 않다면 트루를 저장
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yield return new WaitForSeconds(2f); // 2초동안만
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if (shieldVisual != null) shieldVisual.SetActive(false); //만약에 실드비주얼이 비어있지 않다면면 페일즈
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isShieldActive = false; //실드 페일즈
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}
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}
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fileFormatVersion: 2
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guid: b32f0aba899d4c3419e21f8471a75657
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@@ -0,0 +1,12 @@
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using UnityEngine;
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public class Rotator : MonoBehaviour
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{
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public float speed = 60f;
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void Update()
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{
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transform.Rotate(0f, speed*Time.deltaTime, 0f);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 69ff7931b6ff8924ba03035fafcc4f0a
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@@ -0,0 +1,22 @@
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class SceneChange : MonoBehaviour
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{
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public void Change()
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{
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SceneManager.LoadScene("Game");
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 8605eef595b0bc24083f9b91604e354d
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@@ -0,0 +1,12 @@
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using UnityEngine;
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public class Shield : MonoBehaviour
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{ private void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("Bullet"))
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{
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Destroy(other.gameObject);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: b8b34afd2b2a4654db4c96d0556032ab
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