Add speed scaling and slide groundwork

This commit is contained in:
jongjae0305
2026-06-17 09:44:38 +09:00
parent 8c3a52dc86
commit 8d0f08cb27
7 changed files with 404 additions and 39 deletions
+6
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@@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
+13
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@@ -13,6 +13,11 @@ public class GameManager : MonoBehaviour {
private int score = 0; // 게임 점수
// 게임의 스피드를 올리는 변수
public float gameSpeed = 1f;
public float speedIncreaseRate = 0.05f;
public float maxGameSpeed = 2f;
// 게임 시작과 동시에 싱글톤을 구성
void Awake() {
// 싱글톤 변수 instance가 비어있는가?
@@ -38,6 +43,14 @@ public class GameManager : MonoBehaviour {
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
if (!isGameover)
{
// 게임 진행시 게임 속도는 시간에 따라 증가
gameSpeed += speedIncreaseRate * Time.deltaTime;
// 게임 최대 속도는 max를 넘어서지 못하게
gameSpeed = Mathf.Min(gameSpeed, maxGameSpeed);
}
}
// 점수를 증가시키는 메서드
+41
View File
@@ -9,15 +9,28 @@ public class PlayerController : MonoBehaviour {
private bool isGrounded = false; // 바닥에 닿았는지 나타냄
private bool isDead = false; // 사망 상태
private bool isSliding = false; // 슬라이딩 상태
private Rigidbody2D playerRigidbody; // 사용할 리지드바디 컴포넌트
private Animator animator; // 사용할 애니메이터 컴포넌트
private AudioSource playerAudio; // 사용할 오디오 소스 컴포넌트
private CapsuleCollider2D playerCollider; // 플레이어의 콜라이더 충돌 범위
private Vector2 originalColliderSize; // 기본 자세일 때 콜라이더 크기
private Vector2 originalColliderOffset; // 기본 자세일 때 콜라이더 중심 위치
public Vector2 slidingColliderSize; // 슬라이딩 자세일 때 콜라이더 크기
public Vector2 slidingColliderOffset; // 슬라이딩 자세일 때 콜라이더 중심 위치
private void Start() {
// 게임 오브젝트로부터 사용할 컴포넌트들을 가져와 변수에 할당
playerRigidbody = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
playerAudio = GetComponent<AudioSource>();
// 게임 콜라이더를 가져와서 현 상태를 저장
playerCollider = GetComponent<CapsuleCollider2D>();
originalColliderSize = playerCollider.size;
originalColliderOffset = playerCollider.offset;
}
private void Update() {
@@ -46,6 +59,16 @@ public class PlayerController : MonoBehaviour {
}
animator.SetBool("Grounded", isGrounded);
// 마우스 오른쪽 버튼을 누르고 땅에 있는 상태이며 슬라이딩이 아닌 상태면 슬라이딩 작동
if (Input.GetMouseButtonDown(1) && isGrounded && !isSliding)
{
StartSlide();
}
else if (Input.GetMouseButtonUp(1) && isSliding)
{
EndSlide();
}
}
private void Die() {
@@ -83,4 +106,22 @@ public class PlayerController : MonoBehaviour {
// 바닥에서 벗어났음을 감지하는 처리
isGrounded = false;
}
private void StartSlide()
{
isSliding = true;
animator.SetBool("Sliding", true);
playerCollider.size = slidingColliderSize;
playerCollider.offset = slidingColliderOffset;
}
private void EndSlide()
{
isSliding = false;
animator.SetBool("Sliding", false);
playerCollider.size = originalColliderSize;
playerCollider.offset = originalColliderOffset;
}
}
+1 -1
View File
@@ -8,7 +8,7 @@ public class ScrollingObject : MonoBehaviour {
// 게임 오브젝트를 왼쪽으로 일정 속도로 평행 이동하는 처리
if(!GameManager.instance.isGameover)
{
transform.Translate(Vector3.left * speed * Time.deltaTime);
transform.Translate(Vector3.left * speed * GameManager.instance.gameSpeed * Time.deltaTime);
}
}
}
+43 -37
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@@ -725,9 +725,9 @@ GameObject:
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- component: {fileID: 678767700}
- component: {fileID: 678767707}
m_Layer: 0
m_Name: Player
m_TagString: Player
@@ -854,42 +854,6 @@ AudioSource:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
--- !u!58 &678767702
CircleCollider2D:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 678767699}
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m_Radius: 0.2
--- !u!50 &678767703
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serializedVersion: 5
@@ -1006,6 +970,45 @@ MonoBehaviour:
m_EditorClassIdentifier: Assembly-CSharp::PlayerController
deathClip: {fileID: 8300000, guid: 668a107660fa54fe98e03b698a09aa49, type: 3}
jumpForce: 700
slidingColliderSize: {x: 1.2, y: 0.6}
slidingColliderOffset: {x: 0, y: -0.7}
--- !u!70 &678767707
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--- !u!1 &1190534666
GameObject:
m_ObjectHideFlags: 0
@@ -1628,6 +1631,9 @@ MonoBehaviour:
isGameover: 0
scoreText: {fileID: 1607182866}
gameoverUI: {fileID: 265399405}
gameSpeed: 1
speedIncreaseRate: 0.05
maxGameSpeed: 2
--- !u!4 &2028254430
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