#30 Radar target ui timing and set active

This commit is contained in:
M1_IDMhan 2023-09-11 10:55:36 +09:00
parent f7b033ee32
commit 460b8107cf
26 changed files with 9110 additions and 547 deletions

File diff suppressed because it is too large Load Diff

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@ -30,6 +30,12 @@ namespace BlueWaterProject
public GameObject mouseSpot;
public GameObject boat;
public GameObject assaultCard;
public GameObject radarTargetUi;
[Title("DataBase", "Particle")]
public GameObject nukeFire;
public GameObject grenadeFire;
[Title("DataBase", "Sprites")]
public Sprite[] cardType;

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@ -0,0 +1,37 @@
using System;
using Blobcreate.ProjectileToolkit;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class Canon : MonoBehaviour
{
public float power;
public float reloadTime;
public GameObject radarTargetUI;
public Rigidbody projectilePrefab;
public Transform launchPoint;
public float timeOfFlight = 1f;
public Transform predictedPos;
private void Init()
{
projectilePrefab = DataManager.Inst.grenadeFire.GetComponent<Rigidbody>();
launchPoint = transform.Find("FirePoint");
}
private void Awake()
{
Init();
}
public void Fire()
{
var myRigid = Instantiate(projectilePrefab, launchPoint.position, launchPoint.rotation);
var v = Projectile.VelocityByTime(myRigid.transform.position, predictedPos.position, timeOfFlight);
myRigid.AddForce(v, ForceMode.VelocityChange);
}
}
}

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@ -1,3 +1,5 @@
using System;
using System.Collections.Generic;
using Blobcreate.ProjectileToolkit;
using Sirenix.OdinInspector;
using UnityEngine;
@ -14,9 +16,6 @@ namespace BlueWaterProject
private Rigidbody rb;
private Vector2 movementInput;
[Title("Child Object")]
private GameObject character;
[Title("쉽의 기본 설정")]
[Tooltip("최대 스피드")]
public float maxSpeed = 10f;
@ -28,6 +27,7 @@ namespace BlueWaterProject
public float turnSpeed = 10f;
[Title("캐릭터의 기본 설정")]
private GameObject character;
[Tooltip("캐릭터의 이동 속도")]
public float characterSpeed = 10f;
@ -36,6 +36,13 @@ namespace BlueWaterProject
public Transform[] inCameraRadar = new Transform[10];
public Transform target;
[Title("캐논")]
public Rigidbody projectilePrefab;
public Transform launchPoint;
public float timeOfFlight;
public Transform predictedPos;
public List<Canon> Canons { get; } = new (GlobalValue.MAX_CANON_COUNT);
public bool IsAssaultMode { get; set; }
public bool IsInShipMode { get; set; }
public bool IsDredgeMode { get; set; }
@ -54,6 +61,11 @@ namespace BlueWaterProject
Init();
}
private void Start()
{
CanonInit();
}
private void FixedUpdate()
{
if (IsInShipMode)
@ -132,7 +144,7 @@ namespace BlueWaterProject
private void OnInteractionE(InputValue value)
{
Fire();
UiManager.Inst.CheckRadarOverlap();
}
private void OnInteraction(InputValue value) //F
@ -169,6 +181,8 @@ namespace BlueWaterProject
UiManager.Inst.AddCard();
}
#region TakeAim & Fire
private void OnTakeAim(InputValue value) // Space
{
SwitchTakeAim(!IsTakeAim);
@ -195,16 +209,11 @@ namespace BlueWaterProject
UiManager.Inst.AimOnOff(isOn);
}
[SerializeField] Rigidbody projectilePrefab;
[SerializeField] Transform launchPoint;
[SerializeField] float timeOfFlight;
[SerializeField] Transform predictedPos;
#endregion
private void Fire()
private void CanonInit()
{
var myRigid = Instantiate(projectilePrefab, launchPoint.position, launchPoint.rotation);
var v = Projectile.VelocityByTime(myRigid.transform.position, predictedPos.position, timeOfFlight);
myRigid.AddForce(v, ForceMode.VelocityChange);
GetComponentsInChildren(Canons);
}
}
}

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@ -0,0 +1,21 @@
using System;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class RadarNeedle : MonoBehaviour
{
[field: SerializeField]
[field: Tooltip("바늘 회전 속도 \n 360 = 1초에 1바퀴 \n 음수는 시계방향")]
public float RotationSpeed { get; set; }
private float currentRotationZ = 0f;
private void Update()
{
currentRotationZ += RotationSpeed * Time.deltaTime;
currentRotationZ = currentRotationZ % 360; // 360을 초과하지 않도록
transform.eulerAngles = new Vector3(0, 0, currentRotationZ);
}
}
}

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@ -0,0 +1,33 @@
using UnityEngine;
using UnityEngine.UI;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class RadarTargetUI : MonoBehaviour
{
public float RotationZ { get; private set; }
public Image Image { get; private set; }
private void OnEnable()
{
Image = GetComponent<Image>();
}
private void Update()
{
transform.rotation = Quaternion.Euler(0, 0, RotationZ + Image.fillAmount * -180);
}
/// <summary>
/// 레이더 타겟 초기화 (노란색 부분)
/// </summary>
/// <param name="rotation">위치 조절</param>
/// <param name="fillAmount">크기 조절 0.1 = 360의 10퍼센트</param>
public void RadarTargetInit(float rotation, float fillAmount)
{
RotationZ = rotation;
Image.fillAmount = fillAmount;
}
}
}

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@ -0,0 +1,123 @@
using System;
using System.Collections.Generic;
using Doozy.Runtime.Reactor.Animators;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class UiManager : Singleton<UiManager>
{
[Title("Card")]
private Transform cardLayoutGroup;
public UIAnimator CardLayoutGroupAnimator { get; set; }
[Title("TakeAim")]
private GameObject takeAim;
private Texture2D cursorTexture;
private bool isTakeAim;
[Title("Radar")]
private Transform radar;
private Transform radarTargets;
public List<RadarTargetUI> RadarTargetUis { get; } = new (GlobalValue.MAX_CANON_COUNT);
public RadarNeedle RadarNeedle { get; private set; }
private void Init()
{
cardLayoutGroup = transform.Find("CardLayoutGroup");
CardLayoutGroupAnimator = cardLayoutGroup.GetComponent<UIAnimator>();
takeAim = transform.Find("Aim").gameObject;
radar = transform.Find("Radar");
radarTargets = radar.Find("RadarTargets");
RadarNeedle = radar.Find("RadarNeedle").GetComponent<RadarNeedle>();
}
protected override void OnAwake()
{
Init();
}
private void Start()
{
CursorTextureChange();
AssaultCardInit();
for (var i = 0; i < GameManager.Inst.player.Canons.Count; i++)
{
RadarTargetInit();
}
}
public void AddCard() //TODO Test button and function, delete later
{
Instantiate(DataManager.Inst.assaultCard, cardLayoutGroup);
}
public void AimOnOff(bool isOn)
{
takeAim.SetActive(isOn);
isTakeAim = isOn;
}
private void CursorTextureChange()
{
cursorTexture = DataManager.Inst.cursorTexture;
//var hotSpot = new Vector2(cursorTexture.width / 2f, cursorTexture.height / 2f);
var hotSpot = Vector2.zero;
Cursor.SetCursor(cursorTexture, hotSpot, CursorMode.Auto);
}
private void AssaultCardInit()
{
for (int i = 0; i < DataManager.Inst.CardList.Count; i++)
{
var obj = Instantiate(DataManager.Inst.assaultCard, cardLayoutGroup);
var draggableCard = obj.GetComponent<DraggableCard>();
draggableCard.card = DataManager.Inst.GetCardDictionaryFromKey(DataManager.Inst.CardList[i]);
draggableCard.CardInit();
}
}
public void RadarTargetInit()
{
var obj = Instantiate(DataManager.Inst.radarTargetUi, radarTargets);
var radarTargetUi = obj.GetComponent<RadarTargetUI>();
radarTargetUi.RadarTargetInit(Random.Range(0f, 360f), Random.Range(0.1f, 0.2f));
RadarTargetUis.Add(radarTargetUi);
}
public void CheckRadarOverlap()
{
var needleRotationZ = RadarNeedle.transform.eulerAngles.z;
for (var i = 0; i < RadarTargetUis.Count; i++)
{
var radarTargetUI = RadarTargetUis[i];
var startAngle = radarTargetUI.RotationZ;
var endAngle = radarTargetUI.RotationZ + radarTargetUI.Image.fillAmount * 360f;
// 각도 비교 및 허용 오차 추가
if (IsOverlap(needleRotationZ, startAngle, endAngle, GlobalValue.RADAR_OVERLAP_TOLERANCE)) // 5도의 오차 허용
{
radarTargetUI.gameObject.SetActive(false);
}
}
}
private bool IsOverlap(float needleRotation, float startAngle, float endAngle, float tolerance = 0)
{
// 오프셋 보정 예시
var correctedNeedleRotation = needleRotation + 36;
return correctedNeedleRotation >= (startAngle - tolerance) && correctedNeedleRotation <= (endAngle + tolerance);
}
}
}

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@ -1,67 +0,0 @@
using Doozy.Runtime.Reactor.Animators;
using Sirenix.OdinInspector;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class UiManager : Singleton<UiManager>
{
[Title("Card")]
private Transform cardLayoutGroup;
public UIAnimator CardLayoutGroupAnimator { get; set; }
[Title("TakeAim")]
private GameObject takeAim;
private Texture2D cursorTexture;
private bool isTakeAim;
private void Init()
{
cardLayoutGroup = transform.Find("CardLayoutGroup");
CardLayoutGroupAnimator = cardLayoutGroup.GetComponent<UIAnimator>();
takeAim = transform.Find("Aim").gameObject;
}
protected override void OnAwake()
{
Init();
}
private void Start()
{
CursorTextureChange();
AssaultCardInit();
}
public void AddCard() //TODO Test button and function, delete later
{
Instantiate(DataManager.Inst.assaultCard, cardLayoutGroup);
}
public void AimOnOff(bool isOn)
{
takeAim.SetActive(isOn);
isTakeAim = isOn;
}
private void CursorTextureChange()
{
cursorTexture = DataManager.Inst.cursorTexture;
//var hotSpot = new Vector2(cursorTexture.width / 2f, cursorTexture.height / 2f);
var hotSpot = Vector2.zero;
Cursor.SetCursor(cursorTexture, hotSpot, CursorMode.Auto);
}
private void AssaultCardInit()
{
for (int i = 0; i < DataManager.Inst.CardList.Count; i++)
{
var obj = Instantiate(DataManager.Inst.assaultCard, cardLayoutGroup);
var draggableCard = obj.GetComponent<DraggableCard>();
draggableCard.card = DataManager.Inst.GetCardDictionaryFromKey(DataManager.Inst.CardList[i]);
draggableCard.CardInit();
}
}
}
}

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@ -11,6 +11,11 @@ namespace BlueWaterProject
public const int ONE_UNIT_CAPACITY = 16;
public const int AI_ANIMATOR_CAPACITY = 10;
public const int MAX_CANON_COUNT = 5;
/// <summary> Radar 바늘이 레이더에 겹치는 허용 범위 </summary>
public const float RADAR_OVERLAP_TOLERANCE = 5f;
public enum UnitType
{
NONE = -1,

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