Initial commit

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박경민_rmlab2 2026-01-28 23:27:40 +09:00
parent 4f98da295e
commit 486c7f9cd7
131 changed files with 42092 additions and 0 deletions

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Font package (free)
Created/distributed by Kenney (www.kenney.nl)
------------------------------
License: (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
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Support us by crediting (Kenney or www.kenney.nl), this is not mandatory.
------------------------------
Donate: http://support.kenney.nl
Request: http://request.kenney.nl
Patreon: http://patreon.com/kenney/
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using UnityEngine;
// 왼쪽 끝으로 이동한 배경을 오른쪽 끝으로 재배치하는 스크립트
public class BackgroundLoop : MonoBehaviour {
private float width; // 배경의 가로 길이
private void Awake() {
// 가로 길이를 측정하는 처리
}
private void Update() {
// 현재 위치가 원점에서 왼쪽으로 width 이상 이동했을때 위치를 리셋
}
// 위치를 리셋하는 메서드
private void Reposition() {
}
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using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
// 게임 오버 상태를 표현하고, 게임 점수와 UI를 관리하는 게임 매니저
// 씬에는 단 하나의 게임 매니저만 존재할 수 있다.
public class GameManager : MonoBehaviour {
public static GameManager instance; // 싱글톤을 할당할 전역 변수
public bool isGameover = false; // 게임 오버 상태
public TextMeshProUGUI scoreText; // 점수를 출력할 UI 텍스트
public GameObject gameoverUI; // 게임 오버시 활성화 할 UI 게임 오브젝트
private int score = 0; // 게임 점수
// 게임 시작과 동시에 싱글톤을 구성
void Awake() {
// 싱글톤 변수 instance가 비어있는가?
if (instance == null)
{
// instance가 비어있다면(null) 그곳에 자기 자신을 할당
instance = this;
}
else
{
// instance에 이미 다른 GameManager 오브젝트가 할당되어 있는 경우
// 씬에 두개 이상의 GameManager 오브젝트가 존재한다는 의미.
// 싱글톤 오브젝트는 하나만 존재해야 하므로 자신의 게임 오브젝트를 파괴
Debug.LogWarning("씬에 두개 이상의 게임 매니저가 존재합니다!");
Destroy(gameObject);
}
}
void Update() {
// 게임 오버 상태에서 게임을 재시작할 수 있게 하는 처리
}
// 점수를 증가시키는 메서드
public void AddScore(int newScore) {
}
// 플레이어 캐릭터가 사망시 게임 오버를 실행하는 메서드
public void OnPlayerDead() {
}
}

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using UnityEngine;
// 발판으로서 필요한 동작을 담은 스크립트
public class Platform : MonoBehaviour {
public GameObject[] obstacles; // 장애물 오브젝트들
private bool stepped = false; // 플레이어 캐릭터가 밟았었는가
// 컴포넌트가 활성화될때 마다 매번 실행되는 메서드
private void OnEnable() {
// 발판을 리셋하는 처리
}
void OnCollisionEnter2D(Collision2D collision) {
// 플레이어 캐릭터가 자신을 밟았을때 점수를 추가하는 처리
}
}

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using UnityEngine;
// 발판을 생성하고 주기적으로 재배치하는 스크립트
public class PlatformSpawner : MonoBehaviour {
public GameObject platformPrefab; // 생성할 발판의 원본 프리팹
public int count = 3; // 생성할 발판의 개수
public float timeBetSpawnMin = 1.25f; // 다음 배치까지의 시간 간격 최솟값
public float timeBetSpawnMax = 2.25f; // 다음 배치까지의 시간 간격 최댓값
private float timeBetSpawn; // 다음 배치까지의 시간 간격
public float yMin = -3.5f; // 배치할 위치의 최소 y값
public float yMax = 1.5f; // 배치할 위치의 최대 y값
private float xPos = 20f; // 배치할 위치의 x 값
private GameObject[] platforms; // 미리 생성한 발판들
private int currentIndex = 0; // 사용할 현재 순번의 발판
private Vector2 poolPosition = new Vector2(0, -25); // 초반에 생성된 발판들을 화면 밖에 숨겨둘 위치
private float lastSpawnTime; // 마지막 배치 시점
void Start() {
// 변수들을 초기화하고 사용할 발판들을 미리 생성
}
void Update() {
// 순서를 돌아가며 주기적으로 발판을 배치
}
}

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using UnityEngine;
// PlayerController는 플레이어 캐릭터로서 Player 게임 오브젝트를 제어한다.
public class PlayerController : MonoBehaviour
{
public AudioClip deathClip; // 사망시 재생할 오디오 클립
public float jumpForce = 700f; // 점프 힘
private int jumpCount = 0; // 누적 점프 횟수
private bool isGrounded = false; // 바닥에 닿았는지 나타냄
private bool isDead = false; // 사망 상태
private Rigidbody2D playerRigidbody; // 사용할 리지드바디 컴포넌트
private Animator animator; // 사용할 애니메이터 컴포넌트
private AudioSource playerAudio; // 사용할 오디오 소스 컴포넌트
private void Start()
{
playerRigidbody = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
playerAudio = GetComponent<AudioSource>();
// 초기화
}
private void Update()
{
if (isDead)
{
return;
}
// 사용자 입력을 감지하고 점프하는 처리
if (Input.GetMouseButtonDown(0) && jumpCount < 2)
{
jumpCount++;
playerRigidbody.linearVelocity = Vector2.zero; // 오타 수정: linearVelocity
playerRigidbody.AddForce(new Vector2(0, jumpForce));
playerAudio.Play();
}
else if (Input.GetMouseButtonUp(0) && playerRigidbody.linearVelocity.y > 0) // 오타 수정: linearVelocity
{
playerRigidbody.linearVelocity = playerRigidbody.linearVelocity * 0.5f; // 오타 수정: linearVelocity
}
animator.SetBool("Grounded", isGrounded);
}
private void Die()
{
// 사망 처리
animator.SetTrigger("Die"); // 오타 수정: DIe -> Die
playerAudio.clip = deathClip;
playerAudio.Play();
playerRigidbody.linearVelocity = Vector2.zero; // 오타 수정: linearVelocity
isDead = true; // 오타 수정: ture -> true
}
private void OnTriggerEnter2D(Collider2D other)
{
// 트리거 콜라이더를 가진 장애물과의 충돌을 감지
if (other.tag == "Dead" && !isDead)
{
Die();
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
// 바닥에 닿았음을 감지하는 처리
// 오타 수정: collider[0] -> contacts[0] (유니티에서 배열로 접근 가능한 것은 contacts입니다)
if (collision.contacts[0].normal.y > 0.7f)
{
isGrounded = true;
jumpCount = 0;
}
}
private void OnCollisionExit2D(Collision2D collision)
{
// 바닥에서 벗어났음을 감지하는 처리
isGrounded = false;
}
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using UnityEngine;
// 게임 오브젝트를 계속 왼쪽으로 움직이는 스크립트
public class ScrollingObject : MonoBehaviour {
public float speed = 10f; // 이동 속도
private void Update() {
// 게임 오브젝트를 왼쪽으로 일정 속도로 평행 이동하는 처리
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