로프 반동, FPS UI 표시 추가
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@ -293,6 +293,7 @@ RectTransform:
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- {fileID: 1157925016}
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- {fileID: 1157925016}
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m_AnchorMin: {x: 0, y: 0}
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@ -667,6 +668,100 @@ Transform:
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- component: {fileID: 1471101857}
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- component: {fileID: 1471101856}
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- component: {fileID: 1471101858}
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m_AnchorMax: {x: 1, y: 1}
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m_SizeDelta: {x: 160, y: 30}
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--- !u!114 &1471101856
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m_Name:
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_Text: 'fps : 60'
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--- !u!222 &1471101857
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m_Script: {fileID: 11500000, guid: 0b7b9ee9f8858004c8defe87c1d6f448, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::UpdateFpsUI
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fps: 0
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fpsText: {fileID: 1471101856}
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--- !u!1 &1712523066
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--- !u!1 &1712523066
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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94
Assets/Scripts/LevelManager.cs
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94
Assets/Scripts/LevelManager.cs
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@ -0,0 +1,94 @@
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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class LevelManager : MonoBehaviour
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{
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public static LevelManager instance;
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public enum GameState { Ready, Playing, GameOver}
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public GameState CurrentGameState { get; private set; }
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public Transform CameraTarget { get; private set; }
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[SerializeField] private float timeLimit;
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[SerializeField] private int replayCounts;
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[SerializeField] private Transform cheesePosition;
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[SerializeField] private Transform playerPosition;
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private float currentTimer;
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void Awake()
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{
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DontDestroyOnLoad(gameObject);
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if (instance == null)
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{
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instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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void Start()
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{
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StartCoroutine(LevelStart());
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}
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private void Update()
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{
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if (CurrentGameState == GameState.Playing)
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{
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UpdateTimer();
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}
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}
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private void UpdateTimer()
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{
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currentTimer += Time.deltaTime;
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if(currentTimer > timeLimit)
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{
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replayCounts--;
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if (replayCounts > 0)
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{
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RecordingManager.instance.StopPlayingRecord();
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}
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else
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{
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CurrentGameState = GameState.GameOver;
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}
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}
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}
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private void InitTimer()
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{
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currentTimer = 0;
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}
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private IEnumerator LevelStart()
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{
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CurrentGameState = GameState.Ready;
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yield return new WaitForSeconds(1f);
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CameraTarget = cheesePosition;
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yield return new WaitForSeconds(2f);
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CameraTarget = playerPosition;
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yield return new WaitForSeconds(1f);
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CurrentGameState = GameState.Playing;
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}
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public void OnTakeCheese()
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{
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}
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private void LoadNextLevel()
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{
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}
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}
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@ -98,13 +98,14 @@ public class PlayerMovement : MonoBehaviour
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{
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{
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isHanging = false;
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isHanging = false;
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_rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
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_rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
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hangingWallRigidBody = null;
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if (hangingWallCollider != null)
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if (hangingWallCollider != null)
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{
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{
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Physics2D.IgnoreCollision(_collider2D, hangingWallCollider, false);
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Physics2D.IgnoreCollision(_collider2D, hangingWallCollider, false);
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hangingWallCollider = null;
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hangingWallCollider = null;
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}
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}
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transform.SetParent(null, true);
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transform.SetParent(null, true);
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_rigidbody2D.linearVelocity = hangingWallRigidBody.linearVelocity * 4;
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hangingWallRigidBody = null;
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}
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}
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private void HangingObject()
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private void HangingObject()
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31
Assets/Scripts/UpdateFpsUI.cs
Normal file
31
Assets/Scripts/UpdateFpsUI.cs
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@ -0,0 +1,31 @@
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using UnityEngine;
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using UnityEngine.UI;
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public class UpdateFpsUI : MonoBehaviour
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{
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private Text fpsText;
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private float frameCount = 0;
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private float deltaTime = 0f;
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private float fps = 0f;
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void Start()
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{
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fpsText = transform.GetComponent<Text>();
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}
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void Update()
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{
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Debug.Log("Test");
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frameCount++;
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deltaTime += Time.unscaledDeltaTime;
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if (deltaTime > 1)
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{
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fps = frameCount / deltaTime;
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fpsText.text = $"fps : {Mathf.Round(fps)}";
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frameCount = 0;
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deltaTime = 0f;
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}
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}
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}
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