데이터베이스 설계와 구축 이춘식.

TCP/IP Illustrated: The Implementation by Gary R. Wright, W. Richard Stevens

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using UnityEngine;

using System.Collections;


[RequireComponent(typeof(CharacterController))]


public class CharaterControl : MonoBehaviour {

public AnimationClip idleAnimation;

public AnimationClip walkAnimation;

public AnimationClip runAnimation;

public AnimationClip jumpPoseAnimation;

public AnimationClip fallPoseAnimation;

public Animation animationTarget;

public float idleAnimationSpeed = 0.5f;

public float walkAnimationSpeed = 1.5f;

public float runAnimationSpeed = 1.5f;

public float jumpAnimationSpeed = 4.0f;

public float fallAnimationSpeed = 0.1f;

public float speed = 2.0f;

public float runSpeed = 5.0f;

public float jumpSpeed = 8.0f;

public float gravity = 20.0f;

private CharacterController controller;


//transfortation

private float t_verticalSpeed = 0.0f;

private float t_moveSpeed = 0.0f;

private Vector3 v3_moveDirection = Vector3.zero;


//boolean

private bool b_isRun;

private bool b_isBackward;

private bool b_isJumping;


//rotation

private Quaternion q_currentRotation;

private Quaternion q_rot;

private float t_rotationSpeed = 1.0f;


//vector3

private Vector3 v3_forward;

private Vector3 v3_right;

private CollisionFlags c_collisionFlags;


//air time

private float a_inAirTime = 0.0f;

private float a_inAirStartTime = 0.0f;

private float a_minAirTime = 0.15f;


void Awake(){

controller = GetComponent<CharacterController>();

b_isRun = false;

b_isBackward = false;

b_isJumping = false;

t_moveSpeed = speed;

c_collisionFlags = CollisionFlags.CollidedBelow;

animationTarget.wrapMode = WrapMode.Loop;

animationTarget[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;

animationTarget[fallPoseAnimation.name].wrapMode = WrapMode.ClampForever;

animationTarget[idleAnimation.name].wrapMode = WrapMode.Loop;

  animationTarget[runAnimation.name].wrapMode = WrapMode.Loop;

animationTarget[walkAnimation.name].wrapMode = WrapMode.Loop;

}


// Use this for initialization

void Start () {

a_inAirStartTime = Time.time;

}

public bool IsGrounded(){

return (c_collisionFlags & CollisionFlags.CollidedBelow) != 0;

}

public bool IsJumping(){

return b_isJumping;

}

public bool IsAir(){

return (a_inAirTime > a_minAirTime);

}

public bool IsMoveBackward(){

return b_isBackward;

}

// Update is called once per frame

void Update () {

Transform cameraTransform = Camera.main.transform;


v3_forward = cameraTransform.TransformDirection(Vector3.forward);

v3_forward.y = 0;

v3_right = new Vector3(v3_forward.z, 0, -v3_forward.x);

float t_hor = Input.GetAxis("Horizontal");

float t_ver = Input.GetAxis("Vertical");

if(t_ver < 0){

b_isBackward = true;

}else{

b_isBackward = false;

}


Vector3 v3_targetDirection = (t_hor * v3_right) + (t_ver * v3_forward);


if(v3_targetDirection != Vector3.zero){

v3_moveDirection = Vector3.Slerp(v3_moveDirection, v3_targetDirection ,t_rotationSpeed * Time.deltaTime);

v3_moveDirection = v3_moveDirection.normalized;

}

else{

v3_moveDirection = Vector3.zero;

}

if(!b_isJumping){

if(Input.GetKey(KeyCode.LeftShift)){

b_isRun = true;

t_moveSpeed = runSpeed;

}else{

b_isRun = false;

t_moveSpeed = speed;

}

if(Input.GetButton("Jump")){

t_verticalSpeed = jumpSpeed;

b_isJumping = true;

}

}

if(IsGrounded()){

t_verticalSpeed = 0.0f;

b_isJumping = false;

a_inAirTime = 0.0f;

a_inAirStartTime = Time.time;

}else{

t_verticalSpeed -= gravity * Time.deltaTime;

a_inAirTime = Time.time - a_inAirStartTime;

}

Vector3 v3_movement = (v3_moveDirection * t_moveSpeed) + new Vector3(0, t_verticalSpeed, 0);

v3_movement *= Time.deltaTime;


c_collisionFlags = controller.Move(v3_movement);

//animation play

if(b_isJumping){

if(controller.velocity.y > 0){

animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;

animation.CrossFade(jumpPoseAnimation.name, 0.1f);

}else{

animation[fallPoseAnimation.name].speed = fallAnimationSpeed;

animation.CrossFade(fallPoseAnimation.name, 0.1f);

}

}else{

if(IsAir()){

animation[fallPoseAnimation.name].speed = fallAnimationSpeed;

animation.CrossFade(fallPoseAnimation.name, 0.1f);

}else{

if(controller.velocity.sqrMagnitude < 0.1f){

animation[idleAnimation.name].speed = idleAnimationSpeed;

animation.CrossFade(idleAnimation.name, 0.1f);

}else{

if(b_isRun){

animation[runAnimation.name].speed = runAnimationSpeed;

animation.CrossFade(runAnimation.name, 0.1f);

}else{

animation[walkAnimation.name].speed = walkAnimationSpeed;

animation.CrossFade(walkAnimation.name, 0.1f);

}

}

}

}

//character rotation update/

if(v3_moveDirection != Vector3.zero){

transform.rotation = Quaternion.LookRotation(v3_moveDirection);

}

}

}


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목표 : Coin*10가능

제한조건:

 1. npc(경비병)*10, 코인 지킨다 raycast 플레이어 공격

 2. npc*10 좀비 Player가 근처에 있으면 쫒아 간다.

 3. player : npc(하트 3개)를 (bullet)rigid body공격 가능 맞으면 물리친다. 뒤로 물러난다.

  


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Downloads (2).zip

ㅋㅋㅋㅋ

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using UnityEngine;

using System.Collections;


public class GameManager : MonoBehaviour {

public const int Line = 9;

public const int MaxStone = 30;

public int Grid = 1; //None

const int EMPTY = 0;

const int BLACK = 1;

const int WHITE = 2;

const int WALL = 3;

int[] current = {0, 0} ;

int[] captured = {0, 0} ;

public Transform[] StoneBox;//parent

bool[,] lifePoint = new bool[Line + 2, Line + 2];//11*11

int color = BLACK;//1

public GameObject[,] Stones = new GameObject[2, MaxStone];

string[] StoneName = {"Black", "White"} ;

int[,] checkPoint = new int[4, 2] { {0, 1} , {1, 0} , {0, -1} , {-1, 0}  };

public int [,] Jum = new int[Line + 2, Line + 2];

public GameObject [, ] JumObject = new GameObject[Line + 2, Line + 2];//11*11

void Start () {

for (int i = 0; i < 2; i++) {

for (int j = 0; j < MaxStone; j++) {

Stones[i, j] = GameObject.CreatePrimitive(PrimitiveType.Sphere);

Stones[i, j].renderer.material.color = (i == 0) ? Color.black : Color.white;

Stones[i, j].name = string.Format("{0}[{1}]", StoneName[i], j);

Stones[i, j].transform.position = new Vector3(-7 + 14 * i, 0, -3.0f + (float)j * 0.3f);

Stones[i, j].transform.parent = StoneBox[i];

Stones[i, j].transform.localScale = new Vector3(1.0f, 0.4f, 1.0f);

Stones[i, j].AddComponent(typeof(Stone));

}//for

}//for

for (int x = 0; x <= Line; x++) {// 0 ~ 9

Jum[x, 0] = WALL;

Jum[x, Line + 1] = WALL;

}//for

for (int z = 0; z <= Line; z++) {// 0 ~ 9

Jum[0, z] = WALL;

Jum[Line + 1, z] = WALL;

}//for

}//Start

void Update () {

if (Input.GetMouseButtonDown(0)) {//left click

Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);//camera to touchpoint

RaycastHit hit;

if (Physics.Raycast(ray, out hit) && current[color - 1] < MaxStone) {

Vector3 pos = hit.point;

//print ("Hit.Point : "+pos);

pos.x = Mathf.Clamp(Mathf.Round (pos.x), -Line / 2, Line / 2);

pos.y = 0.2f;

pos.z = Mathf.Clamp(Mathf.Round (pos.z), -Line / 2, Line / 2);

int px, pz;

px = 1 + (int)(pos.x + Line * 0.5f);

pz = 1 + (int)(pos.z + Line * 0.5f);

if (Jum[px, pz] != EMPTY) {

JumObject[px, pz].SendMessage("PlayScale");

return;

}//Empty if

GameObject stone = Stones[color - 1, current[color - 1]];

stone.transform.position = pos;

//print (string.Format("Move : color = {0}, px = {1}, pz = {2}", (color == BLACK) ? "B" : "W", px, pz));

Jum[px, pz] = color;

JumObject[px, pz] = stone;

checkLife2(px, pz);

current[color - 1]++;

color = (color == BLACK) ? WHITE : BLACK;

}//Physics if

}//Click if

}//Update

bool getLifePoint(int x, int z) {

int i = 0;

for (i = 0; i < 4; i++) {

int x1 = x + checkPoint[i, 0];// 0, 1, 0, -1

int z1 = z + checkPoint[i, 1];// 1, 0, -1, 0

if (Jum[x1, z1] == EMPTY)

return true;

}//for

return false;

}//getLifePoint

void deleteJum (int x, int z) {

if (Jum[x, z] == BLACK) {

Jum[x, z] = EMPTY;

captured[0]++;

JumObject[x, z].transform.position = new Vector3(2.0f + captured[0] * 0.2f, 0.5f, 6.0f);

else if (Jum[x, z] == WHITE) {

Jum[x, z] = EMPTY;

captured[1]++;

JumObject[x, z].transform.position = new Vector3(-2.0f - captured[1] * 0.2f, 0.5f, 6.0f);

}//if

}//deleteJum

void checkLife2 (int lastX, int lastZ) {

for (int x = 1; x <= Line; x++) {// 1 ~ 9

for (int z = 1; z <= Line; z++) {// 1 ~ 9

lifePoint[x, z] = getLifePoint(x, z);

}//for

}//for

for (int x = 1; x <= Line; x++) {// 1 ~ 9

for (int z = 1; z <= Line; z++) {// 1 ~ 9

if (Jum[x, z] == EMPTY)

continue;

for (int i = 0; i < 4; i++) {

int x1 = x + checkPoint[i, 0];

int z1 = z + checkPoint[i, 1];

if (Jum[x, z] == Jum[x1, z1] && lifePoint[x1, z1] == true) {

lifePoint[x, z] = true;

break;

}//if

}//for

}//for

}//for

for (int x = 1; x <= Line; x++) {

for (int z = 1; z <= Line; z++) {

if (Jum[x, z] != EMPTY && lifePoint[x, z] == false)

deleteJum(x, z);

}//for

}//for

}//checkLife2

void checkLife () {

for (int x = 1; x <= Line; x++) {

for (int z = 1; z <= Line; z++) {

if (Jum[x, z] == EMPTY)

continue;

int i = 0;

for (i = 0; i < 4; i++) {

int x1 = x + checkPoint[i, 0];

int z1 = z + checkPoint[i, 1];

if (Jum[x1, z1] == Jum[x, z] || Jum[x1, z1] == EMPTY) {

break; // LIFE 

}//if

}//for

if (i < 4)

continue;

deleteJum(x, z);

}//for

}//for

}//checkLife

}//class


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using UnityEngine;

using System.Collections;


public class Turret : MonoBehaviour {

public Transform target;

// Use this for initialization

void Start () {

}

// Update is called once per frame

void Update () {

transform.LookAt(target);

}

}


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using UnityEngine;

using System.Collections;


public class newsource : MonoBehaviour {

public int hp;

public float moveSpeed = 10.0f;

public float turnSpeed = 50.0f;

void Awake(){

print ("Awake name = " + name);

}

void OnEnable(){

print ("OnEnabel name = " + name);

}

void OnDisable(){

print ("OnDisable name = " + name);

}

// Use this for initialization

void Start () {

print ("Start name = " + name);

}

void Reset(){

print ("Reset name = " + name);

hp = 20;

}

void FixedUpdate(){

//print ("FixedUpdate = " + Time.deltaTime);

}

// Update is called once per frame

void Update () {

if(Input.GetKey(KeyCode.UpArrow)){

transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);

}

if(Input.GetKey(KeyCode.DownArrow)){

transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);

}

if(Input.GetKey(KeyCode.LeftArrow)){

transform.Rotate(Vector3.up *-turnSpeed * Time.deltaTime);

}

if(Input.GetKey(KeyCode.RightArrow)){

transform.Rotate(Vector3.up * turnSpeed * Time.deltaTime);

}

if(Input.GetKeyDown(KeyCode.R)){

gameObject.renderer.material.color = Color.red;

}

if(Input.GetKeyDown(KeyCode.G)){

gameObject.renderer.material.color = Color.green;

}

if(Input.GetKeyDown(KeyCode.B)){

gameObject.renderer.material.color = Color.blue;

}

}

}


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using UnityEngine;

using System.Collections;


public class LightMan : MonoBehaviour {

Light myLight;

Transform t;

// Use this for initialization

void Start () {

myLight = GetComponent<Light>(); //남의 꺼를 가져올때 쓰입니다.졸려

t = GetComponent<Transform>();

t = GetComponent("Transform") as Transform;

}

// Update is called once per frame

void Update () {

if (Input.GetKeyDown(KeyCode.L)){

myLight.enabled = !myLight.enabled;

}

}

}





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using UnityEngine;

using System.Collections;


public class newsource : MonoBehaviour {

public int hp;

void Awake(){

print ("Awake name = " + name);

}

void OnEnable(){

print ("OnEnabel name = " + name);

}

void OnDisable(){

print ("OnDisable name = " + name);

}

// Use this for initialization

void Start () {

print ("Start name = " + name);

}

void Reset(){

print ("Reset name = " + name);

hp = 20;

}

void FixedUpdate(){

print ("FixedUpdate = " + Time.deltaTime);

}

// Update is called once per frame

void Update () {

if(Input.GetKeyDown(KeyCode.R)){

gameObject.renderer.material.color = Color.red;

}

if(Input.GetKeyDown(KeyCode.G)){

gameObject.renderer.material.color = Color.green;

}

if(Input.GetKeyDown(KeyCode.B)){

gameObject.renderer.material.color = Color.blue;

}

}

}


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