사인 코사인 속도 덜어질때, 점프 , 바운스 띄용띄용, 타격감, 허리업.
코사인 속독 올라갈때
'Computer Language > 유니티' 카테고리의 다른 글
Hexa (0) | 2014.11.25 |
---|---|
3인칭 시점 (0) | 2014.11.13 |
Dialog() 다이아로그 (0) | 2014.11.10 |
더미와 다이어로그 (0) | 2014.11.10 |
캐릭터,리그 ,애니메이터 (0) | 2014.07.21 |
사인 코사인 속도 덜어질때, 점프 , 바운스 띄용띄용, 타격감, 허리업.
코사인 속독 올라갈때
Hexa (0) | 2014.11.25 |
---|---|
3인칭 시점 (0) | 2014.11.13 |
Dialog() 다이아로그 (0) | 2014.11.10 |
더미와 다이어로그 (0) | 2014.11.10 |
캐릭터,리그 ,애니메이터 (0) | 2014.07.21 |
1. 패킷 ID 부여
2. 패킷 구조체 생성
3. 프로세스 패킷() 에서 패킷 분석 로직 추가
4. 패킷 처리 함수 구현.
using UnityEngine;
using System.Collections;
public class Dialog : MonoBehaviour {
public delegate void OnButtonEvent();
public event OnButtonEvent eventButtonOk;
public event OnButtonEvent eventButtonCancel;
public UILabel Title, Message;
public UIPlayTween PlayDestroy;
public void OnButtonOkClick(){
PlayDestroy.Play(true);
eventButtonOk();
}
public void OnButtonCancelClick(){
PlayDestroy.Play(true);
Destroy(gameObject);
eventButtonCancel();
}
public void OnScaleDown(){
Destroy(this.gameObject);
}
public void OnScaleUp(){
}
// Use this for initialization
void Start () {
}
}
3인칭 시점 (0) | 2014.11.13 |
---|---|
사인과 코사인 응용 방안 (0) | 2014.11.12 |
더미와 다이어로그 (0) | 2014.11.10 |
캐릭터,리그 ,애니메이터 (0) | 2014.07.21 |
파티클 1번과 2번 2번을 주로 애용 (0) | 2014.07.21 |
public void OnButtonCharacterShow(){
print ("show");
DialogMgr.ShowDialog(CharacterSelectPrefab, OnCharacterSelectOk, OnCharacterSelectCancel, "Character Select", "Buy ??");
}
void OnCharacterSelectOk(){
print ("Select ok");
}
void OnCharacterSelectCancel(){
print ("Select Cancel");
}
using UnityEngine;
using System.Collections;
public class DialogMgr : MonoBehaviour{
static GameObject DialogPrefab;
static GameObject DialogParent;
static GameObject DialogPurchasePrefab;
static GameObject DialogPurchaseParent;
static string title = "Game Purchase";
static string message = "";
//static GameObject AddressDialogPrefab;
//static GameObject AddressDialogParent;
public static void ShowDialog(GameObject prefab, Dialog.OnButtonEvent okFunction, Dialog.OnButtonEvent cancelFunction,
string title, string message){
if(null == DialogParent){
UICamera cam = GameObject.FindObjectOfType<UICamera>();
DialogParent = cam.gameObject;
}
GameObject obj = null;
if (prefab == null) {
Debug.LogError("prefab is null");
return;
}
else {
obj = NGUITools.AddChild(DialogParent, prefab);
obj.transform.position = new Vector3(0.0f, 0.0f, -1.5f);
}
Dialog dlg = obj.GetComponent<Dialog>();
dlg.Title.text = title;
dlg.Message.text = message;
dlg.eventButtonOk += okFunction;
dlg.eventButtonCancel += cancelFunction;
NGUITools.AdjustDepth(obj, 100);
}
/*
public static void ShowAddressDialog( Dialog.OnButtonEvent okFunction, Dialog.OnButtonEvent cancelFunction){
if(null == AddressDialogParent){
UICamera cam = GameObject.FindObjectOfType<UICamera>();
AddressDialogParent = cam.gameObject;
}
if(null == AddressDialogPrefab){
DialogPrefab = Resources.Load("Prefabs/AddressBody") as GameObject;
}
GameObject obj = NGUITools.AddChild(AddressDialogParent, AddressDialogPrefab);
Dialog dlg = obj.GetComponent<Dialog>();
//dlg.Title.text = title;
//dlg.Message.text = message;
dlg.eventButtonOk += okFunction;
dlg.eventButtonCancel += cancelFunction;
NGUITools.AdjustDepth(obj, 100);
}
*/
public static void ShowPurchaseDialog(Dialog.OnButtonEvent okFunction, Dialog.OnButtonEvent cancelFunction){
if(null == DialogPurchaseParent){
UICamera cam = GameObject.FindObjectOfType<UICamera>();
DialogPurchaseParent = cam.gameObject;
}
if(null == DialogPurchasePrefab){
DialogPurchasePrefab = Resources.Load("Prefabs/Player_BackGround") as GameObject;
}
GameObject obj1 = NGUITools.AddChild(DialogPurchaseParent, DialogPurchasePrefab);
Dialog dlgPurchase = obj1.GetComponent<Dialog>();
dlgPurchase.Title.text = title;
dlgPurchase.Message.text = message;
dlgPurchase.eventButtonOk += okFunction;
dlgPurchase.eventButtonCancel += cancelFunction;
NGUITools.AdjustDepth(obj1, 300);
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
사인과 코사인 응용 방안 (0) | 2014.11.12 |
---|---|
Dialog() 다이아로그 (0) | 2014.11.10 |
캐릭터,리그 ,애니메이터 (0) | 2014.07.21 |
파티클 1번과 2번 2번을 주로 애용 (0) | 2014.07.21 |
ITWEEN PATH탐지. 쉐이크, 좌우이동 (0) | 2014.07.01 |
https://www.mixamo.com
Dialog() 다이아로그 (0) | 2014.11.10 |
---|---|
더미와 다이어로그 (0) | 2014.11.10 |
파티클 1번과 2번 2번을 주로 애용 (0) | 2014.07.21 |
ITWEEN PATH탐지. 쉐이크, 좌우이동 (0) | 2014.07.01 |
코루틴 예제 (0) | 2014.07.01 |
using UnityEngine;
using System.Collections;
/*
* 1
public class Player : MonoBehaviour {
public float Speed = 1;
public GameObject FirePrefab;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
transform.Translate(Speed * new Vector3(h, 0, v));
if(Input.GetButtonUp("Fire1")){
GameObject particle = Instantiate(FirePrefab, transform.position, Quaternion.identity) as GameObject;
float duration = particle.GetComponent<ParticleSystem>().duration;
Destroy(particle, duration);
}
}
}
*/
//2
public class Player : MonoBehaviour {
public GameObject FireParticle;
public int Speed;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(Input.GetKeyDown(KeyCode.Space)){
FireParticle.SetActive(true);
float duration = FireParticle.GetComponent<ParticleSystem>().duration;
Invoke("sleep" , duration);
}
}
void sleep(){
FireParticle.SetActive(false);
}
}
더미와 다이어로그 (0) | 2014.11.10 |
---|---|
캐릭터,리그 ,애니메이터 (0) | 2014.07.21 |
ITWEEN PATH탐지. 쉐이크, 좌우이동 (0) | 2014.07.01 |
코루틴 예제 (0) | 2014.07.01 |
하스스톤 디딤돌 (0) | 2014.07.01 |
using UnityEngine;
using System.Collections;
public class TestPath : MonoBehaviour {
public Transform[] Path;
public float duration = 0.02f;
float percent = 0;
float startTime;
// Use this for initialization
void Start () {
startTime = Time.time;
/* put on path
Vector3[] points = new Vector3[Path.Length];
for(int i = 0; i < Path.Length; i++){
points[i] = Path[i].position;
}
*/
}
// Update is called once per frame
void Update () {
//percent = Mathf.Clamp01(Time.time - startTime) / duration;
percent = (Time.time - startTime) / duration;
iTween.PutOnPath(gameObject, Path, percent % 1);
Vector3 next = iTween.PointOnPath(Path, (percent + 0.1f) % 1);
//transform.LookAt(next);
Vector3 forward = next - transform.position;
transform.rotation = Quaternion.LookRotation(forward);
}
}
TestShake.cs 흔들어 주세요..
using UnityEngine;
using System.Collections;
public class TestPath : MonoBehaviour {
public Transform[] Path;
public float duration = 0.02f;
float percent = 0;
float startTime;
// Use this for initialization
void Start () {
startTime = Time.time;
/* put on path
Vector3[] points = new Vector3[Path.Length];
for(int i = 0; i < Path.Length; i++){
points[i] = Path[i].position;
}
*/
}
// Update is called once per frame
void Update () {
//percent = Mathf.Clamp01(Time.time - startTime) / duration;
percent = (Time.time - startTime) / duration;
iTween.PutOnPath(gameObject, Path, percent % 1);
Vector3 next = iTween.PointOnPath(Path, (percent + 0.1f) % 1);
//transform.LookAt(next);
Vector3 forward = next - transform.position;
transform.rotation = Quaternion.LookRotation(forward);
}
}
using UnityEngine;
using System.Collections;
public class TestTween : MonoBehaviour {
bool isForward;
void Update () {
if(Input.GetMouseButton(0)){
if(isForward){
iTween.MoveTo(gameObject, new Vector3(3, 0, 0), 1.0f);
}
else{
//1)
//iTween.MoveTo(gameObject, new Vector3(-3, 0, 0), 1.0f);
//2)
//iTween.MoveTo(gameObject, iTween.Hash("x", -3, "easyType", "easeInCirc" , "time", 1.0f));
//3)
Hashtable table = new Hashtable();
table.Add("x", -3);
table.Add("easyType", iTween.EaseType.easeInElastic);
table.Add("time", 1.0f);
table.Add ("oncompletetarget", gameObject);
table.Add("oncomplete", "OnCompleteMove");
iTween.MoveTo(gameObject, table);
}
isForward = !isForward;
}
}
void OnCompleteMove(){
iTween.PunchScale(gameObject,1.5f * Vector3.one, 0.5f);
}
}
캐릭터,리그 ,애니메이터 (0) | 2014.07.21 |
---|---|
파티클 1번과 2번 2번을 주로 애용 (0) | 2014.07.21 |
코루틴 예제 (0) | 2014.07.01 |
하스스톤 디딤돌 (0) | 2014.07.01 |
SkinnedMeshRenderer (0) | 2014.06.27 |
.81640625using UnityEngine;
using System.Collections;
public class TestCoroutine : MonoBehaviour {
public float moveSpeed = 1;
public Vector3[] path;
// Use this for initialization
void Start () {
//StartCoroutine(MoveToPosition(new Vector3(3, 0, 0)));
StartCoroutine(MoveOnPath(true));
}
IEnumerator MoveCube1(){
transform.Translate(2, 0, 0);
yield return new WaitForSeconds(1.0f);
transform.Translate(0, 2, 0);
yield return new WaitForSeconds(2.0f);
transform.Translate(2, 2, 0);
yield return new WaitForSeconds(3.0f);
}
IEnumerator MoveCube2(){
int count = 3;
while(Time.time < 2 && count > 0){
yield return new WaitForSeconds(0.01f);
transform.Translate(2f, 0, 0);
count -= 1;
}
}
IEnumerator MoveCube3(){
while(Time.time < 3)
{
transform.Translate(0.05f, 0, 0);
yield return 0;
}
}
IEnumerator MoveToPosition(Vector3 target)
{
while((transform.position - target).sqrMagnitude > 0.01f)
{
transform.position = Vector3.MoveTowards(transform.position, target, Time.deltaTime);
yield return 0;
}
}
IEnumerator MoveOnPath(bool loop)
{
foreach(Vector3 point in path)
yield return StartCoroutine(MoveToPosition(point));
}
// Update is called once per frame
void Update () {
}
}
파티클 1번과 2번 2번을 주로 애용 (0) | 2014.07.21 |
---|---|
ITWEEN PATH탐지. 쉐이크, 좌우이동 (0) | 2014.07.01 |
하스스톤 디딤돌 (0) | 2014.07.01 |
SkinnedMeshRenderer (0) | 2014.06.27 |
GUI 씬 전환 (0) | 2014.06.23 |
ITWEEN PATH탐지. 쉐이크, 좌우이동 (0) | 2014.07.01 |
---|---|
코루틴 예제 (0) | 2014.07.01 |
SkinnedMeshRenderer (0) | 2014.06.27 |
GUI 씬 전환 (0) | 2014.06.23 |
[System.Serializable] [Range(0, 100)] [HideInInspector] [SerializeField] Script Editor (0) | 2014.06.23 |