[프로토타입 1단계] isometric 타일 좌표 찍어서 위치 이동시키기
Project/TODO2019. 6. 5. 22:23
동영상 서비스가 종료되어 해당 콘텐츠를 재생할 수 없습니다.
타일의 transform을 이용한 위치 이동시키기
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 | using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; using System; public class TestIsometric : MonoBehaviour { public Button createTileBtn; public Button createMyTilebtn; public int colCount, rowCount; public int myColPosition, myRowPosition; private GameObject mapTile; private Coroutine routine; private int tileWidth = 64; private int tileHeight = 32; private int col = 0; //행 private int row = 0; //열 private GameObject my; private Vector2 vec2; private Vector2 tileVec2; private Dictionary<Vector2, GameObject> dicFIndTile = new Dictionary<Vector2, GameObject>(); void Start() { this.CreateMap(); this.createTileBtn.onClick.AddListener(() => { }); createMyTilebtn.onClick.AddListener(() => { this.CreateTile(); }); this.TileCheck(); } void TileCheck() { if (this.routine != null) { StopCoroutine(this.routine); } this.routine = StartCoroutine(this.TileCheckImpl()); } IEnumerator TileCheckImpl() { while (true) { if (Input.GetMouseButtonDown(0)) { Vector2 worldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); RaycastHit2D hit = Physics2D.Raycast(worldPos, Vector2.zero); if (hit.collider != null) { var data = this.dicFIndTile.TryGetValue(this.vec2, out this.mapTile); if (hit.collider == data) { var target = hit.collider.gameObject; this.MoveTransform(target); break; } } } yield return null; } } private void MoveTransform(GameObject target) { if (this.routine != null) { StopCoroutine(this.routine); } this.routine = StartCoroutine(this.MoveTransformImpl(target)); } private IEnumerator MoveTransformImpl(GameObject target) { while (true) { var dir = (target.transform.position - this.my.transform.position).normalized; var distance = Vector3.Distance(target.transform.position, this.my.transform.position); this.my.transform.position += dir * 2f * Time.deltaTime; if (distance <= 0.02f) { this.my.transform.position = target.transform.position; Debug.Log("이동완료"); this.TileCheck(); break; } yield return null; } } private void CreateTile() { if (this.my == null) { this.my = Instantiate(Resources.Load<GameObject>("myIsoTile")); //this.my.tag = "Tile"; //this.my.transform.SetParent(GameObject.Find("TestIsometricBuilding").transform); this.CreatedTileMap(my, this.myColPosition, myRowPosition); } } private void CreateMap() { while (true) { this.mapTile = Instantiate(Resources.Load<GameObject>("isoTile")); this.mapTile.tag = "Tile"; var isometric = GameObject.Find("TestIsometricBuilding"); this.mapTile.transform.SetParent(isometric.transform); this.CreatedTileMap(this.mapTile, this.col, row); this.col++; if (this.col >= this.colCount) { this.col = 0; this.row++; } if (this.row >= this.rowCount) { this.createTileBtn.gameObject.SetActive(false); row = 0; break; } this.dicFIndTile.Add(new Vector2(col, row), mapTile); } } private void CreatedTileMap(GameObject tileMap, float x, float y) { this.vec2 = new Vector2(x, y); if (tileMap.GetComponentInChildren<TextMesh>()) { tileMap.GetComponentInChildren<TextMesh>().text = string.Format("({0},{1})", x, y); } var screen = this.MapToScreen(vec2); var screenPos = Camera.main.ScreenToWorldPoint(new Vector2(screen.x + 512, screen.y + 384 + 100)); tileMap.transform.position = new Vector3(screenPos.x, screenPos.y, 0); } public Vector2 MapToScreen(Vector2 mapPos) { var screenX = mapPos.x * this.tileWidth - (mapPos.y * this.tileWidth); var screenY = mapPos.y * -tileHeight - (mapPos.x * tileHeight); return new Vector2(screenX, screenY); } } | cs |
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프로토타입1단계.unitypackage