| 일 | 월 | 화 | 수 | 목 | 금 | 토 |
|---|---|---|---|---|---|---|
| 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 |
- LUA
- 루아
- 메이플스토리
- c sharp hello world
- 비주얼 스튜디오
- c언어 콘서트 배열
- C언어 달력
- Lua language
- 루아다운로드
- 2중 반복문
- 비주얼 스튜디오 다운로드
- lua 다운로드
- lua download
- c언어 배열 programming
- N Queens Problem
- c언어 콘서트 배열 2번
- c샾 hello world
- Lua 설명
- c++ 등차수열 합
- 유니티
- N Queen 문제
- c언어 버블정렬
- c#온라인
- Lua란
- for문
- N Queen Coordinates
- c언어 최대최소
- 게임제작
- c샾 헬로우 월드
- 온라인 비주얼 스튜디오
- Today
- Total
목록Unity (20)
Ln Go
#region 어셈블리 UnityEngine.AnimationModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null // C:\Program Files\Unity\Hub\Editor\2021.1.10f1\Editor\Data\Managed\UnityEngine\UnityEngine.AnimationModule.dll #endregion using System; using System.Collections.Generic; using System.ComponentModel; using UnityEngine.Bindings; using UnityEngine.Playables; using UnityEngine.Scripting; namespace Unity..
#include using namespace std; int main (void){ bool questMain[10][10] = { false }; //qusetMain //0 0 0 0 0 0 0 0 0 //0 0 0 0 0 0 0 0 0 //0 0 0 0 0 0 0 0 0 //0 0 0 0 0 0 0 0 0 //0 0 0 0 0 0 0 0 0 //0 0 0 0 0 0 0 0 0 //0 0 0 0 0 0 0 0 0 //questMain[0][N] Mainquest sequence //questMain[N][0] Mainquest quest progress //questMain Node //1 1 1 1 1 1 0 0 0 //row[0] //1 0 0 1 0 1 0 0 0 //row[1] //0 0 0 ..
Rigidbody 2D 에서 Linear Drag(sometimes called air resistance)를 설정해주지 않아 Player가 계속 움직였다. OnCollisionEnter2D()로 더블 점프를 막아주려 했지만 OnCollisionEnter()을 써버렸다. BoxCollider2D로 진행시 다른 BoxCollider과 만나면 버벅이거나 캐릭터가 멈춘다. CapsuleCollider2D로 바꿔주었다. using UnityEngine; public class PlayerMove : MonoBehaviour { Rigidbody2D rigid; public float maxSpeed; public float jumpPower; bool isGround; void Awake() { rigid = ..
using System.Collections; using UnityEngine; using UnityEngine.UI; public class Shop : MonoBehaviour { public RectTransform uiGroup; public Animator anim; public GameObject[] itemObj; public int[] itemPrice; public Transform[] itemPos; public string[] talkData; public Text talkText; Player enterPlayer; void Awake() { enterPlayer = null; } public void Enter(Player player) { enterPlayer = player; ..
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Follow : MonoBehaviour { public Transform target; public Vector3 offset; //offset은 보정 void Update() { transform.position = target.position + offset; } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Item : MonoBehaviour { public enum Type { Ammo, Coin, Grenade, Heart, Weapon }; public Type type; public int value; Rigidbody rigid; SphereCollider sphereCollider; private void Awake() { rigid = GetComponent(); sphereCollider = GetComponent(); } void Update() { transform.Rotate(Vector3.up * 20 * Time.delt..
using System.Collections; using System.Collections.Generic; using UnityEngine; public class StartZone : MonoBehaviour { public GameManager manager; private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") manager.StageStart(); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Orbit : MonoBehaviour { public Transform target; public float orbitSpeed; Vector3 offset; void Start() { offset = transform.position - target.position; } // Update is called once per frame void Update() { transform.position = target.position + offset; transform.RotateAround(target.position, Vector3.up, or..
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Missile : MonoBehaviour { void Update() { transform.Rotate(Vector3.right * 30 * Time.deltaTime); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Bullet : MonoBehaviour { public int damage; public bool isMelee; public bool isRock; void OnCollisionEnter(Collision collision) { if (!isRock && collision.gameObject.tag == "Floor") { Destroy(gameObject, 3); } } void OnTriggerEnter(Collider other) { if (!isMelee && other.gameObject.tag == "Wall") { Destro..
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Grenade : MonoBehaviour { public GameObject meshObj; public GameObject effectObj; public Rigidbody rigid; void Start() { StartCoroutine(Explosion()); } IEnumerator Explosion() { yield return new WaitForSeconds(3f); rigid.velocity = Vector3.zero; rigid.angularVelocity = Vector3.zero; meshObj.SetActive(fals..
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Weapon : MonoBehaviour { public enum Type { Melee, Range }; public Type type; public int damage; public float rate; public int maxAmmo; public int curAmmo; public BoxCollider meleeArea; public TrailRenderer trailEffect; public Transform bulletPos; public GameObject bullet; public Transform bulletCasePos; ..
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class BossMissile : Bullet { public Transform target; NavMeshAgent nav; void Awake() { nav = GetComponent(); } // Update is called once per frame void Update() { if(nav.enabled) { nav.SetDestination(target.position); } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class BossRock : Bullet { Rigidbody rigid; float angularPower = 2; float scaleValue = 0.1f; bool isShoot; void Awake() { rigid = GetComponent(); StartCoroutine(GainPowerTimer()); StartCoroutine(GainPower()); } IEnumerator GainPowerTimer() { yield return new WaitForSeconds(2.2f); isShoot = true; } IEnumerator Ga..
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class Boss : Enemy { public GameObject missile; public Transform missilePortA; public Transform missilePortB; Vector3 lookVec; Vector3 tauntVec; public bool isLook; // Awake() 함순는 자식 스크립트만 단독 실행! void Awake() { rigid = GetComponent(); boxCollider = GetComponent(); // Material은 Mesh Rendere..
using System.Collections; using UnityEngine; using UnityEngine.AI; public class Enemy : MonoBehaviour { public enum Type { A, B, C, D }; public Type enemyType; public int maxHealth; public int curHealth; public int score; public GameManager manager; public Transform target; public BoxCollider meleeArea; public GameObject bullet; public GameObject[] coins; public bool isChase; public bool isAttac..
using System.Collections; using UnityEngine; public class Player : MonoBehaviour { public float speed; public GameObject[] weapons; public bool[] hasWeapons; public GameObject[] grenades; public int hasGrenades; public GameObject grenadeObj; public Camera followCamera; public GameManager manager; //public AudioSource jumpSound; //AudioSource Inspector Play On Awake uncheck public int ammo; publi..
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class GameManager : MonoBehaviour { public GameObject menuCam; public GameObject gameCam; public Player player; public Boss boss; public GameObject itemShop; public GameObject weaponShop; public GameObject startZone; public int stage; public float playTim..