2026-06-19 UI, UI로직
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173
Assets/My project/maze Scripts/Ui/FootprintHintManager.cs
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173
Assets/My project/maze Scripts/Ui/FootprintHintManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FootprintHintManager : MonoBehaviour
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{
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[Header("VR Player Reference")]
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[Tooltip("XR Origin의 Main Camera Transform을 넣는 것을 추천합니다.")]
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[SerializeField] private Transform playerTarget;
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[Header("Footprint Prefabs")]
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[SerializeField] private GameObject leftFootPrefab;
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[SerializeField] private GameObject rightFootPrefab;
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[Header("Footprint Settings")]
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[SerializeField] private int footprintCount = 6;
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[SerializeField] private float spacing = 0.45f;
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[SerializeField] private float sideOffset = 0.13f;
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[SerializeField] private float showTime = 2f;
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[SerializeField] private bool startWithLeftFoot = true;
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[Header("Ground Settings")]
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[SerializeField] private bool useGroundRaycast = true;
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[SerializeField] private LayerMask groundMask = ~0;
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[SerializeField] private float raycastHeight = 2f;
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[SerializeField] private float raycastDistance = 5f;
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[SerializeField] private float groundOffset = 0.03f;
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[SerializeField] private float fallbackGroundY = 0f;
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private readonly List<GameObject> spawnedFootprints = new List<GameObject>();
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private Coroutine footprintRoutine;
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public void ShowFootprints(MazeDirection direction)
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{
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if (footprintRoutine != null)
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StopCoroutine(footprintRoutine);
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footprintRoutine = StartCoroutine(ShowFootprintRoutine(direction));
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}
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private IEnumerator ShowFootprintRoutine(MazeDirection direction)
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{
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ClearFootprints();
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if (playerTarget == null)
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{
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Debug.LogWarning("FootprintHintManager: Player Target is missing.");
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footprintRoutine = null;
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yield break;
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}
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if (leftFootPrefab == null || rightFootPrefab == null)
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{
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Debug.LogWarning("FootprintHintManager: Left Foot Prefab or Right Foot Prefab is missing.");
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footprintRoutine = null;
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yield break;
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}
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Vector3 moveDirection = GetWorldDirection(direction);
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if (moveDirection == Vector3.zero)
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{
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footprintRoutine = null;
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yield break;
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}
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Vector3 sideDirection = Vector3.Cross(Vector3.up, moveDirection).normalized;
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for (int i = 0; i < footprintCount; i++)
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{
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bool isLeftFoot = startWithLeftFoot ? i % 2 == 0 : i % 2 != 0;
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GameObject prefabToUse = isLeftFoot ? leftFootPrefab : rightFootPrefab;
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float forwardDistance = spacing * (i + 1);
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float leftRightOffset = isLeftFoot ? -sideOffset : sideOffset;
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Vector3 spawnPosition =
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playerTarget.position +
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moveDirection * forwardDistance +
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sideDirection * leftRightOffset;
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Quaternion spawnRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
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PlaceOnGround(ref spawnPosition, ref spawnRotation, moveDirection);
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GameObject footprint = Instantiate(
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prefabToUse,
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spawnPosition,
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spawnRotation
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);
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spawnedFootprints.Add(footprint);
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}
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yield return new WaitForSeconds(showTime);
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ClearFootprints();
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footprintRoutine = null;
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}
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private Vector3 GetWorldDirection(MazeDirection direction)
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{
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Vector3 forward = playerTarget.forward;
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Vector3 right = playerTarget.right;
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forward.y = 0f;
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right.y = 0f;
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forward.Normalize();
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right.Normalize();
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switch (direction)
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{
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case MazeDirection.Forward:
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return forward;
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case MazeDirection.Backward:
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return -forward;
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case MazeDirection.Left:
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return -right;
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case MazeDirection.Right:
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return right;
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case MazeDirection.None:
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default:
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return Vector3.zero;
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}
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}
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private void PlaceOnGround(
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ref Vector3 position,
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ref Quaternion rotation,
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Vector3 moveDirection
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)
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{
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if (!useGroundRaycast)
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{
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position.y = fallbackGroundY + groundOffset;
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return;
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}
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Vector3 rayStart = position + Vector3.up * raycastHeight;
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if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, raycastDistance, groundMask))
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{
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position = hit.point + hit.normal * groundOffset;
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Vector3 projectedForward =
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Vector3.ProjectOnPlane(moveDirection, hit.normal).normalized;
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if (projectedForward.sqrMagnitude > 0.001f)
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rotation = Quaternion.LookRotation(projectedForward, hit.normal);
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}
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else
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{
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position.y = fallbackGroundY + groundOffset;
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}
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}
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public void ClearFootprints()
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{
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foreach (GameObject footprint in spawnedFootprints)
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{
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if (footprint != null)
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Destroy(footprint);
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}
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spawnedFootprints.Clear();
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ea80bc964f8932649a840b3fd8cbf34f
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8
Assets/My project/maze Scripts/Ui/MazeDirection.cs
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8
Assets/My project/maze Scripts/Ui/MazeDirection.cs
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public enum MazeDirection
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{
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None,
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Forward,
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Backward,
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Left,
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Right
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}
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2
Assets/My project/maze Scripts/Ui/MazeDirection.cs.meta
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2
Assets/My project/maze Scripts/Ui/MazeDirection.cs.meta
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fileFormatVersion: 2
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guid: 4dbf81c4c8135684d934e97d4158abae
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167
Assets/My project/maze Scripts/Ui/MazeGameManager.cs
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167
Assets/My project/maze Scripts/Ui/MazeGameManager.cs
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using UnityEngine;
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public class MazeGameManager : MonoBehaviour
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{
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[Header("VR Player Reference")]
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[Tooltip("XR Origin 또는 Main Camera Transform을 넣으세요.")]
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[SerializeField] private Transform playerTarget;
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[Header("Managers")]
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[SerializeField] private MazeUIManager mazeUI;
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[SerializeField] private FootprintHintManager footprintHint;
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[Header("Goal")]
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[SerializeField] private Transform goal;
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[SerializeField] private float goalDistance = 1.5f;
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[Header("Checkpoints")]
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[SerializeField] private Transform[] checkpoints;
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[SerializeField] private float checkpointDistance = 1.5f;
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[Header("Checkpoint Directions")]
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[Tooltip("각 체크포인트에 도착했을 때 보여줄 발자국 방향입니다.")]
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[SerializeField] private MazeDirection[] checkpointDirections;
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[Header("VR Distance Option")]
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[Tooltip("VR에서는 머리 높이가 달라지므로 보통 Y축 높이는 무시하는 것이 좋습니다.")]
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[SerializeField] private bool ignoreHeight = true;
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private bool[] reached;
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private bool isCompleted;
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private bool isFailed;
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private void Awake()
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{
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InitializeCheckpoints();
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}
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private void Start()
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{
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ResetMaze();
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}
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private void Update()
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{
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if (isCompleted || isFailed)
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return;
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if (playerTarget == null)
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return;
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CheckCheckpoints();
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CheckGoal();
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}
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private void InitializeCheckpoints()
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{
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int count = checkpoints != null ? checkpoints.Length : 0;
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reached = new bool[count];
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}
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private void CheckCheckpoints()
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{
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if (checkpoints == null || checkpoints.Length == 0)
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return;
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for (int i = 0; i < checkpoints.Length; i++)
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{
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if (reached[i])
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continue;
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if (checkpoints[i] == null)
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continue;
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float distance = GetDistance(playerTarget.position, checkpoints[i].position);
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if (distance <= checkpointDistance)
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{
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reached[i] = true;
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MazeDirection direction = GetCheckpointDirection(i);
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if (footprintHint != null)
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footprintHint.ShowFootprints(direction);
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}
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}
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}
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private void CheckGoal()
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{
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if (goal == null)
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return;
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float distance = GetDistance(playerTarget.position, goal.position);
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if (distance <= goalDistance)
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Complete();
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}
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private float GetDistance(Vector3 a, Vector3 b)
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{
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if (ignoreHeight)
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{
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a.y = 0f;
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b.y = 0f;
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}
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return Vector3.Distance(a, b);
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}
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private MazeDirection GetCheckpointDirection(int index)
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{
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if (checkpointDirections != null &&
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index >= 0 &&
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index < checkpointDirections.Length)
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{
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return checkpointDirections[index];
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}
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return MazeDirection.None;
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}
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private void Complete()
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{
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if (isCompleted || isFailed)
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return;
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isCompleted = true;
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if (footprintHint != null)
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footprintHint.ClearFootprints();
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if (mazeUI != null)
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mazeUI.ShowSuccess();
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}
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public void Fail()
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{
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if (isCompleted || isFailed)
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return;
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isFailed = true;
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if (footprintHint != null)
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footprintHint.ClearFootprints();
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if (mazeUI != null)
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mazeUI.ShowFail();
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}
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public void ResetMaze()
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{
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isCompleted = false;
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isFailed = false;
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if (reached == null || reached.Length != (checkpoints != null ? checkpoints.Length : 0))
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InitializeCheckpoints();
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for (int i = 0; i < reached.Length; i++)
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reached[i] = false;
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if (footprintHint != null)
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footprintHint.ClearFootprints();
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if (mazeUI != null)
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mazeUI.HideReward();
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: b9aa32259300fd84f88c69548784c009
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42
Assets/My project/maze Scripts/Ui/MazeUIManager.cs
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42
Assets/My project/maze Scripts/Ui/MazeUIManager.cs
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using TMPro;
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using UnityEngine;
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public class MazeUIManager : MonoBehaviour
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{
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[Header("Result UI")]
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[SerializeField] private GameObject rewardPanel;
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[SerializeField] private TextMeshProUGUI rewardText;
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private void Awake()
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{
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HideReward();
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}
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public void ShowSuccess()
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{
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ShowResult("SUCCESS!", Color.green);
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}
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public void ShowFail()
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{
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ShowResult("FAIL!", Color.red);
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}
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private void ShowResult(string message, Color color)
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{
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if (rewardPanel != null)
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rewardPanel.SetActive(true);
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if (rewardText != null)
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{
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rewardText.text = message;
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rewardText.color = color;
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}
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}
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public void HideReward()
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{
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if (rewardPanel != null)
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rewardPanel.SetActive(false);
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}
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}
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2
Assets/My project/maze Scripts/Ui/MazeUIManager.cs.meta
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2
Assets/My project/maze Scripts/Ui/MazeUIManager.cs.meta
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fileFormatVersion: 2
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guid: a006d8153489a634697983539bc6d7f5
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Reference in New Issue
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