Unity의 미니 게임 | 플래피 큐브
이 튜토리얼에서는 Unity의 기본 모양만 사용하여 Flappy Bird 게임에서 영감을 받은 게임을 만들 것입니다.
게임 메커니즘은 간단합니다. 플레이어가 버튼을 탭하면 캐릭터가 기둥 세트에 접근하면서 튀어 오르게 됩니다. 플레이어는 포스트를 피하고 포스트 사이에 머물러야 합니다. 기둥의 각 단계를 거치면서 1포인트가 추가됩니다. 목표는 이전 최고 점수를 깨는 것입니다.
위의 모든 내용은 수동 작업 없이 스크립트에서 생성됩니다.
의 시작하자!
Unity 이 튜토리얼에서 사용된 버전: Unity 2018.3.0f2(64비트)
1단계: 필요한 모든 스크립트 만들기
게임 특성상 스크립트 1개만으로는 할 수 없습니다. 충돌을 처리하고 충돌체 감지를 트리거하려면 최소한 생성 3개의 스크립트가 필요합니다.
SC_TriggerDetector.cs
//You are free to use this script in Free or Commercial projects
//sharpcoderblog.com @2019
using UnityEngine;
public class SC_TriggerDetector : MonoBehaviour
{
//This script is assigned automatically to a Pillar Trigger Collider by SC_FlappyCubeGame and will be used to count the points
[HideInInspector]
public SC_FlappyCubeGame fcg;
void OnTriggerEnter(Collider other)
{
fcg.AddPoint();
}
}
SC_CollisionDetector.cs
//You are free to use this script in Free or Commercial projects
//sharpcoderblog.com @2019
using UnityEngine;
public class SC_CollisionDetector : MonoBehaviour
{
//This script is assigned automatically to Flappy Cube by SC_FlappyCubeGame and will be used to detect the collisions
[HideInInspector]
public SC_FlappyCubeGame fcg;
void OnCollisionEnter(Collision collision)
{
//print("OnCollisionEnter");
fcg.GameOver();
}
}
SC_FlappyCubeGame.cs
//You are free to use this script in Free or Commercial projects
//sharpcoderblog.com @2019
using System.Collections;
using UnityEngine;
public class SC_FlappyCubeGame : MonoBehaviour
{
//Public variables
public Camera mainCamera;
public float cameraDistance = 10f;
public float pillarHeight = 10f;
public float distanceBetweenPillars = 5f;
public float heightDistance = 4.5f;
public float speed = 1.25f;
public Color flappyCubeColor = new Color(1, 0.5f, 0);
public Color pillarColor = Color.green;
//Player cube
GameObject flappyCube;
Rigidbody flappyCubeRigidbody;
//Pillars
public class Pillar
{
public Transform pillarRoot;
public GameObject topCube;
public GameObject bottomCube;
public BoxCollider middleCollider; //Trigger collider for points
public float offsetX; //When pillar reaches the end of Camera view, bring it to front by adding the offset
}
public Pillar[] pillarCubes;
Vector3 initialPoint;
Vector3 endPoint;
Vector3 topPoint;
Vector3 bottomPoint;
Vector3 flappyCubeInitialPosition;
bool gameStarted = false;
bool gameOver = false;
bool canRestart = false;
bool newBestScore = false;
int totalPoints = 0;
int highestScore = 0;
// Start is called before the first frame update
void Start()
{
//Define reference points relative to Main Camera
initialPoint = mainCamera.ViewportToWorldPoint(new Vector3(1.1f, 0.5f, cameraDistance));
endPoint = mainCamera.ViewportToWorldPoint(new Vector3(-0.1f, 0.5f, cameraDistance));
topPoint = mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, cameraDistance));
bottomPoint = mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, cameraDistance));
//Create Flappy Cube
flappyCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
flappyCubeInitialPosition = mainCamera.ViewportToWorldPoint(new Vector3(0.35f, 0.5f, cameraDistance));
flappyCube.transform.position = flappyCubeInitialPosition;
flappyCubeRigidbody = flappyCube.AddComponent<Rigidbody>();
flappyCubeRigidbody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY;
MeshRenderer mr = flappyCube.GetComponent<MeshRenderer>();
mr.sharedMaterial = new Material(Shader.Find("Legacy Shaders/Diffuse"));
mr.sharedMaterial.color = flappyCubeColor;
flappyCube.AddComponent<SC_CollisionDetector>().fcg = this;
//Create Pillar cubes
pillarCubes = new Pillar[7];
Material pillarMaterial = new Material(flappyCube.GetComponent<MeshRenderer>().sharedMaterial);
pillarMaterial.color = pillarColor;
for (int i = 0; i < pillarCubes.Length; i++)
{
Vector3 initialPointTmp = initialPoint + new Vector3(distanceBetweenPillars * i, 0, 0);
//Create new Pillar instance
Pillar newPillar = new Pillar();
//Create pillar Root Object
newPillar.pillarRoot = (new GameObject("Pillar")).transform;
newPillar.pillarRoot.position = initialPointTmp;
//Middle collider
GameObject colliderObject = new GameObject("TriggerCollider");
colliderObject.transform.position = initialPointTmp;
colliderObject.transform.SetParent(newPillar.pillarRoot);
newPillar.middleCollider = colliderObject.AddComponent<BoxCollider>();
newPillar.middleCollider.size = new Vector3(0.5f, heightDistance, 1);
newPillar.middleCollider.isTrigger = true;
colliderObject.AddComponent<SC_TriggerDetector>().fcg = this;
//Top Pillar
newPillar.topCube = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
newPillar.topCube.transform.SetParent(newPillar.pillarRoot);
initialPointTmp.y += heightDistance / 2 + pillarHeight;
newPillar.topCube.transform.position = initialPointTmp;
newPillar.topCube.transform.localScale = new Vector3(1.5f, pillarHeight, 1.5f);
newPillar.topCube.GetComponent<MeshRenderer>().sharedMaterial = pillarMaterial;
Destroy(newPillar.topCube.GetComponent<CapsuleCollider>());
newPillar.topCube.AddComponent<BoxCollider>();
//Bottom pillar
newPillar.bottomCube = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
newPillar.bottomCube.transform.SetParent(newPillar.pillarRoot);
initialPointTmp.y -= (heightDistance / 2 + pillarHeight) * 2;
newPillar.bottomCube.transform.position = initialPointTmp;
newPillar.bottomCube.transform.localScale = new Vector3(1.5f, pillarHeight, 1.5f);
newPillar.bottomCube.GetComponent<MeshRenderer>().sharedMaterial = pillarMaterial;
Destroy(newPillar.bottomCube.GetComponent<CapsuleCollider>());
newPillar.bottomCube.AddComponent<BoxCollider>();
//Randomize Y position
float positionYOffset = Random.Range(-distanceBetweenPillars / 2, distanceBetweenPillars / 2);
newPillar.pillarRoot.position += new Vector3(0, positionYOffset, 0);
//Set Pillar parent
newPillar.pillarRoot.SetParent(transform);
//Assign Pillar instance to array
pillarCubes[i] = newPillar;
}
//Load highest score if there any
if (PlayerPrefs.HasKey("SC_HightScore"))
{
highestScore = PlayerPrefs.GetInt("SC_HightScore");
}
}
// Update is called once per frame
void Update()
{
//Cube jump
if (Input.GetKeyDown(KeyCode.Space))
{
if (!gameStarted)
{
gameStarted = true;
flappyCubeRigidbody.isKinematic = false;
}
if (gameOver)
{
RestartGame();
}
else
{
flappyCubeRigidbody.velocity = new Vector3(0, 8.5f, 0);
}
}
if (!gameStarted)
{
if (!flappyCubeRigidbody.isKinematic)
{
flappyCubeRigidbody.isKinematic = true;
}
}
else
{
//Infinite loop movement (The first Pillar becomes last once it goes out of view and so on)
for (int i = 0; i < pillarCubes.Length; i++)
{
pillarCubes[i].pillarRoot.localPosition = new Vector3(pillarCubes[i].pillarRoot.localPosition.x + pillarCubes[i].offsetX - Time.deltaTime * speed, pillarCubes[i].pillarRoot.localPosition.y, pillarCubes[i].pillarRoot.localPosition.z);
if (pillarCubes[i].pillarRoot.localPosition.x < endPoint.x)
{
//Shift this Pillar back to the beginning
int shiftAfter = -1;
for (int a = 0; a < pillarCubes.Length; a++)
{
if (shiftAfter < 0 || pillarCubes[a].pillarRoot.localPosition.x > pillarCubes[shiftAfter].pillarRoot.localPosition.x)
{
shiftAfter = a;
}
}
if (shiftAfter > -1)
{
pillarCubes[i].pillarRoot.localPosition = new Vector3(pillarCubes[shiftAfter].pillarRoot.localPosition.x + distanceBetweenPillars, initialPoint.y, initialPoint.z);
float positionYOffset = Random.Range(-distanceBetweenPillars / 2, distanceBetweenPillars / 2);
pillarCubes[i].pillarRoot.localPosition += new Vector3(0, positionYOffset, 0);
}
}
}
}
//Slightly increase fall speed
flappyCubeRigidbody.velocity -= new Vector3(0, Time.deltaTime * 5, 0);
//Slightly rotate the Cube according to rigidbody velocity
flappyCube.transform.localEulerAngles = new Vector3(0, 0, Mathf.Clamp(flappyCubeRigidbody.velocity.y, -35, 35));
//Came Over if the Cube goes outside of the camera view
if ((flappyCube.transform.position.y > topPoint.y || flappyCube.transform.position.y < bottomPoint.y) && !gameOver && gameStarted)
{
GameOver();
}
}
void RestartGame()
{
if (canRestart)
{
//Move pillars to original position
for (int i = 0; i < pillarCubes.Length; i++)
{
Vector3 initialPointTmp = initialPoint + new Vector3(distanceBetweenPillars * i, 0, 0);
//Randomize Y position
float positionYOffset = Random.Range(-distanceBetweenPillars / 2, distanceBetweenPillars / 2);
pillarCubes[i].pillarRoot.position = initialPointTmp + new Vector3(0, positionYOffset, 0);
}
flappyCube.transform.position = flappyCubeInitialPosition;
flappyCube.transform.localEulerAngles = Vector3.zero;
flappyCubeRigidbody.velocity = Vector3.zero;
gameOver = false;
gameStarted = false;
totalPoints = 0;
newBestScore = false;
}
}
public void GameOver()
{
gameOver = true;
if (totalPoints > highestScore)
{
//Save highest score
PlayerPrefs.SetInt("SC_HightScore", totalPoints);
highestScore = totalPoints;
newBestScore = true;
}
StartCoroutine(CanRestart());
}
IEnumerator CanRestart()
{
canRestart = false;
yield return new WaitForSeconds(1.5f);
canRestart = true;
}
public void AddPoint()
{
totalPoints++;
}
void OnGUI()
{
if (gameOver)
{
GUI.color = Color.red;
GUI.Box(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 30, 180, 60), "GAME OVER\n" + (newBestScore ? "--New Best Score!--" : "") + "\nPress 'Space' to restart");
}
else
{
if (!gameStarted)
{
GUI.color = Color.green;
GUI.Box(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 40, 180, 80), "FLAPPY CUBE\n\nBest Score: " + highestScore + "\nPress 'Space' to start");
}
}
//Show Score
GUI.color = Color.cyan;
GUI.Box(new Rect(Screen.width / 2 - 35, 10, 70, 24), totalPoints.ToString());
}
}
2단계: 게임 설정
- 새 장면 만들기
- 새 GameObject를 생성하고(GameObject -> Create Blank) 이름을 지정합니다. "_GameGenerator"
- "SC_FlappyCubeGame" 스크립트를 "_GameGenerator" 개체에 연결합니다.
이제 게임이 준비되었습니다. Play를 눌러 테스트해 보세요!