유니티의 미니 게임 | 플래피 큐브

이 튜토리얼에서는 플래피 버드에서 영감을 받아, Unity에 있는 기본적인 모양만을 사용하여 게임을 만들어 보겠습니다.

게임의 메커니즘은 간단합니다. 플레이어는 버튼을 탭하여 캐릭터가 기둥 세트에 접근하면서 튀어오르게 합니다. 플레이어는 기둥을 피하고 기둥 사이에 머물러야 합니다. 기둥의 각 단계를 통과하면 1점이 추가됩니다. 목표는 이전의 최고 점수를 이기는 것입니다.

위에 나열된 모든 내용은 수동 작업 없이 스크립트에서 생성됩니다.

Sharp Coder 비디오 플레이어

직접 시도해보세요

시작해 볼까요!

Unity 이 튜토리얼에서 사용된 버전: Unity 2018.3.0f2(64비트)

1단계: 필요한 모든 스크립트 만들기

게임의 특성상 스크립트 1개로만 할 수 없습니다. 최소한 creating 3개의 스크립트가 필요합니다. collision를 처리하고 콜라이더 감지를 트리거합니다.

SC_트리거 감지기.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_충돌 감지기.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_플래피큐브게임.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

이제 게임이 준비되었습니다. 재생를 눌러 테스트해 보세요!