Commit 4c5084b2 authored by 17김현학's avatar 17김현학

Fix the bug(Issue #18)

Add Slider(Velocity, acceleration), button, text (No coding)
parent 66191322
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[SerializeField]
GameObject PathColliderPrefab;
public GameObject canvas;
public GameObject pathUIPrefab;
LineRenderer _pathRenderer;
float _originalPathColliderY;
// Start is called before the first frame update
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square.pathList[1] = point;
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}
private void _ResetPaths()
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string str = "PathUI-" + i;
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}
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{
var _pathUI = Instantiate(pathUIPrefab);
_pathUI.transform.SetParent(canvas.transform);
_pathUI.transform.position += point;
_pathUI.name = "PathUI-" + n;
_pathUI.tag = "pathui";
_pathUI.SetActive(false);
}
}
......@@ -7,7 +7,9 @@ using System.Linq;
public class Square : FlatLandObject
{
public List<Vector3> pathList = new List<Vector3>();
public List<float> pathVelocity = new List<float>();
private float _zPosition => transform.position.z;
private float PlayerVelocity;
public Vector3 GetNthPath(int n) // Get a path from (n)th destination to (n+1)th destination.
{
......@@ -18,4 +20,9 @@ public class Square : FlatLandObject
{
return v.y / v.x;
}
}
public Vector3 GetMiddlePoint(int st, int en)
{
return (pathList[en] - pathList[st]) / 2;
}
}
\ No newline at end of file
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
using System.Linq;
public class UIManager : MonoBehaviour
{
[SerializeField]
Square square;
public GameObject canvas;
public GameObject pathUIPrefab;
private GameObject _pathUI;
private int prevSelectPathNum = -1;
// Start is called before the first frame update
void Start()
{
_InstantiatePathUI();
_pathUI.SetActive(false);
}
// Update is called once per frame
......@@ -26,19 +37,33 @@ public class UIManager : MonoBehaviour
if (obj.tag == "path")
{
int pathNum = int.Parse(obj.name.Substring(13));
string str = "PathUI-" + pathNum;
GameObject t = canvas.transform.FindChild(str).gameObject;
if (t.activeSelf == true)
if (pathNum != prevSelectPathNum)
{
t.SetActive(false);
_pathUI.GetComponent<Text>().text = obj.name;
_pathUI.SetActive(true);
prevSelectPathNum = pathNum;
}
else
{
t.SetActive(true);
_pathUI.SetActive(false);
prevSelectPathNum = -1;
}
}
else
{
_pathUI.SetActive(false);
prevSelectPathNum = -1;
}
}
}
}
private void _InstantiatePathUI()
{
_pathUI = Instantiate(pathUIPrefab);
_pathUI.transform.SetParent(canvas.transform);
_pathUI.name = "PathUI";
_pathUI.tag = "pathui";
}
}
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