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... | @@ -57,7 +57,6 @@ | ... | @@ -57,7 +57,6 @@ |
57 | </ItemGroup> | 57 | </ItemGroup> |
58 | <ItemGroup> | 58 | <ItemGroup> |
59 | <Compile Include="Assets\VIDE\Data\Editor\VIDE_AssignC.cs" /> | 59 | <Compile Include="Assets\VIDE\Data\Editor\VIDE_AssignC.cs" /> |
60 | - <Compile Include="Assets\TopDown 2D RPG BE3\ReadMe\Scripts\Editor\ReadmeEditorBE3.cs" /> | ||
61 | <Compile Include="Assets\VIDE\Data\Editor\VIDE_Editor.cs" /> | 60 | <Compile Include="Assets\VIDE\Data\Editor\VIDE_Editor.cs" /> |
62 | <Compile Include="Assets\VIDE\Data\Editor\VDE.cs" /> | 61 | <Compile Include="Assets\VIDE\Data\Editor\VDE.cs" /> |
63 | </ItemGroup> | 62 | </ItemGroup> |
... | @@ -293,9 +292,6 @@ | ... | @@ -293,9 +292,6 @@ |
293 | <Reference Include="SyntaxTree.VisualStudio.Unity.Bridge"> | 292 | <Reference Include="SyntaxTree.VisualStudio.Unity.Bridge"> |
294 | <HintPath>C:\Program Files (x86)\Microsoft Visual Studio Tools for Unity\16.0\Editor\SyntaxTree.VisualStudio.Unity.Bridge.dll</HintPath> | 293 | <HintPath>C:\Program Files (x86)\Microsoft Visual Studio Tools for Unity\16.0\Editor\SyntaxTree.VisualStudio.Unity.Bridge.dll</HintPath> |
295 | </Reference> | 294 | </Reference> |
296 | - <Reference Include="Valve.Newtonsoft.Json"> | ||
297 | - <HintPath>Assets\SteamVR\Input\Plugins\JSON.NET\Valve.Newtonsoft.Json.dll</HintPath> | ||
298 | - </Reference> | ||
299 | <Reference Include="nunit.framework"> | 295 | <Reference Include="nunit.framework"> |
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... | @@ -653,18 +649,12 @@ | ... | @@ -653,18 +649,12 @@ |
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670 | </Reference> | 660 | </Reference> |
... | @@ -674,9 +664,6 @@ | ... | @@ -674,9 +664,6 @@ |
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... | @@ -686,53 +673,15 @@ | ... | @@ -686,53 +673,15 @@ |
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736 | </ItemGroup> | 685 | </ItemGroup> |
737 | <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> | 686 | <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> |
738 | <Target Name="GenerateTargetFrameworkMonikerAttribute" /> | 687 | <Target Name="GenerateTargetFrameworkMonikerAttribute" /> | ... | ... |
... | @@ -58,13 +58,13 @@ | ... | @@ -58,13 +58,13 @@ |
58 | <ItemGroup> | 58 | <ItemGroup> |
59 | <Compile Include="Assets\VIDE\Data\VIDE_Data.cs" /> | 59 | <Compile Include="Assets\VIDE\Data\VIDE_Data.cs" /> |
60 | <Compile Include="Assets\DDSystem\Demo\Scripts\TestMessage_Selection.cs" /> | 60 | <Compile Include="Assets\DDSystem\Demo\Scripts\TestMessage_Selection.cs" /> |
61 | - <Compile Include="Assets\TopDown 2D RPG BE3\ReadMe\Scripts\ReadmeBE3.cs" /> | ||
62 | <Compile Include="Assets\VIDE\Data\MiniJSON_VIDE.cs" /> | 61 | <Compile Include="Assets\VIDE\Data\MiniJSON_VIDE.cs" /> |
63 | <Compile Include="Assets\VIDE\Data\VIDE_Localization.cs" /> | 62 | <Compile Include="Assets\VIDE\Data\VIDE_Localization.cs" /> |
64 | <Compile Include="Assets\VIDE\Demos\PlayerInteraction\demoScripts\VIDEDemoPlayer.cs" /> | 63 | <Compile Include="Assets\VIDE\Demos\PlayerInteraction\demoScripts\VIDEDemoPlayer.cs" /> |
65 | <Compile Include="Assets\DDSystem\Demo\Scripts\TestMessage.cs" /> | 64 | <Compile Include="Assets\DDSystem\Demo\Scripts\TestMessage.cs" /> |
66 | <Compile Include="Assets\VIDE\Demos\MultiInstances\VIDEUIManager3.cs" /> | 65 | <Compile Include="Assets\VIDE\Demos\MultiInstances\VIDEUIManager3.cs" /> |
67 | <Compile Include="Assets\DDSystem\Script\DialogManager.cs" /> | 66 | <Compile Include="Assets\DDSystem\Script\DialogManager.cs" /> |
67 | + <Compile Include="Assets\Scripts\UIManager.cs" /> | ||
68 | <Compile Include="Assets\VIDE\Demos\Narration\DEMO_UIManager.cs" /> | 68 | <Compile Include="Assets\VIDE\Demos\Narration\DEMO_UIManager.cs" /> |
69 | <Compile Include="Assets\Scripts\ControllerGrabObject.cs" /> | 69 | <Compile Include="Assets\Scripts\ControllerGrabObject.cs" /> |
70 | <Compile Include="Assets\VIDE\Demos\PlayerInteraction\demoScripts\QuestChartDemo.cs" /> | 70 | <Compile Include="Assets\VIDE\Demos\PlayerInteraction\demoScripts\QuestChartDemo.cs" /> |
... | @@ -88,7 +88,7 @@ | ... | @@ -88,7 +88,7 @@ |
88 | <Compile Include="Assets\VIDE\Demos\Localization\VIDEUIManager2.cs" /> | 88 | <Compile Include="Assets\VIDE\Demos\Localization\VIDEUIManager2.cs" /> |
89 | <Compile Include="Assets\Scripts\LaserPointer.cs" /> | 89 | <Compile Include="Assets\Scripts\LaserPointer.cs" /> |
90 | <Compile Include="Assets\Scripts\ActionTest.cs" /> | 90 | <Compile Include="Assets\Scripts\ActionTest.cs" /> |
91 | - <Compile Include="Assets\Scripts\UIManager.cs" /> | 91 | + <Compile Include="Assets\Scripts\CameraMoving.cs" /> |
92 | </ItemGroup> | 92 | </ItemGroup> |
93 | <ItemGroup> | 93 | <ItemGroup> |
94 | <None Include="Assets\LowPolyOfficeProps_LITE\About.txt" /> | 94 | <None Include="Assets\LowPolyOfficeProps_LITE\About.txt" /> |
... | @@ -324,9 +324,6 @@ | ... | @@ -324,9 +324,6 @@ |
324 | <Reference Include="UnityEditor.UnityConnectModule"> | 324 | <Reference Include="UnityEditor.UnityConnectModule"> |
325 | <HintPath>D:\Unity\Editor\Data\Managed\UnityEngine\UnityEditor.UnityConnectModule.dll</HintPath> | 325 | <HintPath>D:\Unity\Editor\Data\Managed\UnityEngine\UnityEditor.UnityConnectModule.dll</HintPath> |
326 | </Reference> | 326 | </Reference> |
327 | - <Reference Include="Valve.Newtonsoft.Json"> | ||
328 | - <HintPath>Assets\SteamVR\Input\Plugins\JSON.NET\Valve.Newtonsoft.Json.dll</HintPath> | ||
329 | - </Reference> | ||
330 | <Reference Include="netstandard"> | 327 | <Reference Include="netstandard"> |
331 | <HintPath>D:\Unity\Editor\Data\NetStandard\ref\2.0.0\netstandard.dll</HintPath> | 328 | <HintPath>D:\Unity\Editor\Data\NetStandard\ref\2.0.0\netstandard.dll</HintPath> |
332 | </Reference> | 329 | </Reference> |
... | @@ -675,18 +672,12 @@ | ... | @@ -675,18 +672,12 @@ |
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... | @@ -696,9 +687,6 @@ | ... | @@ -696,9 +687,6 @@ |
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... | @@ -708,49 +696,11 @@ | ... | @@ -708,49 +696,11 @@ |
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733 | <ItemGroup> | 703 | <ItemGroup> |
734 | - <ProjectReference Include="SteamVR_Input_Editor.csproj"> | ||
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746 | - <ProjectReference Include="SteamVR_Actions.csproj"> | ||
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748 | - <Name>SteamVR_Actions</Name> | ||
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754 | </ItemGroup> | 704 | </ItemGroup> |
755 | <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> | 705 | <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> |
756 | <Target Name="GenerateTargetFrameworkMonikerAttribute" /> | 706 | <Target Name="GenerateTargetFrameworkMonikerAttribute" /> | ... | ... |
This diff is collapsed. Click to expand it.
This diff is collapsed. Click to expand it.
1 | +using System.Collections; | ||
2 | +using System.Collections.Generic; | ||
3 | +using UnityEngine; | ||
4 | +using UnityEngine.UI; | ||
5 | +using UnityEngine.EventSystems; | ||
6 | +using Windows.Kinect; | ||
7 | +using System; | ||
8 | +using System.IO; | ||
9 | + | ||
10 | +public class CameraMoving : MonoBehaviour | ||
11 | +{ | ||
12 | + private KinectSensor _Sensor; | ||
13 | + private BodyFrameReader _Reader; | ||
14 | + private Body[] _Data = null; | ||
15 | + | ||
16 | + public Text stepText; | ||
17 | + | ||
18 | + public Body[] GetData() | ||
19 | + { | ||
20 | + return _Data; | ||
21 | + } | ||
22 | + | ||
23 | + int step = 0; | ||
24 | + float speed = 2f; | ||
25 | + | ||
26 | + KinectManager manager; | ||
27 | + | ||
28 | + void Start() | ||
29 | + { | ||
30 | + _Sensor = KinectSensor.GetDefault(); | ||
31 | + | ||
32 | + if (_Sensor != null) | ||
33 | + { | ||
34 | + _Reader = _Sensor.BodyFrameSource.OpenReader(); | ||
35 | + | ||
36 | + if (!_Sensor.IsOpen) | ||
37 | + { | ||
38 | + _Sensor.Open(); | ||
39 | + Debug.Log(_Sensor.IsOpen); | ||
40 | + | ||
41 | + } | ||
42 | + } | ||
43 | + | ||
44 | + } | ||
45 | + | ||
46 | + // Update is called once per frame | ||
47 | + void Update() | ||
48 | + { | ||
49 | + if (_Reader != null) | ||
50 | + { | ||
51 | + var frame = _Reader.AcquireLatestFrame(); | ||
52 | + if (frame != null) | ||
53 | + { | ||
54 | + //Debug.Log("frame"); | ||
55 | + | ||
56 | + if (_Data == null) | ||
57 | + { | ||
58 | + //Debug.Log("data"); | ||
59 | + | ||
60 | + _Data = new Body[_Sensor.BodyFrameSource.BodyCount]; | ||
61 | + Debug.Log("2"); | ||
62 | + | ||
63 | + transform.Translate(Vector3.forward * Time.deltaTime * speed); | ||
64 | + //Debug.Log("3"); | ||
65 | + | ||
66 | + step = manager.UpdateKinect(_Data); | ||
67 | + Debug.Log(step); | ||
68 | + | ||
69 | + stepText.text = "Step: " + step; | ||
70 | + | ||
71 | + } | ||
72 | + | ||
73 | + frame.GetAndRefreshBodyData(_Data); | ||
74 | + | ||
75 | + | ||
76 | + frame.Dispose(); | ||
77 | + frame = null; | ||
78 | + } | ||
79 | + } | ||
80 | + | ||
81 | + } | ||
82 | +} | ||
83 | + | ||
84 | +public class KinectManager | ||
85 | +{ | ||
86 | + int step_num = 0; | ||
87 | + | ||
88 | + //var bodyIndexFrame = | ||
89 | + | ||
90 | + public int UpdateKinect(Windows.Kinect.Body[] bodies) | ||
91 | + { | ||
92 | + //Debug.Log("1"); | ||
93 | + var body = bodies[0]; | ||
94 | + var joints = body.Joints; | ||
95 | + //Debug.Log("2"); | ||
96 | + | ||
97 | + //if (body == null || !body.IsTracked) return 0; | ||
98 | + | ||
99 | + JointType left_knee = (Windows.Kinect.JointType)13; | ||
100 | + JointType right_knee = (Windows.Kinect.JointType)17; | ||
101 | + //Debug.Log("3"); | ||
102 | + | ||
103 | + var left_knee_position = joints[left_knee].Position; | ||
104 | + var right_knee_position = joints[right_knee].Position; | ||
105 | + //Debug.Log("4"); | ||
106 | + //Walking | ||
107 | + if (right_knee_position.X < left_knee_position.X && right_knee_position.Y < left_knee_position.Y) | ||
108 | + { | ||
109 | + Debug.Log(string.Format("{0} STEP", step_num.ToString())); | ||
110 | + //Console.WriteLine(string.Format("{0} STEP", step_num.ToString())); | ||
111 | + step_num++; | ||
112 | + } | ||
113 | + else if (right_knee_position.X > left_knee_position.X && right_knee_position.Y > left_knee_position.Y) | ||
114 | + { | ||
115 | + Debug.Log(string.Format("{0} STEP", step_num.ToString())); | ||
116 | + //Console.WriteLine(string.Format("{0} STEP", step_num.ToString())); | ||
117 | + step_num++; | ||
118 | + } | ||
119 | + else | ||
120 | + { | ||
121 | + Debug.Log("not walking"); | ||
122 | + //Console.WriteLine("not walking"); | ||
123 | + } | ||
124 | + return step_num; | ||
125 | + } | ||
126 | + | ||
127 | +} |
... | @@ -14,6 +14,10 @@ public class GaugeIncreasing : MonoBehaviour | ... | @@ -14,6 +14,10 @@ public class GaugeIncreasing : MonoBehaviour |
14 | GameObject clue; | 14 | GameObject clue; |
15 | GameObject panel; | 15 | GameObject panel; |
16 | GameObject apple; | 16 | GameObject apple; |
17 | + GameObject step; | ||
18 | + Text stepText; | ||
19 | + int beforeStep; | ||
20 | + int afterStep; | ||
17 | //GameObject controller_L; | 21 | //GameObject controller_L; |
18 | GameObject controller_R; | 22 | GameObject controller_R; |
19 | 23 | ||
... | @@ -39,6 +43,10 @@ public class GaugeIncreasing : MonoBehaviour | ... | @@ -39,6 +43,10 @@ public class GaugeIncreasing : MonoBehaviour |
39 | panel = GameObject.Find("Panel"); | 43 | panel = GameObject.Find("Panel"); |
40 | apple = GameObject.Find("4"); | 44 | apple = GameObject.Find("4"); |
41 | cheerUp = GameObject.Find("CheerUp"); | 45 | cheerUp = GameObject.Find("CheerUp"); |
46 | + step = GameObject.Find("Step"); | ||
47 | + stepText = step.GetComponent<Text>(); | ||
48 | + beforeStep = int.Parse(stepText.text); | ||
49 | + | ||
42 | color = new Color(255f, 0, 0); | 50 | color = new Color(255f, 0, 0); |
43 | timeSpan = 0.0f; | 51 | timeSpan = 0.0f; |
44 | checkTime = 0.1667f; | 52 | checkTime = 0.1667f; |
... | @@ -75,15 +83,18 @@ public class GaugeIncreasing : MonoBehaviour | ... | @@ -75,15 +83,18 @@ public class GaugeIncreasing : MonoBehaviour |
75 | 83 | ||
76 | } | 84 | } |
77 | } | 85 | } |
78 | - timeSpan += Time.deltaTime; | 86 | + |
79 | - if (timeSpan > checkTime) | 87 | + afterStep = int.Parse(stepText.text); |
88 | + | ||
89 | + if (beforeStep != afterStep) | ||
80 | { | 90 | { |
81 | gauge.value += 0.01f; | 91 | gauge.value += 0.01f; |
82 | apple.transform.localScale += new Vector3(0.05f, 0.05f, 0.05f); | 92 | apple.transform.localScale += new Vector3(0.05f, 0.05f, 0.05f); |
83 | - | 93 | + |
84 | - timeSpan = 0; | 94 | + beforeStep = afterStep; |
85 | } | 95 | } |
86 | 96 | ||
97 | + | ||
87 | } | 98 | } |
88 | 99 | ||
89 | } | 100 | } | ... | ... |
1 | using System.Collections; | 1 | using System.Collections; |
2 | using System.Collections.Generic; | 2 | using System.Collections.Generic; |
3 | using UnityEngine; | 3 | using UnityEngine; |
4 | -using UnityEngine.SceneManagement; | 4 | +using UnityEngine.UI; |
5 | +using UnityEngine.EventSystems; | ||
5 | 6 | ||
6 | -public class MoveCtrl : MonoBehaviour { | 7 | +public class MoveCtrl : MonoBehaviour |
8 | +{ | ||
7 | 9 | ||
8 | - public enum MoveType | 10 | + public enum MoveType |
9 | { | 11 | { |
10 | WAY_POINT, | 12 | WAY_POINT, |
11 | LOOK_AT, | 13 | LOOK_AT, |
12 | DAYDREAM | 14 | DAYDREAM |
13 | } | 15 | } |
14 | - | ||
15 | - | ||
16 | - public GameObject UIManager; | ||
17 | - GameObject controller_R; | ||
18 | public MoveType moveType = MoveType.WAY_POINT; // 이동 방식 | 16 | public MoveType moveType = MoveType.WAY_POINT; // 이동 방식 |
19 | public float speed = 1.0f; // 이동 속도 | 17 | public float speed = 1.0f; // 이동 속도 |
20 | public float damping = 3.0f; // 회전 속도를 조절할 계수 | 18 | public float damping = 3.0f; // 회전 속도를 조절할 계수 |
... | @@ -23,58 +21,60 @@ public class MoveCtrl : MonoBehaviour { | ... | @@ -23,58 +21,60 @@ public class MoveCtrl : MonoBehaviour { |
23 | private CharacterController cc; | 21 | private CharacterController cc; |
24 | private Transform[] points; // 웨이포인트를 저장할 배열 | 22 | private Transform[] points; // 웨이포인트를 저장할 배열 |
25 | private int nextIdx = 1; // 다음에 이동해야 할 위치 변수 | 23 | private int nextIdx = 1; // 다음에 이동해야 할 위치 변수 |
26 | - private static GameObject apple; | 24 | + |
27 | public static bool isStopped = false; | 25 | public static bool isStopped = false; |
26 | + public Text stepText; | ||
27 | + public int afterStep; | ||
28 | + public int beforeStep; | ||
28 | 29 | ||
30 | + | ||
31 | + GameObject Step; | ||
29 | void Start() | 32 | void Start() |
30 | { | 33 | { |
31 | tr = GetComponent<Transform>(); | 34 | tr = GetComponent<Transform>(); |
32 | camTr = Camera.main.GetComponent<Transform>(); | 35 | camTr = Camera.main.GetComponent<Transform>(); |
33 | cc = GetComponent<CharacterController>(); | 36 | cc = GetComponent<CharacterController>(); |
34 | - points = GameObject.Find("WayPointGroup2").GetComponentsInChildren<Transform>(); | 37 | + points = GameObject.Find("WayPointGroup").GetComponentsInChildren<Transform>(); |
35 | - apple = GameObject.Find("사과4"); | 38 | + Step = GameObject.Find("Step"); |
36 | - controller_R = GameObject.Find("Controller (right)"); | 39 | + stepText = Step.GetComponent<Text>(); |
37 | - | 40 | + beforeStep = int.Parse(stepText.text); |
38 | } | 41 | } |
39 | - | ||
40 | void Update() | 42 | void Update() |
41 | { | 43 | { |
42 | if (isStopped) | 44 | if (isStopped) |
43 | return; | 45 | return; |
44 | - | 46 | + switch (moveType) |
45 | - switch(moveType) | ||
46 | { | 47 | { |
47 | case MoveType.WAY_POINT: | 48 | case MoveType.WAY_POINT: |
48 | MoveWayPoint(); | 49 | MoveWayPoint(); |
49 | break; | 50 | break; |
50 | - | ||
51 | case MoveType.LOOK_AT: | 51 | case MoveType.LOOK_AT: |
52 | MoveLookAt(); | 52 | MoveLookAt(); |
53 | break; | 53 | break; |
54 | - | ||
55 | case MoveType.DAYDREAM: | 54 | case MoveType.DAYDREAM: |
56 | break; | 55 | break; |
57 | } | 56 | } |
58 | } | 57 | } |
59 | - | ||
60 | void MoveWayPoint() | 58 | void MoveWayPoint() |
61 | { | 59 | { |
62 | - // 현재 위치에서 다음 웨이포인트를 바로보는 벡터를 계산 | 60 | + afterStep = int.Parse(stepText.text); |
63 | - Debug.Log(nextIdx.ToString()); | 61 | + |
64 | - if (nextIdx < points.Length) | 62 | + if (beforeStep != afterStep) |
65 | { | 63 | { |
64 | + beforeStep = afterStep; | ||
65 | + // 현재 위치에서 다음 웨이포인트를 바로보는 벡터를 계산 | ||
66 | + Debug.Log(nextIdx.ToString()); | ||
66 | Vector3 direction = points[nextIdx].position - tr.position; | 67 | Vector3 direction = points[nextIdx].position - tr.position; |
67 | // 산출된 벡터의 회전 각도를 쿼터니언 타입으로 산출 | 68 | // 산출된 벡터의 회전 각도를 쿼터니언 타입으로 산출 |
68 | Quaternion rot = Quaternion.LookRotation(direction); | 69 | Quaternion rot = Quaternion.LookRotation(direction); |
69 | // 현재 각도에서 회전해야 할 각도까지 부드럽게 회전 처리 | 70 | // 현재 각도에서 회전해야 할 각도까지 부드럽게 회전 처리 |
70 | tr.rotation = Quaternion.Slerp(tr.rotation, rot, Time.deltaTime * damping); | 71 | tr.rotation = Quaternion.Slerp(tr.rotation, rot, Time.deltaTime * damping); |
71 | - | ||
72 | // 전진 방향으로 이동 처리 | 72 | // 전진 방향으로 이동 처리 |
73 | tr.Translate(Vector3.forward * Time.deltaTime * speed); | 73 | tr.Translate(Vector3.forward * Time.deltaTime * speed); |
74 | + | ||
74 | } | 75 | } |
75 | 76 | ||
76 | } | 77 | } |
77 | - | ||
78 | void MoveLookAt() | 78 | void MoveLookAt() |
79 | { | 79 | { |
80 | // 메인카메라가 바라보는 방향 | 80 | // 메인카메라가 바라보는 방향 |
... | @@ -82,35 +82,17 @@ public class MoveCtrl : MonoBehaviour { | ... | @@ -82,35 +82,17 @@ public class MoveCtrl : MonoBehaviour { |
82 | // dir 벡터의 방향으로 초당 speed만큼씩 이동 | 82 | // dir 벡터의 방향으로 초당 speed만큼씩 이동 |
83 | cc.SimpleMove(dir * speed); | 83 | cc.SimpleMove(dir * speed); |
84 | } | 84 | } |
85 | - | ||
86 | void OnTriggerEnter(Collider coll) | 85 | void OnTriggerEnter(Collider coll) |
87 | { | 86 | { |
88 | - Debug.Log(coll.name); | ||
89 | // 웨이포인트(Point 게임오브젝트)에 충돌 여부 판단 | 87 | // 웨이포인트(Point 게임오브젝트)에 충돌 여부 판단 |
90 | - if(coll.CompareTag("WAY_POINT")) | 88 | + if (coll.CompareTag("WAY_POINT")) |
91 | { | 89 | { |
92 | // 맨 마지막 웨이포인트에 도달했을 때 처음 인덱스로 변경 | 90 | // 맨 마지막 웨이포인트에 도달했을 때 처음 인덱스로 변경 |
93 | - if (nextIdx < points.Length){ | 91 | + if (++nextIdx >= points.Length) |
94 | - nextIdx++; | ||
95 | - } | ||
96 | - | ||
97 | - } | ||
98 | - | ||
99 | - else if(coll.name== "rpgpp_lt_tree_pine_01") | ||
100 | - { | ||
101 | - if (apple.activeSelf == true) | ||
102 | { | 92 | { |
103 | - apple.SetActive(false); | ||
104 | - Debug.Log(apple.activeSelf); | ||
105 | - SceneManager.LoadScene("IntervalTraining"); | ||
106 | } | 93 | } |
107 | - } | ||
108 | - | ||
109 | - else if (coll.CompareTag("NPC")) | ||
110 | - { | ||
111 | - Debug.Log("NPC"); | ||
112 | - } | ||
113 | 94 | ||
114 | 95 | ||
96 | + } | ||
115 | } | 97 | } |
116 | -} | 98 | +} |
... | \ No newline at end of file | ... | \ No newline at end of file | ... | ... |
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121 | width: 1920 | 121 | width: 1920 |
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203 | m_Panes: | 202 | m_Panes: |
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280 | x: 0 | 279 | x: 0 |
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3065 | serializedVersion: 2 | 3065 | serializedVersion: 2 |
3066 | - ticks: 637583853379390702 | 3066 | + ticks: 637592683530582630 |
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3069 | m_EditorVersion: 2020.3.3f1 (76626098c1c4) | 3069 | m_EditorVersion: 2020.3.3f1 (76626098c1c4) | ... | ... |
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1 | -08d8f186a5a6aa00.08d8f186b0613f00 | ||
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1 | -{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":false,"pivot":{"x":16.727426528930665,"y":24.66963768005371,"z":56.922630310058597},"rotation":{"x":0.018425989896059037,"y":0.6389657258987427,"z":0.015376843512058258,"w":-0.7689856290817261},"size":28.358118057250978,"orthographic":false} | ||
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1 | +{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":false,"pivot":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":-0.20108002424240113,"y":0.6803968548774719,"z":-0.20267809927463532,"w":-0.6750926971435547},"size":71.60626220703125,"orthographic":false} | ||
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1 | Base path: 'D:/Unity/Editor/Data', plugins path 'D:/Unity/Editor/Data/PlaybackEngines' | 1 | Base path: 'D:/Unity/Editor/Data', plugins path 'D:/Unity/Editor/Data/PlaybackEngines' |
2 | Cmd: initializeCompiler | 2 | Cmd: initializeCompiler |
3 | 3 | ||
4 | +Cmd: compileSnippet | ||
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6 | + | ||
4 | Cmd: shutdown | 7 | Cmd: shutdown | ... | ... |
1 | Base path: 'D:/Unity/Editor/Data', plugins path 'D:/Unity/Editor/Data/PlaybackEngines' | 1 | Base path: 'D:/Unity/Editor/Data', plugins path 'D:/Unity/Editor/Data/PlaybackEngines' |
2 | Cmd: initializeCompiler | 2 | Cmd: initializeCompiler |
3 | 3 | ||
4 | +Cmd: compileSnippet | ||
5 | + insize=17274 path=Assets/DefaultResourcesExtra/Mobile cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE uKW=DIRECTIONAL LIGHTPROBE_SH FOG_LINEAR dKW=INSTANCING_ON FOG_EXP FOG_EXP2 SHADOWS_SHADOWMASK DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING DIRLIGHTMAP_COMBINED SHADOWS_SCREEN UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=33 mask=6 start=23 ok=1 outsize=1402 | ||
6 | + | ||
4 | Cmd: shutdown | 7 | Cmd: shutdown | ... | ... |
1 | | 1 | |
2 | Microsoft Visual Studio Solution File, Format Version 12.00 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 |
3 | # Visual Studio 15 | 3 | # Visual Studio 15 |
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5 | -EndProject | ||
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7 | EndProject | 5 | EndProject |
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9 | -EndProject | ||
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11 | -EndProject | ||
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13 | EndProject | 7 | EndProject |
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15 | -EndProject | ||
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17 | -EndProject | ||
18 | Global | 8 | Global |
19 | GlobalSection(SolutionConfigurationPlatforms) = preSolution | 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution |
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22 | EndGlobalSection | 12 | EndGlobalSection |
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39 | - {6F22B42F-899A-E42E-814F-38FF0E3DB215}.Release|Any CPU.Build.0 = Release|Any CPU | ||
40 | {E151A80B-4015-8B74-3038-60EA22E7A25E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU | 18 | {E151A80B-4015-8B74-3038-60EA22E7A25E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU |
41 | {E151A80B-4015-8B74-3038-60EA22E7A25E}.Debug|Any CPU.Build.0 = Debug|Any CPU | 19 | {E151A80B-4015-8B74-3038-60EA22E7A25E}.Debug|Any CPU.Build.0 = Debug|Any CPU |
42 | {E151A80B-4015-8B74-3038-60EA22E7A25E}.Release|Any CPU.ActiveCfg = Release|Any CPU | 20 | {E151A80B-4015-8B74-3038-60EA22E7A25E}.Release|Any CPU.ActiveCfg = Release|Any CPU |
43 | {E151A80B-4015-8B74-3038-60EA22E7A25E}.Release|Any CPU.Build.0 = Release|Any CPU | 21 | {E151A80B-4015-8B74-3038-60EA22E7A25E}.Release|Any CPU.Build.0 = Release|Any CPU |
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50 | - {A6E1F8DF-CF60-3F45-FA82-919780E1A707}.Release|Any CPU.ActiveCfg = Release|Any CPU | ||
51 | - {A6E1F8DF-CF60-3F45-FA82-919780E1A707}.Release|Any CPU.Build.0 = Release|Any CPU | ||
52 | EndGlobalSection | 22 | EndGlobalSection |
53 | GlobalSection(SolutionProperties) = preSolution | 23 | GlobalSection(SolutionProperties) = preSolution |
54 | HideSolutionNode = FALSE | 24 | HideSolutionNode = FALSE | ... | ... |
-
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