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DEVX INITIAL COMMIT

master
LimeCake 2 months ago
commit
9de3126e83
42 changed files with 2597 additions and 0 deletions
  1. 36
    0
      .gitignore
  2. 8
    0
      Assets/Scenes.meta
  3. 425
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      Assets/Scenes/SampleScene.unity
  4. 7
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      Assets/Scenes/SampleScene.unity.meta
  5. 8
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      Assets/Scripts.meta
  6. 29
    0
      Assets/Scripts/GameManager.cs
  7. 11
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      Assets/Scripts/GameManager.cs.meta
  8. 53
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      Assets/Scripts/NetworkManager.cs
  9. 11
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      Assets/Scripts/NetworkManager.cs.meta
  10. 100
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      Assets/Scripts/Player.cs
  11. 11
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      Assets/Scripts/Player.cs.meta
  12. 8
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      Assets/Sprites.meta
  13. 8
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      Assets/Sprites/Avatars.meta
  14. BIN
      Assets/Sprites/Avatars/Yellow_marked.png
  15. 84
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      Assets/Sprites/Avatars/Yellow_marked.png.meta
  16. 8
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      Assets/Sprites/BackGround.meta
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      Assets/Sprites/BackGround/ground.png
  18. 84
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      Assets/Sprites/BackGround/ground.png.meta
  19. 8
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      Assets/Sprites/Terrain.meta
  20. BIN
      Assets/Sprites/Terrain/ground.png
  21. 84
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      Assets/Sprites/Terrain/ground.png.meta
  22. 43
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      Logs/Packages-Update.log
  23. 40
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      Packages/manifest.json
  24. 17
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      ProjectSettings/AudioManager.asset
  25. 6
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      ProjectSettings/ClusterInputManager.asset
  26. 29
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      ProjectSettings/DynamicsManager.asset
  27. 11
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      ProjectSettings/EditorBuildSettings.asset
  28. 21
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      ProjectSettings/EditorSettings.asset
  29. 57
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      ProjectSettings/GraphicsSettings.asset
  30. 295
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      ProjectSettings/InputManager.asset
  31. 91
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      ProjectSettings/NavMeshAreas.asset
  32. 8
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      ProjectSettings/NetworkManager.asset
  33. 37
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      ProjectSettings/Physics2DSettings.asset
  34. 13
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      ProjectSettings/PresetManager.asset
  35. 654
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      ProjectSettings/ProjectSettings.asset
  36. 1
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      ProjectSettings/ProjectVersion.txt
  37. 191
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      ProjectSettings/QualitySettings.asset
  38. 43
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      ProjectSettings/TagManager.asset
  39. 9
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      ProjectSettings/TimeManager.asset
  40. 34
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      ProjectSettings/UnityConnectSettings.asset
  41. 11
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      ProjectSettings/VFXManager.asset
  42. 3
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      README.md

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.gitignore View File

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[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
Assets/AssetStoreTools*
# Visual Studio cache directory
.vs/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.opendb
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
# Unity3D Generated File On Crash Reports
sysinfo.txt
# Builds
*.apk
*.unitypackage

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Assets/Scripts/GameManager.cs View File

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using UnityEngine;
using System.Collections;
public class GameManager : MonoBehaviour
{
private ArrayList players = new ArrayList();
public bool movePlayer(int userIndex, double position_x, double position_y, double forceAngle, double forceValue)
{
foreach (Player player in players)
{
if (player.getUserIndex() == userIndex)
{
}
}
return true;
}
void Start()
{
}
void Update()
{
}
}

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Assets/Scripts/NetworkManager.cs View File

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using UnityEngine;
using System.Collections;
public class NetworkManager : MonoBehaviour
{
private static NetworkManager instance;
public NetworkManager getInstance()
{
if (instance == null) instance = new NetworkManager();
return instance;
}
GameManager gameManager;
/// <summary>
/// 플레이어를 이동시키는 메서드
/// 자신 캐릭터에 대한 이동 구현 이후 호출된다.
/// 또한, 서버에서 다른 캐릭터들의 이동 감지 시 호출된다.
/// </summary>
/// <param name="userIndex">이동시킬 플레이어의 유저 인덱스</param>
/// <param name="position_x">해당 플레이어의 X 좌표</param>
/// <param name="position_y">해당 플레이어의 Y 좌표</param>
/// <param name="forceAngle">해당 플레이어가 받고있는 힘의 각도 (clockwise)</param>
/// <param name="forceValue">해당 플레이어가 받고있는 힘의 크기</param>
/// <returns>메서드가 정상적으로 처리되었는지 여부</returns>
public bool movePlayer(bool sendServer, int userIndex, double position_x, double position_y, double forceAngle, double forceValue)
{
if (sendServer)
{
// EMIT JS SERVER movePlayer
}
return gameManager.movePlayer(userIndex, position_x, position_y, forceAngle, forceValue);
}
bool actionPlayer(int playerIndex, double)
{
}
void Start()
{
}
void Update()
{
}
}

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Assets/Scripts/Player.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
public int USER_INDEX;
public int TEAM_INDEX;
private Transform m_tr;
private Rigidbody2D m_rb;
public float m_hp;
public float m_moveSpeed;
private float m_maxSpeed;
public bool isMovable;
public Vector3 m_velocity;
//public Weapon weapon;
//movement 브랜치 테스트 1
//movement 브랜치 테스트 1
//movement 브랜치 테스트 222
//깃 테스트 12412412
// Use this for initialization
void Start () {
m_tr = GetComponent<Transform>();
m_rb = GetComponent<Rigidbody2D>();
m_hp = 3.0f;
m_moveSpeed = 15.0f;
m_maxSpeed = 6.0f;
isMovable = true;
}
// Update is called once per frame
void Update () {
move();
m_velocity = m_rb.velocity;
}
public void die() {
}
public void move() {
if (!isMovable)
return;
if (Mathf.Abs(m_rb.velocity.x) > m_maxSpeed)
{
}
else if (Input.GetKey(KeyCode.RightArrow))
{
m_rb.AddForce(Vector3.right * m_moveSpeed);
m_tr.localScale = new Vector3(1.5f,1.5f, 0f);
}
else if (Input.GetKey(KeyCode.LeftArrow))
{
m_rb.AddForce(Vector3.left * m_moveSpeed);
m_tr.localScale = new Vector3(-1.5f, 1.5f, 0f);
}
else {}
}
public float getDamage(float currentHp, float damage) {
float updatedHp = currentHp - damage;
return updatedHp;
}
public void attack() {
}
public void useSkill()
{
}
public void setUserIndex(int user_index)
{
this.USER_INDEX = user_index;
}
public int getUserIndex()
{
return USER_INDEX;
}
public void setTeamIndex(int team_index)
{
this.TEAM_INDEX = team_index;
}
public int getTeamIndex()
{
return TEAM_INDEX;
}
}

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