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예시 1


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//델리게이트 전역 선언
public delegate void Next_Process();
 
 
 
public class Main: MonoBehaviour
{
 
    public LoadManager _LoadManager;
 
    public void ChangeScene()
    {
        _LoadManager.LoadScene("Battle", Callbakc_SceneLoadMidProcess, Callback_SceneLoadComplete);
    }
 
    void Callbakc_SceneLoadMidProcess()
    {
        debug.Log("Mid process");
    }
 
    void Callback_SceneLoadComplete()
    {
        debug.Log("complete process");
    }
 
}
 
 
 
 
 
 
 
 
 
public class LoadManager : MonoBehaviour 
{
 
    public void LoadScene(string sceneName,Next_Process midProcess, Next_Process completeProcess)
    {
        StartCoroutine(routine_LoadScene(sceneName, midProcess, completeProcess));
    }
 
    IEnumerator routine_LoadScene(string sceneName,Next_Process midProcess, Next_Process completeProcess)
    {
        asyncLoadScene = SceneManager.LoadSceneAsync(sceneName);
 
        asyncLoadScene.allowSceneActivation = false;
 
            while (true)
            {
                if (asyncLoadScene.isDone)
                {
                    Debug.Log("DONE");
                    
                    //완료시 콜백
                    if (completeProcess != null)
                        completeProcess();
                        break;
                }
    
                if (asyncLoadScene.progress == 0.9f)
                {
                    Debug.Log("mid");
                    //90퍼시 진행시 콜백
                    if(midProcess != null)
                        midProcess();
 
                }
 
            
 
                Debug.Log(asyncLoadScene.progress + " % ");
 
                yield return null;
            }
        
    }
 
}
cs












예시예시2

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//델리게이트 전역선언
public delegate void Next_Process(); // void형 델리게이트
public delegate void Next_AttackProcess(RaycastHit _hitInfo); //RaycastHit 형 델리게이트
 
public class AttackComponent : ComponentBase    
{
    private Next_AttackProcess SuccessAttack;
    private Next_Process FailAttack;
 
    //생성자
    public AttackComponent(UnitBase _uInfo, string _attackTagName, Next_AttackProcess _SuccessAttack = null, Next_Process _FailAttack = null)
    {
        uInfo = _uInfo;
        attackTagName = _attackTagName;
        SuccessAttack = _SuccessAttack;
        FailAttack = _FailAttack;
    }
 
 
    public override void Updating()
    {
 
 
        if (!uInfo.unitData.isDie)
        {
            //레이쏘기
            ShotRay(uInfo.Get_Transform().position + addUpStartShootPosition, uInfo.Get_Transform().forward,
                uInfo.unitData.AttDistance, attackTagName, SuccessAttack, FailAttack);
        }
    }
 
 
 
    Color hitColor = Color.white;
    void ShotRay(Vector3 start, Vector3 direction, float distance, string tagName, Next_AttackProcess successNxt, Next_Process failNxt)
    {
 
        Debug.DrawRay(start, direction * distance, hitColor);
        hitColor = Color.white;
 
        bool isFind = false;
        RaycastHit[] hits = Physics.RaycastAll(start, direction, distance);
        
        for (int i = 0; i < hits.Length; i++)
        {
            if (isFind) break;
            
            if (string.Equals(hits[i].collider.tag, tagName))
            {
                isFind = true;
 
                        //공격성공시 콜백
                        if (successNxt != null)
                            successNxt(hits[i]);
 
 
                hitColor = Color.red;
            }
        
        }
 
        if (!isFind)
        {
            //공격실패시 콜백
            if (failNxt != null)
                failNxt();
        }
    }
 
}
cs


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