├── Assets
├── Textures
│ ├── Circle.png
│ ├── Square.png
│ ├── bullet.png
│ ├── bullet.png.meta
│ ├── Square.png.meta
│ └── Circle.png.meta
├── Prefabs.meta
├── Prefabs
│ ├── CicleBullet.prefab.meta
│ ├── TriangleBullet.prefab.meta
│ ├── TriangleBullet.prefab
│ └── CicleBullet.prefab
├── Scenes.meta
├── Scenes
│ ├── SampleScene.unity.meta
│ ├── SampleSceneSettings.lighting.meta
│ ├── SampleSceneSettings.lighting
│ └── SampleScene.unity
├── Scripts.meta
├── Scripts
│ ├── Shot.meta
│ ├── other.meta
│ ├── Shot
│ │ ├── CircleShot.cs.meta
│ │ ├── HeartShot.cs.meta
│ │ ├── ShapeShot.cs.meta
│ │ ├── SpinShot.cs.meta
│ │ ├── TargetGotoShot.cs.meta
│ │ ├── CircleShotGotoShot.cs.meta
│ │ ├── CircleShot.cs
│ │ ├── TargetGotoShot.cs
│ │ ├── SpinShot.cs
│ │ ├── CircleShotGotoShot.cs
│ │ ├── HeartShot.cs
│ │ └── ShapeShot.cs
│ └── other
│ │ ├── Bullet.cs.meta
│ │ ├── Player.cs.meta
│ │ ├── LookAtPlayer.cs.meta
│ │ ├── Bullet.cs
│ │ ├── Player.cs
│ │ └── LookAtPlayer.cs
└── Textures.meta
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── NetworkManager.asset
├── XRSettings.asset
├── VersionControlSettings.asset
├── TimeManager.asset
├── EditorBuildSettings.asset
├── VFXManager.asset
├── PresetManager.asset
├── AudioManager.asset
├── TagManager.asset
├── EditorSettings.asset
├── UnityConnectSettings.asset
├── DynamicsManager.asset
├── PackageManagerSettings.asset
├── NavMeshAreas.asset
├── GraphicsSettings.asset
├── Physics2DSettings.asset
├── QualitySettings.asset
├── InputManager.asset
└── ProjectSettings.asset
├── .idea
└── .idea.UnityShotPatterns
│ └── .idea
│ ├── encodings.xml
│ ├── vcs.xml
│ ├── indexLayout.xml
│ └── .gitignore
├── .gitignore
└── Packages
├── manifest.json
└── packages-lock.json
/Assets/Textures/Circle.png:
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https://raw.githubusercontent.com/NK-Studio/UnityShotPatterns/HEAD/Assets/Textures/Circle.png
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/Assets/Textures/Square.png:
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https://raw.githubusercontent.com/NK-Studio/UnityShotPatterns/HEAD/Assets/Textures/Square.png
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/Assets/Textures/bullet.png:
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https://raw.githubusercontent.com/NK-Studio/UnityShotPatterns/HEAD/Assets/Textures/bullet.png
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/.idea/.idea.UnityShotPatterns/.idea/.gitignore:
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1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
4 | # Rider ignored files
5 | /modules.xml
6 | /contentModel.xml
7 | /projectSettingsUpdater.xml
8 | /.idea.UnityShotPatterns.iml
9 | # Editor-based HTTP Client requests
10 | /httpRequests/
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/Assets/Scripts/other/Bullet.cs:
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1 | using UnityEngine;
2 |
3 | namespace other
4 | {
5 | public class Bullet : MonoBehaviour {
6 |
7 | public float Speed = 10f;
8 |
9 | private void Start()
10 | {
11 | //생성으로부터 2초 후 삭제
12 | Destroy(gameObject, 2f);
13 | }
14 |
15 | private void Update()
16 | {
17 | //두번째 파라미터에 Space.World를 해줌으로써 Rotation에 의한 방향 오류를 수정함
18 | transform.Translate(Vector2.right * (Speed * Time.deltaTime), Space.Self);
19 | }
20 | }
21 | }
22 |
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/Assets/Scripts/other/Player.cs:
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1 | using UnityEngine;
2 |
3 | namespace other
4 | {
5 | public class Player : MonoBehaviour
6 | {
7 | //캐릭터 이동 시스템
8 | public float Speed = 5f;
9 |
10 | private void Update()
11 | {
12 | //좌우 이동
13 | transform.Translate(Vector2.right * (Input.GetAxisRaw("Horizontal") * Speed * Time.deltaTime), Space.Self);
14 | //상하 이동
15 | transform.Translate(Vector2.up * (Input.GetAxisRaw("Vertical") * Speed * Time.deltaTime), Space.Self);
16 | }
17 | }
18 | }
19 |
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10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
14 | -
15 | -
16 | -
17 | -
18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
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/Assets/Scripts/Shot/CircleShot.cs:
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1 | using UnityEngine;
2 |
3 | namespace Shot
4 | {
5 | public class CircleShot : MonoBehaviour {
6 |
7 | //발사될 총알 오브젝트
8 | public GameObject Bullet;
9 |
10 | private void Update()
11 | {
12 | if (Input.GetKeyDown(KeyCode.Space))
13 | Shot();
14 | }
15 |
16 | private void Shot()
17 | {
18 | //360번 반복
19 | for (int i = 0; i < 360; i += 13)
20 | {
21 | //총알 생성
22 | GameObject temp = Instantiate(Bullet);
23 |
24 | //2초마다 삭제
25 | Destroy(temp, 2f);
26 |
27 | //총알 생성 위치를 (0,0) 좌표로 한다.
28 | temp.transform.position = Vector2.zero;
29 |
30 | //Z에 값이 변해야 회전이 이루어지므로, Z에 i를 대입한다.
31 | temp.transform.rotation = Quaternion.Euler(0, 0, i);
32 | }
33 | }
34 | }
35 | }
36 |
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/Assets/Scripts/Shot/TargetGotoShot.cs:
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1 | using UnityEngine;
2 |
3 | namespace Shot
4 | {
5 | public class TargetGotoShot : MonoBehaviour
6 | {
7 | [Header("BulletToTarget를 활성화 해주세요.")]
8 |
9 | //총알이 발사될 위치
10 | public Transform ShotPosition;
11 |
12 | //방향 -> Center가 Target을 바라보고 있으므로, Rotation은 방향으로 처리함
13 | public Transform Center;
14 |
15 | //총알 오브젝트
16 | public GameObject Bullet;
17 |
18 | private void Update()
19 | {
20 | //스페이스바를 누를시
21 | if (Input.GetKeyDown(KeyCode.Space))
22 | {
23 | //총알 생성
24 | GameObject temp = Instantiate(Bullet);
25 |
26 | //총알 생성 위치를 머즐 입구로 한다.
27 | temp.transform.position = ShotPosition.position;
28 |
29 | //총알의 방향을 Center의 방향으로 한다.
30 | //->참조된 Center오브젝트가 Target을 바라보고 있으므로, Rotation이 방향이 됨.
31 | temp.transform.rotation = Center.rotation;
32 | }
33 | }
34 | }
35 | }
36 |
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/Assets/Scripts/other/LookAtPlayer.cs:
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1 | using UnityEngine;
2 |
3 | namespace other
4 | {
5 | public class LookAtPlayer : MonoBehaviour
6 | {
7 | [Tooltip("바라볼 물체이다. - > 주로 플레이어를 참조하면 된다.")]
8 | public Transform Target;
9 |
10 | private void Update()
11 | {
12 | //벡터 뻴셈을 통해 방향을 구함
13 | Vector3 direction = Target.position - transform.position;
14 |
15 | //방향을 각도로 변환
16 | float angle = DirectionToAngle(direction);
17 |
18 | //해당 타겟 방향으로 회전한다.
19 | transform.rotation = Quaternion.Euler(0, 0, angle);
20 | }
21 |
22 | ///
23 | /// 방향을 각도로 변경합니다.
24 | ///
25 | ///
26 | ///
27 | private float DirectionToAngle(Vector3 direction)
28 | {
29 | //x,y의 값을 조합하여 Z방향 값으로 변형함. -> ~도 단위로 변형
30 | float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
31 | return angle;
32 | }
33 | }
34 | }
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26 | m_WorldBounds:
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28 | m_Extent: {x: 250, y: 250, z: 250}
29 | m_WorldSubdivisions: 8
30 |
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/Assets/Scripts/Shot/SpinShot.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Shot
4 | {
5 | public class SpinShot : MonoBehaviour
6 | {
7 | //회전되는 스피드이다.
8 | public float TurnSpeed;
9 |
10 | //발사될 총알 오브젝트이다.
11 | public GameObject Bullet;
12 |
13 | public float SpawnInterval = 0.5f;
14 | private float _spawnTimer;
15 |
16 | private void Update()
17 | {
18 | //기본 회전
19 | transform.Rotate(Vector3.forward * (TurnSpeed * 100 * Time.deltaTime));
20 |
21 | //생성 간격 처리
22 | _spawnTimer += Time.deltaTime;
23 | if (_spawnTimer < SpawnInterval) return;
24 |
25 | //초기화
26 | _spawnTimer = 0f;
27 |
28 | //총알 생성
29 | GameObject temp = Instantiate(Bullet);
30 |
31 | //2초후 자동 삭제
32 | Destroy(temp, 2f);
33 |
34 | //총알 생성 위치를 머즐 입구로 한다.
35 | temp.transform.position = transform.position;
36 |
37 | //총알의 방향을 오브젝트의 방향으로 한다.
38 | //->해당 오브젝트가 오브젝트가 360도 회전하고 있으므로, Rotation이 방향이 됨.
39 | temp.transform.rotation = transform.rotation;
40 | }
41 | }
42 | }
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/.gitignore:
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1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 |
13 | # Asset meta data should only be ignored when the corresponding asset is also ignored
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | Assets/Bakery*
20 | Assets/Editor/x64*
21 | Assets/Settings/BakeryProjectSettings.asset
22 |
23 | # Autogenerated Jetbrains Rider plugin
24 | [Aa]ssets/Plugins/Editor/JetBrains*
25 |
26 | # Visual Studio cache directory
27 | .vs/
28 |
29 | # Gradle cache directory
30 | .gradle/
31 |
32 | # Autogenerated VS/MD/Consulo solution and project files
33 | ExportedObj/
34 | .consulo/
35 | *.csproj
36 | *.unityproj
37 | *.sln
38 | *.suo
39 | *.tmp
40 | *.user
41 | *.userprefs
42 | *.pidb
43 | *.booproj
44 | *.svd
45 | *.pdb
46 | *.mdb
47 | *.opendb
48 | *.VC.db
49 |
50 | # Unity3D generated meta files
51 | *.pidb.meta
52 | *.pdb.meta
53 | *.mdb.meta
54 |
55 | # Unity3D generated file on crash reports
56 | sysinfo.txt
57 |
58 | # Builds
59 | *.apk
60 | *.unitypackage
61 |
62 | # Crashlytics generated file
63 | crashlytics-build.properties
64 |
65 | UserSettings
66 |
67 | Recordings/
68 |
69 | *.unitypackage.meta
70 |
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2 | "dependencies": {
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5 | "com.unity.ext.nunit": "1.0.6",
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8 | "com.unity.ide.vscode": "1.2.5",
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31 | "com.unity.modules.unityanalytics": "1.0.0",
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36 | "com.unity.modules.unitywebrequestwww": "1.0.0",
37 | "com.unity.modules.vehicles": "1.0.0",
38 | "com.unity.modules.video": "1.0.0",
39 | "com.unity.modules.vr": "1.0.0",
40 | "com.unity.modules.wind": "1.0.0",
41 | "com.unity.modules.xr": "1.0.0"
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43 | }
44 |
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/Assets/Scripts/Shot/CircleShotGotoShot.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace Shot
6 | {
7 | public class CircleShotGotoShot : MonoBehaviour
8 | {
9 | //총알을 생성후 Target에게 날아갈 변수
10 | public Transform Target;
11 |
12 | //발사될 총알 오브젝트
13 | public GameObject Bullet;
14 |
15 | private void Update()
16 | {
17 | if (Input.GetKeyDown(KeyCode.Space))
18 | Shot();
19 | }
20 |
21 | private void Shot()
22 | {
23 | //Target방향으로 발사될 오브젝트 수록
24 | List bullets = new List();
25 |
26 | for (int i = 0; i < 360; i += 13)
27 | {
28 | //총알 생성
29 | GameObject temp = Instantiate(Bullet);
30 |
31 | //2초후 삭제
32 | Destroy(temp, 2f);
33 |
34 | //총알 생성 위치를 (0,0) 좌표로 한다.
35 | temp.transform.position = Vector2.zero;
36 |
37 | //?초후에 Target에게 날아갈 오브젝트 수록
38 | bullets.Add(temp.transform);
39 |
40 | //Z에 값이 변해야 회전이 이루어지므로, Z에 i를 대입한다.
41 | temp.transform.rotation = Quaternion.Euler(0, 0, i);
42 | }
43 |
44 | //총알을 Target 방향으로 이동시킨다.
45 | StartCoroutine(BulletToTarget(bullets));
46 | }
47 |
48 | private IEnumerator BulletToTarget(IList objects)
49 | {
50 | //0.5초 후에 시작
51 | yield return new WaitForSeconds(0.5f);
52 |
53 | for (int i = 0; i < objects.Count; i++)
54 | {
55 | //현재 총알의 위치에서 플레이의 위치의 벡터값을 뻴셈하여 방향을 구함
56 | Vector3 targetDirection = Target.transform.position - objects[i].position;
57 |
58 | //x,y의 값을 조합하여 Z방향 값으로 변형함. -> ~도 단위로 변형
59 | float angle = Mathf.Atan2(targetDirection.y, targetDirection.x) * Mathf.Rad2Deg;
60 |
61 | //Target 방향으로 이동
62 | objects[i].rotation = Quaternion.Euler(0, 0, angle);
63 | }
64 |
65 | //데이터 해제
66 | objects.Clear();
67 | }
68 | }
69 | }
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/Assets/Scripts/Shot/HeartShot.cs:
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1 | using other;
2 | using UnityEngine;
3 |
4 | namespace Shot
5 | {
6 | public class HeartShot : MonoBehaviour {
7 |
8 | //발사될 총알
9 | public GameObject Bullet;
10 |
11 | //초기 중심 : 회전 되는 방향
12 | [Range(0, 360), Tooltip("퍼지기 전 회전을 줄 수 있음")]
13 | public float Rotation;
14 |
15 | private readonly float[] _speeds = new float[34];
16 | private readonly float[] _direction = new float[34];
17 |
18 | private void Awake()
19 | {
20 | //하트 모양으로 데이터 초기화
21 | HeartDataInit();
22 | }
23 |
24 | private void Update()
25 | {
26 | if (Input.GetKeyDown(KeyCode.Space))
27 | Shot();
28 | }
29 |
30 | private void Shot()
31 | {
32 | //34개의 게임오브젝트 생성
33 | for (int i = 0; i < 34; i += 1)
34 | {
35 | //오브젝트 생성
36 | GameObject temp = Instantiate(Bullet);
37 |
38 | //2초후 삭제
39 | Destroy(temp, 2f);
40 |
41 | //총알 생성 위치를 (0,0) 좌표로 한다.
42 | temp.transform.position = Vector2.zero;
43 |
44 | //정밀한 회전 처리로 모양을 만들어 낸다.
45 | temp.transform.rotation = Quaternion.Euler(0, 0, _direction[i] + Rotation);
46 |
47 | //정밀한 속도 처리로 모양을 만들어 낸다.
48 | temp.GetComponent().Speed = _speeds[i] / 50;
49 | }
50 | }
51 |
52 | private void HeartDataInit()
53 | {
54 | _speeds[0] = 111.00f;
55 | _direction[0] = 90.00f;
56 | _speeds[1] = 133.10f;
57 | _direction[1] = 98.70f;
58 | _speeds[2] = 152.04f;
59 | _direction[2] = 107.37f;
60 | _speeds[3] = 166.88f;
61 | _direction[3] = 116.18f;
62 | _speeds[4] = 176.00f;
63 | _direction[4] = 125.28f;
64 | _speeds[5] = 181.88f;
65 | _direction[5] = 134.29f;
66 | _speeds[6] = 181.50f;
67 | _direction[6] = 143.31f;
68 | _speeds[7] = 175.54f;
69 | _direction[7] = 152.33f;
70 | _speeds[8] = 165.63f;
71 | _direction[8] = 161.38f;
72 | _speeds[9] = 151.50f;
73 | _direction[9] = 170.43f;
74 | _speeds[10] = 136.35f;
75 | _direction[10] = 180.18f;
76 | _speeds[11] = 120.40f;
77 | _direction[11] = 190.90f;
78 | _speeds[12] = 106.45f;
79 | _direction[12] = 203.68f;
80 | _speeds[13] = 98.56f;
81 | _direction[13] = 219.22f;
82 | _speeds[14] = 99.10f;
83 | _direction[14] = 235.97f;
84 | _speeds[15] = 107.97f;
85 | _direction[15] = 251.19f;
86 | _speeds[16] = 124.58f;
87 | _direction[16] = 262.83f;
88 | _speeds[17] = 133.10f;
89 | _direction[17] = 81.30f;
90 | _speeds[18] = 152.04f;
91 | _direction[18] = 72.63f;
92 | _speeds[19] = 166.88f;
93 | _direction[19] = 63.82f;
94 | _speeds[20] = 176.00f;
95 | _direction[20] = 54.72f;
96 | _speeds[21] = 181.88f;
97 | _direction[21] = 45.71f;
98 | _speeds[22] = 181.50f;
99 | _direction[22] = 36.69f;
100 | _speeds[23] = 175.54f;
101 | _direction[23] = 27.67f;
102 | _speeds[24] = 165.63f;
103 | _direction[24] = 18.62f;
104 | _speeds[25] = 151.50f;
105 | _direction[25] = 9.57f;
106 | _speeds[26] = 136.35f;
107 | _direction[26] = 359.82f;
108 | _speeds[27] = 120.40f;
109 | _direction[27] = 349.10f;
110 | _speeds[28] = 106.45f;
111 | _direction[28] = 336.32f;
112 | _speeds[29] = 98.56f;
113 | _direction[29] = 320.78f;
114 | _speeds[30] = 99.10f;
115 | _direction[30] = 304.03f;
116 | _speeds[31] = 107.97f;
117 | _direction[31] = 288.81f;
118 | _speeds[32] = 124.58f;
119 | _direction[32] = 277.17f;
120 | _speeds[33] = 147.85f;
121 | _direction[33] = 270.05f;
122 | }
123 |
124 | }
125 | }
126 |
127 |
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/Assets/Scripts/Shot/ShapeShot.cs:
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1 | using System.Collections.Generic;
2 | using other;
3 | using UnityEngine;
4 |
5 | namespace Shot
6 | {
7 | public class ShapeShot : MonoBehaviour
8 | {
9 | //초기 중심 : 회전 되는 방향
10 | [Range(0, 360), Tooltip("퍼지기 전 회전을 줄 수 있음")]
11 | public float Rotation;
12 |
13 | [Range(3, 7), Tooltip("퍼지는 모양이 몇각형으로 퍼질지 정하는 것")] //->삼~칠각형이 그나마 이쁨 그 이상으로 가면 원으로 보임..
14 | public int Vertex = 3;
15 |
16 | [Range(1, 5), Tooltip("이 값을 조정하여 둥근 느낌, 납작한 느낌으로 표현 됨")]
17 | public float Subdivision = 3;
18 |
19 | //스피드
20 | public float Speed = 3; //speed
21 |
22 | //기타 데이터들
23 | private int _m;
24 | private float _a;
25 | private float _phi;
26 | private readonly List _v = new List();
27 | private readonly List _xx = new List();
28 |
29 | public GameObject Bullet;
30 |
31 | private void Awake()
32 | {
33 | //모양 데이터를 초기화 한다.
34 | ShapeInit();
35 | }
36 |
37 | private void Update()
38 | {
39 | if (Input.GetKeyDown(KeyCode.Space))
40 | Shot();
41 | }
42 |
43 | [ContextMenu("모양 변경 초기화")]
44 | //해당 도형 패턴을 뽑기 위해선 init처리를 해야한다.
45 | private void ShapeInit()
46 | {
47 | //요소들이 들어 있을 수 있으니 초기화 하기전에 Clear한다.
48 | _v.Clear();
49 | _xx.Clear();
50 |
51 | //데이터 초기화
52 | _m = (int)Mathf.Floor(Subdivision / 2);
53 | _a = 2 * Mathf.Sin(Mathf.PI / Vertex);
54 | _phi = ((Mathf.PI / 2f) * (Vertex - 2f)) / Vertex;
55 | _v.Add(0);
56 | _xx.Add(0);
57 |
58 | for (int i = 1; i <= _m; i++)
59 | {
60 | //list.Insert(위치,요소) -> 해당 위치에 값을 집어넣습니다.
61 | _v.Add(Mathf.Sqrt(Subdivision * Subdivision - 2 * _a * Mathf.Cos(_phi) * i * Subdivision + _a * _a * i * i));
62 | }
63 |
64 | for (int i = 1; i <= _m; i++)
65 | {
66 | _xx.Add(Mathf.Rad2Deg * (Mathf.Asin(_a * Mathf.Sin(_phi) * i / _v[i])));
67 | }
68 | }
69 |
70 | private void Shot()
71 | {
72 | //rot값에 영향을 주지 않도록 별도로 dir값을 선언하였다.
73 | float direction = Rotation;
74 |
75 | //꼭짓점 수 만큼 실행
76 | for (int r = 0; r < Vertex; r++)
77 | {
78 | for (int i = 1; i <= _m; i++)
79 | {
80 | #region //1차 생성
81 |
82 | //총알 생성
83 | GameObject idx1 = Instantiate(Bullet);
84 |
85 | //2초후 삭제
86 | Destroy(idx1, 2f);
87 |
88 | //총알 생성 위치를 (0,0) 좌표로 한다.
89 | idx1.transform.position = Vector2.zero;
90 |
91 | //정밀한 회전 처리로 모양을 만들어 낸다.
92 | idx1.transform.rotation = Quaternion.Euler(0, 0, direction + _xx[i]);
93 |
94 | //정밀한 속도 처리로 모양을 만들어 낸다.
95 | idx1.GetComponent().Speed = _v[i] * Speed / Subdivision;
96 |
97 | #endregion
98 |
99 | #region //2차 생성
100 |
101 | //총알 생성
102 | GameObject idx2 = Instantiate(Bullet);
103 |
104 | //2초후 삭제
105 | Destroy(idx2, 2f);
106 |
107 | //총알 생성 위치를 (0,0) 좌표로 한다.
108 | idx2.transform.position = Vector2.zero;
109 |
110 | //정밀한 회전 처리로 모양을 만들어 낸다.
111 | idx2.transform.rotation = Quaternion.Euler(0, 0, direction - _xx[i]);
112 |
113 | //정밀한 속도 처리로 모양을 만들어 낸다.
114 | idx2.GetComponent().Speed = _v[i] * Speed / Subdivision;
115 |
116 | #endregion
117 |
118 | #region //3차 생성
119 |
120 | //총알 생성
121 | GameObject idx3 = Instantiate(Bullet);
122 |
123 | //2초후 삭제
124 | Destroy(idx3, 2f);
125 |
126 | //총알 생성 위치를 (0,0) 좌표로 한다.
127 | idx3.transform.position = Vector2.zero;
128 |
129 | //정밀한 회전 처리로 모양을 만들어 낸다.
130 | idx3.transform.rotation = Quaternion.Euler(0, 0, direction);
131 |
132 | //정밀한 속도 처리로 모양을 만들어 낸다.
133 | idx3.GetComponent().Speed = Speed;
134 |
135 | #endregion
136 |
137 | //모양을 완성한다.
138 | direction += 360 / Vertex;
139 | }
140 | }
141 | }
142 | }
143 | }
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