using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(Board))]
public class BoardEditor : Editor
{
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        Board board = target as Board;

        if(GUILayout.Button("배열 요소 출력"))
        {
            board.PrintBoard();
        }

        GUILayout.Space(5);

        if(GUILayout.Button("각 열에 빈공간 찾기"))
        {
            board.FindEmptySpaceFromColumn();
        }

        GUILayout.Space(6);
        if (GUILayout.Button("새로운 블록들 생성하기"))
        {
            board.CreateNewBlocks();
        }
    }

}

 

 

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Random = UnityEngine.Random;

public class Board : MonoBehaviour
{
    public static Board instance;// 싱글톤
    private Block[,] board; //2차원 배열이 Block들을 관리
    public GameObject blockPrefab;
    private int[] arrEmptySpaceCol;

    private void Awake()
    {
        instance = this;
    }

    public void CreateBoard()
    {
        //크기가 9인 BlockType의 1차원 배열 만들기
        board = new Block[5, 9]; // 2차원 배열로 변경
        //5행 9열의 Block타입의 2차원 배열 만들기
        for (int i = 0; i < board.GetLength(0); i++)
        {
            for (int j = 0; j < board.GetLength(1); j++)
            {
                CreateBlock(i, j);
            }
        }
        PrintBoard();
    }

    public void CreateBlock(int row, int col)
    {
        Vector2 pos = new Vector2(col, row);
        Block.BlockType blockType = (Block.BlockType)Random.Range(0, 5);
        GameObject blockGo = Instantiate(blockPrefab);
        Block block = blockGo.GetComponent<Block>();
        block.Init(blockType);
        block.SetPosition(pos);

        //배열의 요소에 블록 넣기
        board[row, col] = block;
    }

    public void RemoveBlock(int row, int col)
    {
        Block block = board[row, col];
        Destroy(block.gameObject); //게임 오브젝트 파괴

        //배열의 요소를 비워줌
        board[row, col] = null;
    }

    public void PrintBoard()
    {
        StringBuilder sb = new StringBuilder();
        for (int i = 0; i < board.GetLength(0); i++)    //행
        {
            for (int j = 0; j < board.GetLength(1); j++)    //열
            {
                Block block = board[i, j];
                string strElement = (block == null) ? "null" : block.blockType.ToString();
                // 각 엘리먼트를 고정된 너비로 출력
                sb.AppendFormat("[{0},{1}] = {2,-11}", i, j, strElement);
            }
            sb.AppendLine();
        }
        Debug.Log(sb.ToString());
    }

    public void FindEmptySpaceFromColumn()
    {
        arrEmptySpaceCol = new int[board.GetLength(1)]; //배열 초기화

        for (int i = 0; i < board.GetLength(1); i++) //열
        {
            int emptySpace = 0;
            for (int j = 0; j < board.GetLength(0); j++) //행
            {
                Block block = board[j, i];
                if (block == null)
                {
                    emptySpace++;
                }
            }
            arrEmptySpaceCol[i] = emptySpace; // 배열의 인덱스(열)에 emptySpace(카운트)값 할당 => 각 열마다 빈공간의 개수
            Debug.Log($"{i}열의 빈공간은 {emptySpace}개 입니다.");
        }

    }

    public void CreateNewBlocks()
    {
        if (arrEmptySpaceCol == null || arrEmptySpaceCol.All(x => x == 0))
        {
            Debug.Log("빈 공간이 없습니다.");
        }
        else
        {

        }
    }

}

 

 

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Random = UnityEngine.Random;

public class Board : MonoBehaviour
{
    public static Board instance;// 싱글톤
    private Block[,] board; //2차원 배열이 Block들을 관리
    public GameObject blockPrefab;
    private int[] arrEmptySpaceCol;

    private void Awake()
    {
        instance = this;
    }

    public void CreateBoard()
    {
        //크기가 9인 BlockType의 1차원 배열 만들기
        board = new Block[5, 9]; // 2차원 배열로 변경
        //5행 9열의 Block타입의 2차원 배열 만들기
        for (int i = 0; i < board.GetLength(0); i++)
        {
            for (int j = 0; j < board.GetLength(1); j++)
            {
                CreateBlock(i, j);
            }
        }
        PrintBoard();
    }

    public void CreateBlock(int row, int col)
    {
        Vector2 pos = new Vector2(col, row);
        Block.BlockType blockType = (Block.BlockType)Random.Range(0, 5);
        GameObject blockGo = Instantiate(blockPrefab);
        Block block = blockGo.GetComponent<Block>();
        block.Init(blockType);
        block.SetPosition(pos);

        //배열의 요소에 블록 넣기
        board[row, col] = block;
    }

    public void RemoveBlock(int row, int col)
    {
        Block block = board[row, col];
        Destroy(block.gameObject); //게임 오브젝트 파괴

        //배열의 요소를 비워줌
        board[row, col] = null;
    }

    public void PrintBoard()
    {
        StringBuilder sb = new StringBuilder();
        for (int i = 0; i < board.GetLength(0); i++)    //행
        {
            for (int j = 0; j < board.GetLength(1); j++)    //열
            {
                Block block = board[i, j];
                string strElement = (block == null) ? "null" : block.blockType.ToString();
                // 각 엘리먼트를 고정된 너비로 출력
                sb.AppendFormat("[{0},{1}] = {2,-11}", i, j, strElement);
            }
            sb.AppendLine();
        }
        Debug.Log(sb.ToString());
    }

    public void FindEmptySpaceFromColumn()
    {
        arrEmptySpaceCol = new int[board.GetLength(1)]; //배열 초기화

        for (int i = 0; i < board.GetLength(1); i++) //열
        {
            int emptySpace = 0;
            for (int j = 0; j < board.GetLength(0); j++) //행
            {
                Block block = board[j, i];
                if (block == null)
                {
                    emptySpace++;
                }
            }
            arrEmptySpaceCol[i] = emptySpace; // 배열의 인덱스(열)에 emptySpace(카운트)값 할당 => 각 열마다 빈공간의 개수
            Debug.Log($"{i}열의 빈공간은 {emptySpace}개 입니다.");
        }

    }

    public void CreateNewBlocks()
    {
        if (arrEmptySpaceCol == null || arrEmptySpaceCol.All(x => x == 0))
        {
            Debug.Log("빈 공간이 없습니다.");
        }
        else
        {
            for(int i = 0; i < arrEmptySpaceCol.Length; i++)
            {
                int cnt = arrEmptySpaceCol[i];
                Debug.Log($"{i}열에 {cnt}만큼 블록 생성 필요");
            }
        }
    }

}

 

 

 

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Random = UnityEngine.Random;

public class Board : MonoBehaviour
{
    public static Board instance;// 싱글톤
    private Block[,] board; //2차원 배열이 Block들을 관리
    public GameObject blockPrefab;
    private int[] arrEmptySpaceCol;

    public int totalHeight = 10;
    public int height = 5;
    public int width = 9;
    private void Awake()
    {
        instance = this;
    }

    public void CreateBoard()
    {
        //크기가 9인 BlockType의 2차원 배열 만들기
        board = new Block[totalHeight, width]; // 2차원 배열로 변경
        //5행 9열의 Block타입의 2차원 배열 만들기
        for (int i = 0; i < height; i++) //board.GetLength(0)
        {
            for (int j = 0; j < width; j++) //board.GetLength(1)
            {
                CreateBlock(i, j);
            }
        }
        PrintBoard();
    }

    public void CreateBlock(int row, int col)
    {
        Vector2 pos = new Vector2(col, row);
        Block.BlockType blockType = (Block.BlockType)Random.Range(0, 5);
        GameObject blockGo = Instantiate(blockPrefab);
        Block block = blockGo.GetComponent<Block>();
        block.Init(blockType);
        block.SetPosition(pos);

        //배열의 요소에 블록 넣기
        board[row, col] = block;
    }

    public void RemoveBlock(int row, int col)
    {
        Block block = board[row, col];
        Destroy(block.gameObject); //게임 오브젝트 파괴

        //배열의 요소를 비워줌
        board[row, col] = null;
    }

    public void PrintBoard()
    {
        StringBuilder sb = new StringBuilder();
        for (int i = 0; i < height; i++)    //행
        {
            for (int j = 0; j < width; j++)    //열
            {
                Block block = board[i, j];
                string strElement = (block == null) ? "null" : block.blockType.ToString();
                // 각 엘리먼트를 고정된 너비로 출력
                sb.AppendFormat("[{0},{1}] = {2,-11}", i, j, strElement);
            }
            sb.AppendLine();
        }
        Debug.Log(sb.ToString());
    }

    public void FindEmptySpaceFromColumn()
    {
        arrEmptySpaceCol = new int[width]; //배열 초기화

        for (int i = 0; i < width; i++) //열
        {
            int emptySpace = 0;
            for (int j = 0; j < height; j++) //행
            {
                Block block = board[j, i];
                if (block == null)
                {
                    emptySpace++;
                }
            }
            arrEmptySpaceCol[i] = emptySpace; // 배열의 인덱스(열)에 emptySpace(카운트)값 할당 => 각 열마다 빈공간의 개수
            Debug.Log($"{i}열의 빈공간은 {emptySpace}개 입니다.");
        }

    }

    public void CreateNewBlocks()
    {
        if (arrEmptySpaceCol == null || arrEmptySpaceCol.All(x => x == 0))
        {
            Debug.Log("빈 공간이 없습니다.");
        }
        else
        {
            for(int i = 0; i < arrEmptySpaceCol.Length; i++)
            {
                int cnt = arrEmptySpaceCol[i];
                Debug.Log($"{i}열에 {cnt}만큼 블록 생성 필요");
                CreateBlockFromColumn(i, cnt);
            }
        }
        arrEmptySpaceCol = null;
    }

    private void CreateBlockFromColumn(int col, int cnt)
    {
        int startRow = height; //행

        for (int i = 0; i < cnt; i++)
        {
            //[7, col] -> [8, col] -> [9, col]
            CreateBlock(startRow, col);
            startRow++;
        }
    }
}

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(Board))]
public class BoardEditor : Editor
{
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        Board board = target as Board;

        if(GUILayout.Button("배열 요소 출력"))
        {
            board.PrintBoard();
        }

        GUILayout.Space(5);

        if(GUILayout.Button("각 열에 빈공간 찾기"))
        {
            board.FindEmptySpaceFromColumn();
        }

        GUILayout.Space(5);
        if (GUILayout.Button("새로운 블록들 생성하기"))
        {
            board.CreateNewBlocks();
        }
    }

}

 

using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.U2D;
using Random = UnityEngine.Random;

public class Test : MonoBehaviour
{
    public Board board;
    private void Start()
    {
        board.CreateBoard();
    }
    private void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            Debug.DrawRay(ray.origin, ray.direction * 100f, Color.red, 1);
            RaycastHit2D raycastHit2D = Physics2D.Raycast(ray.origin, ray.direction);
            if (raycastHit2D.collider != null)
            {
                Block block = raycastHit2D.collider.GetComponent<Block>();
                Debug.Log($"[{block.row}, {block.col}] ({block.transform.position.x}, {block.transform.position.y}), {block.blockType}");
            }
        }
    }
}

 

using System.Collections;
using System.Collections.Generic;
using TMPro;
using Unity.Mathematics;
using UnityEngine;

public class Block : MonoBehaviour
{
    public enum BlockType
    {
        Blue, Gray, Green, Pink, Yellow
    }

    public BlockType blockType;
    public SpriteRenderer spriteRenderer;
    public TMP_Text debugText;
    public int row;
    public int col;
    public void Init(BlockType blockType)
    {
        this.blockType = blockType;
        //이미지 변경 
        ChangeSprite(blockType);
    }

    public void ChangeSprite(BlockType blockType)
    {
        //블록의 이름을 넣어서 아틀라스에서 같은 이름인 sprite를 찾고 할당
        Sprite sp =
            AtlasManager.instance.blockAtlas.GetSprite(blockType.ToString());
        spriteRenderer.sprite = sp;
    }

    public void SetPosition(Vector2 pos)
    {
        transform.position = pos;
        var index = Position2Index(pos);
        row = index.row;
        col = index.col;
        debugText.text = $"[{index.row}, {index.col}]";
    }

    public static (int row, int col) Position2Index(Vector2 pos)
    {
        return ((int)pos.y, (int)pos.x);
    }

    public static (int x, int y) Index2Position(Vector2 index)
    {
        return ((int)index.x, (int)index.y);
    }
}

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;

public class AtlasManager : MonoBehaviour
{
    public static AtlasManager instance;
    public SpriteAtlas blockAtlas;
    //싱글톤
    private void Awake()
    {
        //AtlasManager 클래스의 인스턴스를 instance에 할당
        instance = this;
    }
}

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