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script_random.cs
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script_random.cs
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using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.UI; // Button을 사용하기 위해 추가
public class ObjectSpawner : MonoBehaviour
{
void Start()
{
// Button에 클릭 이벤트 등록
Button button = GameObject.Find("Random").GetComponent<Button>();
button.onClick.AddListener(SpawnObjects);
}
public void SpawnObjects()
{
// Canvas 오브젝트를 찾아 비활성화 시킵니다.
GameObject canvas = GameObject.Find("Canvas");
if (canvas != null)
{
canvas.SetActive(false);
}
int floorTextureRand = Random.Range(1, 3);
int longiTextureRand = Random.Range(1, 3);
int plateTextureRand = Random.Range(1, 3);
Texture2D floorTexture = Resources.Load<Texture2D>($"Textures/floor{floorTextureRand}");
Texture2D realFloorTexture = Resources.Load<Texture2D>($"Textures/floor{floorTextureRand}");
Texture2D longiTexture = Resources.Load<Texture2D>($"Textures/longi{longiTextureRand}");
Texture2D sloteHoleTexture = Resources.Load<Texture2D>("Textures/myTexture");
Texture2D plateTexture = Resources.Load<Texture2D>($"Textures/plate{plateTextureRand}");
Shader floorShader = Shader.Find("Custom/FloorShader");
Shader longiShader = Shader.Find("Custom/FloorShader");
Shader sloteHoleShader = Shader.Find("Custom/StencilMask");
Shader plateShader = Shader.Find("Custom/FloorShader");
int randomIndex = Random.Range(1, 27);
float randomDis = Random.Range(500, 851) * 0.0005F;
string[] longiSuffixes = { "LF", "LA", "LT" };
string randomLongiSuffix = longiSuffixes[Random.Range(0, longiSuffixes.Length)];
string longiFileName = $"longi_{randomIndex}{randomLongiSuffix}";
string[] slotHoleSuffixesA = { "AH", "AA", "AG", "AJ" };
string[] slotHoleSuffixesT = { "TE", "TG" };
string[] selectedSlotHoleSuffixes = { };
if (randomLongiSuffix == "LF" || randomLongiSuffix == "LA")
{
selectedSlotHoleSuffixes = slotHoleSuffixesA;
}
else if (randomLongiSuffix == "LT")
{
selectedSlotHoleSuffixes = slotHoleSuffixesT;
}
string randomSlotHoleSuffix = selectedSlotHoleSuffixes[Random.Range(0, selectedSlotHoleSuffixes.Length)];
string slotHoleFileName = $"slot_hole_{randomIndex}{randomSlotHoleSuffix}";
string[] plateSuffixes = { "CP01" };
string randomPlateSuffix = plateSuffixes[Random.Range(0, plateSuffixes.Length)];
string plateFileName = $"plate_18_{randomPlateSuffix}";
GameObject longiModel = Resources.Load<GameObject>($"longi/{longiFileName}");
GameObject slotHoleModel = Resources.Load<GameObject>($"slot_hole/{slotHoleFileName}");
GameObject plateModel = Resources.Load<GameObject>($"plate/{plateFileName}");
GameObject floorModel = Resources.Load<GameObject>("floor/floor");
GameObject realFloorModel = Resources.Load<GameObject>("floor/real_floor");
makeRHole(randomIndex, randomSlotHoleSuffix, randomDis);
Vector3 spawnLongi1 = new Vector3(-1, 0, -randomDis);
Vector3 spawnLongi2 = new Vector3(1, 0, randomDis);
Vector3 spawnSlotHole1 = new Vector3(0, 0, -randomDis);
Vector3 spawnSlotHole2 = new Vector3(0, 0, randomDis);
Vector3 spawnPlate1 = new Vector3(0.01f, 0, -randomDis);
Vector3 spawnPlate2 = new Vector3(0.01f, 0, randomDis);
Vector3 spawnFloor = new Vector3(0, 0, 0);
Vector3 spawnRealFloor = new Vector3(0, 0, 0);
GameObject longiInstance1 = Instantiate(longiModel, spawnLongi1, Quaternion.identity);
GameObject longiInstance2 = Instantiate(longiModel, spawnLongi2, Quaternion.Euler(0, 180, 0));
Material longiMaterial = new Material(longiShader);
longiMaterial.mainTexture = longiTexture;
ApplyMaterial(longiInstance1, longiMaterial);
ApplyMaterial(longiInstance2, longiMaterial);
SetLayer(longiInstance1, 6);
SetLayer(longiInstance2, 6);
GameObject slotHoleInstance1 = Instantiate(slotHoleModel, spawnSlotHole1, Quaternion.identity);
GameObject slotHoleInstance2 = Instantiate(slotHoleModel, spawnSlotHole2, Quaternion.Euler(0, 180, 0));
Material slotHoleMaterial = new Material(sloteHoleShader);
slotHoleMaterial.mainTexture = sloteHoleTexture;
slotHoleMaterial.SetInt("_StencilID", 1);
ApplyMaterial(slotHoleInstance1, slotHoleMaterial);
ApplyMaterial(slotHoleInstance2, slotHoleMaterial);
SetLayer(slotHoleInstance1, 6);
SetLayer(slotHoleInstance2, 6);
GameObject floorInstance = Instantiate(floorModel, spawnFloor, Quaternion.identity);
GameObject realFloorInstance = Instantiate(realFloorModel, spawnRealFloor, Quaternion.identity);
Material floorMaterial = new Material(floorShader);
floorMaterial.mainTexture = floorTexture;
ApplyMaterial(floorInstance, floorMaterial);
ApplyMaterial(realFloorInstance, floorMaterial);
SetLayer(floorInstance, 0);
SetLayer(realFloorInstance, 6);
int plateChoice = Random.Range(0, 3);
if (plateChoice == 1)
{
GameObject plateInstance1 = Instantiate(plateModel, spawnPlate1, Quaternion.identity);
Material plateMaterial = new Material(plateShader);
plateMaterial.mainTexture = plateTexture;
ApplyMaterial(plateInstance1, plateMaterial);
SetLayer(plateInstance1, 0);
}
else if (plateChoice == 2)
{
GameObject plateInstance2 = Instantiate(plateModel, spawnPlate2, Quaternion.Euler(0, 180, 0));
Material plateMaterial = new Material(plateShader);
plateMaterial.mainTexture = plateTexture;
ApplyMaterial(plateInstance2, plateMaterial);
SetLayer(plateInstance2, 0);
}
}
void makeRHole(int index, string sloteHoleSuffix, float dis)
{
int r_rand = 0;
int radius = 0;
int height = getLongiHeight(index);
if (sloteHoleSuffix == "AA" || sloteHoleSuffix == "TG")
{
r_rand = Random.Range(0, 2);
radius = getRadius(height);
}
if (sloteHoleSuffix == "AJ")
{
r_rand = Random.Range(0, 3);
radius = getRadius1(height);
}
if (r_rand == 0 || radius == 0)
{
return;
}
Texture2D rHoleTexture = Resources.Load<Texture2D>("Textures/myTexture");
Shader rHoleShader = Shader.Find("Custom/StencilMask");
Vector3 spawnRHole1 = new Vector3(0, 0, dis);
Vector3 spawnRHole2 = new Vector3(0, 0, -dis);
GameObject rHoleModel = Resources.Load<GameObject>($"r_hole/r_{radius}");
GameObject rHoleInstance1 = null;
GameObject rHoleInstance2 = null;
if (r_rand == 1)
{
rHoleInstance1 = Instantiate(rHoleModel, spawnRHole1, Quaternion.identity);
rHoleInstance2 = Instantiate(rHoleModel, spawnRHole2, Quaternion.Euler(0, 180, 0));
}
else if (r_rand == 2)
{
rHoleInstance1 = Instantiate(rHoleModel, spawnRHole1, Quaternion.Euler(0, 180, 0));
}
Material rHoleMaterial = new Material(rHoleShader);
rHoleMaterial.mainTexture = rHoleTexture;
rHoleMaterial.SetInt("_StencilID", 1);
ApplyMaterial(rHoleInstance1, rHoleMaterial);
ApplyMaterial(rHoleInstance2, rHoleMaterial);
SetLayer(rHoleInstance1, 6);
SetLayer(rHoleInstance2, 6);
}
int getRadius(int height)
{
if (height <= 200)
return 0;
else if (height <= 300)
return 50;
else if (height < 450)
return 75;
else
return 100;
}
int getRadius1(int height)
{
if (height < 250)
return 0;
else if (height < 350)
return 50;
else if (height < 450)
return 75;
else
return 100;
}
int getLongiHeight(int index)
{
switch (index)
{
case 1: return 70;
case 2: return 75;
case 3: return 100;
case 4: return 100;
case 5: return 130;
case 6: return 150;
case 7: return 150;
case 8: return 200;
case 9: return 200;
case 10: return 200;
case 11: return 250;
case 12: return 250;
case 13: return 300;
case 14: return 300;
case 15: return 350;
case 16: return 400;
case 17: return 400;
case 18: return 450;
case 19: return 450;
case 20: return 100;
case 21: return 100;
case 22: return 125;
case 23: return 125;
case 24: return 125;
case 25: return 150;
case 26: return 150;
default: return 0;
}
}
void ApplyMaterial(GameObject obj, Material mat)
{
Renderer renderer = obj.GetComponent<Renderer>();
if (renderer != null)
{
renderer.material = mat;
}
else
{
foreach (Transform child in obj.transform)
{
ApplyMaterial(child.gameObject, mat);
}
}
}
void SetLayer(GameObject obj, int layer)
{
obj.layer = layer;
foreach (Transform child in obj.transform)
{
SetLayer(child.gameObject, layer);
}
}
}