TARGET TODO
This commit is contained in:
15
.idea/.idea.Memory-Defense/.idea/.gitignore
generated
vendored
Normal file
15
.idea/.idea.Memory-Defense/.idea/.gitignore
generated
vendored
Normal file
@@ -0,0 +1,15 @@
|
||||
# 디폴트 무시된 파일
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Rider에서 무시된 파일
|
||||
/contentModel.xml
|
||||
/modules.xml
|
||||
/projectSettingsUpdater.xml
|
||||
/.idea.Memory-Defense.iml
|
||||
# 에디터 기반 HTTP 클라이언트 요청
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/httpRequests/
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||||
# 쿼리 파일을 포함한 무시된 디폴트 폴더
|
||||
/queries/
|
||||
# Datasource local storage ignored files
|
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/dataSources/
|
||||
/dataSources.local.xml
|
||||
4
.idea/.idea.Memory-Defense/.idea/encodings.xml
generated
Normal file
4
.idea/.idea.Memory-Defense/.idea/encodings.xml
generated
Normal file
@@ -0,0 +1,4 @@
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8
.idea/.idea.Memory-Defense/.idea/indexLayout.xml
generated
Normal file
8
.idea/.idea.Memory-Defense/.idea/indexLayout.xml
generated
Normal file
@@ -0,0 +1,8 @@
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<?xml version="1.0" encoding="UTF-8"?>
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6
.idea/.idea.Memory-Defense/.idea/vcs.xml
generated
Normal file
6
.idea/.idea.Memory-Defense/.idea/vcs.xml
generated
Normal file
@@ -0,0 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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23
Assets/Scripts/BulletMovement.cs
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23
Assets/Scripts/BulletMovement.cs
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@@ -0,0 +1,23 @@
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using System;
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public class BulletMovement : MonoBehaviour
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{
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"dependencies": {
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@@ -145,16 +144,16 @@
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"url": "https://packages.unity.com"
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},
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"com.unity.ide.visualstudio": {
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"com.unity.test-framework": "1.1.33"
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},
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"url": "https://packages.unity.com"
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},
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"com.unity.inputsystem": {
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"version": "1.19.0",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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@@ -185,7 +184,7 @@
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"url": "https://packages.unity.com"
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},
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"com.unity.render-pipelines.core": {
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"version": "17.4.0",
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"depth": 1,
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"source": "builtin",
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"dependencies": {
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@@ -193,27 +192,26 @@
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"com.unity.mathematics": "1.3.2",
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"com.unity.ugui": "2.0.0",
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"com.unity.modules.terrain": "1.0.0",
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"com.unity.modules.jsonserialize": "1.0.0"
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}
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},
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"com.unity.render-pipelines.universal": {
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"com.unity.render-pipelines.universal-config": "17.0.3"
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}
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"depth": 1,
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"source": "builtin",
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"dependencies": {
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"com.unity.render-pipelines.core": "17.4.0"
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}
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},
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"com.unity.searcher": {
|
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@@ -224,11 +222,11 @@
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"url": "https://packages.unity.com"
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},
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"com.unity.shadergraph": {
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"version": "17.3.0",
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"version": "17.4.0",
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"depth": 1,
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"dependencies": {
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"com.unity.searcher": "4.9.3"
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}
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},
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@@ -253,7 +251,7 @@
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"url": "https://packages.unity.com"
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},
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"dependencies": {
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@@ -274,7 +272,7 @@
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@@ -3,12 +3,12 @@
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121
ProjectSettings/SceneTemplateSettings.json
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121
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28
TARGET.md
Normal file
28
TARGET.md
Normal file
@@ -0,0 +1,28 @@
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### 🎮 Project #1: "Memory Defense" (메모리 디펜스)
|
||||
|
||||
**1. 사용 엔진:** **Unity** (2D/3D 무관, 빠른 구현을 위해 2D 추천)
|
||||
|
||||
**2. 게임 기획 (테마 및 룰):**
|
||||
매우 단순한 형태의 '원 스크린(One-Screen) 슈팅/디펜스' 게임입니다.
|
||||
* **플레이어:** 화면 중앙에 고정되어 있습니다. (마우스 방향을 바라보게 하면 좋습니다)
|
||||
* **적:** 화면 밖 사방에서 플레이어를 향해 끊임없이(그리고 점점 많이) 몰려옵니다.
|
||||
* **공격:** 마우스를 클릭하면 총알이 날아가 적을 파괴합니다.
|
||||
* **목표:** 적에게 닿기 전까지 최대한 오래 버티며 점수를 올립니다.
|
||||
|
||||
**3. 🛠️ 기술 미션: "Instantiate / Destroy 사용 금지!"**
|
||||
이번 프로젝트의 핵심입니다. 유니티에서 게임이 플레이되는 도중에는 **절대** `Instantiate`(생성)와 `Destroy`(파괴) 함수를 호출해서는 안 됩니다.
|
||||
|
||||
* **해결 방법:** **오브젝트 풀링(Object Pooling)** 패턴을 직접 구현하세요.
|
||||
* **세부 제약:**
|
||||
1. 게임이 시작될 때(Start 또는 Awake), 미리 총알 50개, 적 100개 등을 생성해두고 비활성화(`SetActive(false)`) 해둡니다.
|
||||
2. 총알을 쏘거나 적이 스폰될 때, 새로 생성하는 것이 아니라 **풀(Pool)에서 꺼내와서 활성화**시킵니다.
|
||||
3. 적이 죽거나 총알이 화면 밖으로 나가면, 파괴하는 것이 아니라 **다시 비활성화하여 풀에 반환**합니다.
|
||||
|
||||
**💡 연우 님을 위한 기술적 TMI (왜 이걸 하나요?)**
|
||||
Java와 C# 같은 가비지 컬렉터(GC) 기반 언어에서는, 런타임 중 잦은 메모리 할당(동적 생성)과 해제가 발생하면 메모리 파편화가 일어나고, 어느 순간 GC가 작동하며 게임에 렉(Spike)이 발생합니다. 최적화와 엔진의 동작 원리에 관심이 많은 연우 님이라면, 이 메모리 관리의 기초를 뼈저리게(?) 느껴보는 것이 아주 중요합니다.
|
||||
|
||||
---
|
||||
|
||||
**마인드셋 팁:**
|
||||
* 그래픽은 동그라미, 네모 같은 유니티 기본 도형(Sprite)만 써도 전혀 상관없습니다. 기획과 아트는 타협하세요!
|
||||
* 핵심은 **"오브젝트 풀링 구조를 내가 얼마나 깔끔하게 코드로 짰는가?"** 입니다. (예: Queue를 썼는가, List를 썼는가? Generic 타입으로 만들어서 적과 총알 모두 호환되게 만들었는가?)
|
||||
Reference in New Issue
Block a user