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ReGame 이 안되는 이유가 뭘까요?.. 강사님처럼 끝을 누르면 시작되야 하는데 저는 안됩니다~
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답변 완료

(endTxt. cs)


using System.Collections;

using System.Collections.Generic;using UnityEngine;

using UnityEngine.SceneManagement;


public class endTxt : MonoBehaviour

{

  // Start is called before the first frame update

  void Start()

  {

     

  }


  // Update is called once per frame

  void Update()

  {

     

  }


  public void ReGame()

  {

    SceneManager.LoadScene("MainScens");

  }

}


(gameManager. cs)


using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.UI;

using System.Linq;


public class gameManager : MonoBehaviour

{

  public Text timeTxt;

  public GameObject endTxt;

  public GameObject card;

  float time;

  public static gameManager I;

   

  public GameObject firstCard;

  public GameObject secondCard;

  void Awake()

  {

    I = this;

  }


  // Start is called before the first frame update

  void Start()

  {

    int[] rtans = { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, };

    rtans = rtans.OrderBy(item => Random.Range(-1.0f, 1.0f)).ToArray();


    for (int i = 0; i < 16; i++)

    {

      GameObject newCard = Instantiate(card);

      //newCard를 cards로 옮겨줘!!!

      newCard.transform.parent = GameObject.Find("cards").transform;



      float x = (i / 4) * 1.4f - 2.1f;

      float y = (i % 4) * 1.4f - 3.0f;

      newCard.transform.position = new Vector3(x, y, 0);


      string rtanName = "rtan" + rtans[i].ToString();

      newCard.transform.Find("front").GetComponent<SpriteRenderer>().sprite = Resources.Load<Sprite>(rtanName);


    }


  }


  // Update is called once per frame

  void Update()

  {

    time += Time.deltaTime;

    timeTxt.text = time.ToString("N2");

  }


  public void isMatched()

  {

    string firstCardImage = firstCard.transform.Find("front").GetComponent<SpriteRenderer>().sprite.name;

    string secondCardImage = secondCard.transform.Find("front").GetComponent<SpriteRenderer>().sprite.name;


    if (firstCardImage == secondCardImage)

    {

      firstCard.GetComponent<card>().destroyCard();

      secondCard.GetComponent<card>().destroyCard();


      int cardsLeft = GameObject.Find("cards").transform.childCount;

      if (cardsLeft == 2)

      {

        Time.timeScale = 0f;

        endTxt.SetActive(true);

        //invoke("GameEnd", 1f);

      }

    }

    else

    {

      firstCard.GetComponent<card>().closeCard();

      secondCard.GetComponent<card>().closeCard();

    }


    firstCard = null;

    secondCard = null;

  }


  void GameEnd()

  {

    Time.timeScale = 0f;

    endTxt.SetActive(true);

  }

}


(card.cs)


using System.Collections;

using System.Collections.Generic;

using UnityEngine;


public class card : MonoBehaviour

{

  public Animator anim;

  // Start is called before the first frame update

  void Start()

  {

     

  }


  // Update is called once per frame

  void Update()

  {

     

  }


  public void openCard()

  {

    anim.SetBool("isOpen", true);

    transform.Find("front").gameObject.SetActive(true);

    transform.Find("back").gameObject.SetActive(false);


    if (gameManager.I.firstCard == null)

    {

      gameManager.I.firstCard = gameObject;

    }

    else

    {

      gameManager.I.secondCard = gameObject;

      gameManager.I.isMatched();

    }

  }


  public void destroyCard()

  {

    Invoke("destroyCardInvoke", 1.0f);

  }


  void destroyCardInvoke()

  {

    Destroy(gameObject);

  }


  public void closeCard()

  {

    Invoke("closeCardInvoke", 1.0f);

  }


  void closeCardInvoke()

  {

    anim.SetBool("isOpen", false);

    transform.Find("back").gameObject.SetActive(true);

    transform.Find("front").gameObject.SetActive(false);

  }

}

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