Commit 0128f743 authored by 18손재민's avatar 18손재민

Merge branch 'master' into model

parents 12b06485 7b1a3753
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......@@ -4,28 +4,106 @@ using UnityEngine;
public class CameraController : MonoBehaviour
{
Vector3 dragOrigin;
public float dragSpeed;
Vector3 previousPos;
float shootingFov = 60f;
float mapFov = 40f;
Vector3 centerPos = new Vector3(0, 0, 0);
bool isZooming = false;
/// <summary>
/// Move camera.
/// </summary>
void CameraMove()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
transform.position += new Vector3(verticalInput + horizontalInput, 0, verticalInput - horizontalInput);
}
void CameraRotate()
/// <summary>
/// Rotate camera with mouse right click.
/// </summary>
void CameraDrag()
{
if (Input.GetMouseButtonDown(1))
{
dragOrigin = Input.mousePosition;
return;
}
if (!Input.GetMouseButton(1)) return;
float deg = Mathf.Atan2(transform.position.z - centerPos.z, transform.position.x - centerPos.x);
float dis = Vector3.Distance(centerPos, transform.position - new Vector3(0, transform.position.y - centerPos.y, 0));
float dif = Camera.main.ScreenToViewportPoint(Input.mousePosition - dragOrigin).x * dragSpeed;
transform.position = new Vector3(Mathf.Cos(deg - dif) * dis + centerPos.x, transform.position.y, Mathf.Sin(deg - dif) * dis + centerPos.z);
transform.LookAt(centerPos);
dragOrigin = Input.mousePosition;
transform.eulerAngles = new Vector3(30, transform.eulerAngles.y, transform.eulerAngles.z);
}
/// <summary>
/// Zoom in at player.
/// </summary>
/// <param name="player">Player to be zoomed in.</param>
/// <returns></returns>
public IEnumerator ZoomInAtPlayer(Player player)
{
float startTime = Time.time;
Vector3 posDiff = (player.head.transform.position - transform.position) / 40;
Vector3 angleDiff = (new Vector3(0, transform.eulerAngles.y, 0) - transform.eulerAngles) / 40;
float fovDiff = (shootingFov - mapFov) / 40f;
previousPos = transform.position;
for (int i = 0; i < 40; i++)
{
yield return null;
transform.position += posDiff;
transform.eulerAngles += angleDiff;
Camera.main.fieldOfView += fovDiff;
}
transform.position = player.head.transform.position;
}
/// <summary>
/// Zoom out from player.
/// </summary>
/// <returns></returns>
public IEnumerator ZoomOutFromPlayer()
{
float startTime = Time.time;
Vector3 posDiff = (previousPos - transform.position) / 40;
Vector3 angleDiff = (new Vector3(30, transform.eulerAngles.y, transform.eulerAngles.z) - transform.eulerAngles) / 40;
float fovDiff = (mapFov - shootingFov) / 40f;
for (int i = 0; i < 40; i++)
{
yield return null;
transform.position += posDiff;
transform.eulerAngles += angleDiff;
Camera.main.fieldOfView += fovDiff;
}
transform.position = previousPos;
PlayerController.inst.isPlayerShooting = false;
}
// Start is called before the first frame update
void Start()
{
Camera.main.fieldOfView = mapFov;
transform.eulerAngles = new Vector3(30, transform.eulerAngles.y, transform.eulerAngles.z);
}
// Update is called once per frame
void Update()
{
CameraMove();
CameraRotate();
if (!PlayerController.inst.isPlayerShooting)
{
CameraMove();
CameraDrag();
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Pair<L, R>
{
public L l;
public R r;
public Pair(L _l, R _r)
{
this.l = _l;
this.r = _r;
}
public Pair<R, L> Swap()
{
return new Pair<R, L>(r, l);
}
}
fileFormatVersion: 2
guid: 6f1adc6ee7fc32943bb2c1a1dda4c4f9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -2,13 +2,23 @@
using System.Collections.Generic;
using UnityEngine;
public class Briefcase : MonoBehaviour, IPlayerInteractor
public class Briefcase : MonoBehaviour, IObject, IPlayerInteractor
{
[SerializeField]
private Floor floor = null;
public Vector2Int Position { get { return floor != null ? floor.mapPos : throw new UnassignedReferenceException("Floor of Interactor is not assigned"); } }
public void Init(Floor floor)
public GameObject GetObject()
{
return gameObject;
}
public Vector2Int GetPos()
{
return new Vector2Int((int)transform.position.x, (int)transform.position.z);
}
public void Init(Floor floor)
{
this.floor = floor;
PlayerController.inst.OnPlayerMove += Interact;
......@@ -23,4 +33,9 @@ public class Briefcase : MonoBehaviour, IPlayerInteractor
Destroy(gameObject);
}
}
ObjType IObject.GetType()
{
return ObjType.Briefcase;
}
}
......@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public class CameraTurret : MonoBehaviour, IBreakable, IPlayerInteractor
public class CameraTurret : MonoBehaviour, IObject, IBreakable, IPlayerInteractor
{
[SerializeField]
private Floor floor = null;
......@@ -27,4 +27,19 @@ public class CameraTurret : MonoBehaviour, IBreakable, IPlayerInteractor
//TODO : Restart Level
}
}
public GameObject GetObject()
{
return gameObject;
}
public Vector2Int GetPos()
{
return new Vector2Int((int)transform.position.x, (int)transform.position.z);
}
ObjType IObject.GetType()
{
return ObjType.Camera;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum ObjType
{
NULL,
Briefcase,
Camera,
Mannequin
}
public interface IObject
{
GameObject GetObject();
Vector2Int GetPos();
ObjType GetType();
}
fileFormatVersion: 2
guid: e7d883246c45c6f4f94bae2ca2d05d6f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public class Mannequin : MonoBehaviour, IBulletInteractor
public class Mannequin : MonoBehaviour, IObject, IBulletInteractor
{
[SerializeField]
private Mesh[] mannequinMesh = new Mesh[2];
......@@ -48,4 +48,19 @@ public class Mannequin : MonoBehaviour, IBulletInteractor
{
Color = isWhite ? Color.white : Color.black;
}
public GameObject GetObject()
{
return gameObject;
}
public Vector2Int GetPos()
{
return new Vector2Int((int)transform.position.x, (int)transform.position.z);
}
ObjType IObject.GetType()
{
return ObjType.Mannequin;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class Mirror : MonoBehaviour, IBulletInteractor, IBreakable
{
private Camera camera;
private RenderTexture rt;
public void Break()
{
Destroy(gameObject);
}
public void Interact(Bullet bullet)
{
if (bullet is FakeBullet)
{
//Break Mirror & Make reflected objects
}
}
private void Start()
{
camera = GetComponent<Camera>();
//TODO : Create RenderTexture and put it into Camera's targeTexture
}
private void Update()
{
//TODO :Calculate Camera's Position and Rotation
}
}
......@@ -5,6 +5,7 @@ using System.Linq;
public class GameManager : SingletonBehaviour<GameManager>
{
public Material mirrorMaterial;
/*
private List<IPlayerInteractor> playerInteractors;
......
......@@ -9,11 +9,6 @@ public class Floor : MonoBehaviour
/// </summary>
public Vector2Int mapPos;
public void SetmapPos(Vector2Int pos)
{
mapPos = pos;
}
// Start is called before the first frame update
void Start()
{
......
......@@ -7,77 +7,56 @@ public class Map : MonoBehaviour
{
public int testInputSizeX, testInputSizeY;
public int maxMapSize;
private Dictionary<Vector2Int, Floor> floorGrid;
private Dictionary<Vector2, Wall> wallGrid;
public Dictionary<Vector2Int, Floor> floorGrid;
public Dictionary<Vector2, Wall> wallGrid;
public Dictionary<Vector2Int, IObject> objectGrid;
public GameObject floors;
public GameObject walls;
public GameObject objects;
public List<Floor> startFloors;
/// <summary>
/// Get floor at position.
/// </summary>
/// <param name="x">X position of floor.</param>
/// <param name="y">Y position of floor.</param>
/// <param name="pos">Position of floor.</param>
/// <returns></returns>
public Floor GetFloorAtPos(int x, int y)
public Floor GetFloorAtPos(Vector2Int pos)
{
if ((x >= 0 ? (x > maxMapSize / 2) : (x < -maxMapSize / 2)) || (y >= 0 ? (y > maxMapSize / 2) : (y < -maxMapSize / 2)))
if ((pos.x >= 0 ? (pos.x > maxMapSize / 2) : (pos.x < -maxMapSize / 2)) || (pos.y >= 0 ? (pos.y > maxMapSize / 2) : (pos.y < -maxMapSize / 2)))
{
Debug.Log("Input size exceeds map's max size.");
return null;
}
Vector2Int floorPos = new Vector2Int(x, y);
return floorGrid.ContainsKey(floorPos) ? floorGrid[floorPos] : null;
}
/// <summary>
/// Get floor at position.
/// </summary>
/// <param name="pos">Position of floor.</param>
/// <returns></returns>
public Floor GetFloorAtPos(Vector2Int pos)
{
return GetFloorAtPos(pos.x, pos.y);
return floorGrid.ContainsKey(pos) ? floorGrid[pos] : null;
}
/// <summary>
/// Get floor at position.
/// </summary>
/// <param name="x">X position of floor.</param>
/// <param name="y">Y position of floor.</param>
/// <param name="pos">Position of wall.</param>
/// <returns></returns>
public Wall GetWallAtPos(Floor floor1, Floor floor2)
public Wall GetWallAtPos(Vector2 pos)
{
Vector2 wallPos = (Vector2)(floor1.mapPos + floor2.mapPos) / 2;
return wallGrid.ContainsKey(wallPos) ? wallGrid[wallPos] : null;
return wallGrid.ContainsKey(pos) ? wallGrid[pos] : null;
}
/// <summary>
/// Create floor at position.
/// </summary>
/// <param name="x">X position of floor.</param>
/// <param name="y">Y position of floor.</param>
public void CreateFloor(int x, int y)
/// <param name="pos">Position of floor.</param>
public void CreateFloor(Vector2Int pos)
{
if ((x >= 0 ? (x > maxMapSize / 2) : (x < -maxMapSize / 2)) || (y >= 0 ? (y > maxMapSize / 2) : (y < -maxMapSize / 2)))
if ((pos.x >= 0 ? (pos.x > maxMapSize / 2) : (pos.x < -maxMapSize / 2)) || (pos.y >= 0 ? (pos.y > maxMapSize / 2) : (pos.y < -maxMapSize / 2)))
{
Debug.Log("Input size exceeds map's max size.");
return;
}
Vector2Int floorPos = new Vector2Int(x, y);
if (!floorGrid.ContainsKey(floorPos))
if (!floorGrid.ContainsKey(pos))
{
floorGrid.Add(floorPos, Instantiate(MapManager.inst.floor, new Vector3(floorPos.x, 0, floorPos.y), Quaternion.identity, floors.transform).GetComponent<Floor>());
floorGrid[floorPos].SetmapPos(floorPos);
floorGrid.Add(pos, Instantiate(MapManager.inst.floor, new Vector3(pos.x, 0, pos.y), Quaternion.identity, floors.transform).GetComponent<Floor>());
floorGrid[pos].mapPos = pos;
StartCoroutine(MapManager.inst.Rebaker());
}
else
Debug.Log("Floor already exists at : (" + x + ", " + y + ")");
}
/// <summary>
/// Create floor at position.
/// </summary>
/// <param name="pos">Position of floor.</param>
public void CreateFloor(Vector2Int pos)
{
CreateFloor(pos.x, pos.y);
Debug.Log("Floor already exists at : (" + pos.x + ", " + pos.y + ")");
}
/// <summary>
/// Create floor in rectangular area between pos1 and pos2.
......@@ -92,117 +71,99 @@ public class Map : MonoBehaviour
int yMin = Mathf.Min(pos1.y, pos2.y);
for (int i = xMin; i <= xMax; i++)
for (int j = yMin; j <= yMax; j++)
CreateFloor(i, j);
CreateFloor(new Vector2Int(i, j));
}
/// <summary>
/// Remove floor at position.
/// </summary>
/// <param name="x">X position of floor.</param>
/// <param name="y">Y position of floor.</param>
public void RemoveFloor(int x, int y)
/// <param name="pos">Position of floor.</param>
public void RemoveFloor(Vector2Int pos)
{
if ((x >= 0 ? (x > maxMapSize / 2) : (x < -maxMapSize / 2)) || (y >= 0 ? (y > maxMapSize / 2) : (y < -maxMapSize / 2)))
if ((pos.x >= 0 ? (pos.x > maxMapSize / 2) : (pos.x < -maxMapSize / 2)) || (pos.y >= 0 ? (pos.y > maxMapSize / 2) : (pos.y < -maxMapSize / 2)))
{
Debug.Log("Input size exceeds map's max size.");
return;
}
Vector2Int floorPos = new Vector2Int(x, y);
if (floorGrid.ContainsKey(floorPos))
if (floorGrid.ContainsKey(pos))
{
Destroy(floorGrid[floorPos].gameObject);
floorGrid.Remove(floorPos);
Destroy(floorGrid[pos].gameObject);
floorGrid.Remove(pos);
StartCoroutine(MapManager.inst.Rebaker());
}
else
Debug.Log("Floor doesn't exists at : (" + x + ", " + y + ")");
}
/// <summary>
/// Remove floor at position.
/// </summary>
/// <param name="pos">Position of floor.</param>
public void RemoveFloor(Vector2Int pos)
{
RemoveFloor(pos.x, pos.y);
Debug.Log("Floor doesn't exists at : (" + pos.x + ", " + pos.y + ")");
}
/// <summary>
/// Create wall between two floors.
/// Create wall at position.
/// </summary>
/// <param name="floor1"></param>
/// <param name="floor2"></param>
public void CreateWall(Floor floor1, Floor floor2)
/// <param name="pos">Position of wall.</param>
/// <param name="wallType">Type of walls.</param>
public void CreateWall(Vector2 pos, WallType wallType)
{
if(floor1 == null || floor2 == null)
if (((int)pos.x >= 0 ? ((int)pos.x > maxMapSize / 2) : ((int)pos.x < -maxMapSize / 2)) || ((int)pos.y >= 0 ? ((int)pos.y > maxMapSize / 2) : ((int)pos.y < -maxMapSize / 2)))
{
Debug.Log("There is no floor near the wall.");
Debug.Log("Input size exceeds map's max size.");
return;
}
else if(floor1.mapPos == floor2.mapPos)
if (Mathf.Abs(pos.x * 10) % 5 != 0 || Mathf.Abs(pos.y * 10) % 5 != 0 || (Mathf.Abs(pos.x * 10) % 10 == 5 && Mathf.Abs(pos.y * 10) % 10 == 5) || (Mathf.Abs(pos.x * 10) % 10 != 5 && Mathf.Abs(pos.y * 10) % 10 != 5))
{
Debug.Log("Two floors are same.");
Debug.Log("Inappropriate position of wall.");
return;
}
Vector2 wallPos = (Vector2)(floor1.mapPos + floor2.mapPos) / 2;
if (!wallGrid.ContainsKey(wallPos))
if (!wallGrid.ContainsKey(pos))
{
if(Mathf.Abs(floor1.mapPos.x - floor2.mapPos.x) > 1 || Mathf.Abs(floor1.mapPos.y - floor2.mapPos.y) > 1 ||
(Mathf.Abs(floor1.mapPos.x - floor2.mapPos.x) == 1 && Mathf.Abs(floor1.mapPos.y - floor2.mapPos.y) == 1))
{
Debug.Log("Two floors are not adjacent floors.");
return;
}
wallGrid.Add(wallPos, Instantiate(MapManager.inst.wall, new Vector3(wallPos.x, 0, wallPos.y), Quaternion.identity, walls.transform).GetComponent<Wall>());
wallGrid[wallPos].SetmapPos(wallPos);
wallGrid[wallPos].transform.LookAt(floor1.transform);
if(wallType == WallType.Normal)
wallGrid.Add(pos, Instantiate(MapManager.inst.normalWall, new Vector3(pos.x, 0, pos.y), Quaternion.identity, walls.transform).GetComponent<Wall>());
else if (wallType == WallType.Mirror)
wallGrid.Add(pos, Instantiate(MapManager.inst.mirror, new Vector3(pos.x, 0, pos.y), Quaternion.identity, walls.transform).GetComponent<Wall>());
wallGrid[pos].mapPos = pos;
wallGrid[pos].type = wallType;
if (Mathf.Abs(pos.x * 10) % 10 == 5)
wallGrid[pos].transform.eulerAngles = new Vector3(0, 90, 0);
else if (Mathf.Abs(pos.y * 10) % 10 == 5)
wallGrid[pos].transform.eulerAngles = new Vector3(0, 0, 0);
StartCoroutine(MapManager.inst.Rebaker());
}
else
Debug.Log("Wall already exists between : " + floor1.mapPos + ", " + floor2.mapPos);
Debug.Log("Wall already exists at : " + pos);
}
/// <summary>
/// Create walls from two floors, toward dir's direction.
/// </summary>
/// <param name="floor1"></param>
/// <param name="floor2"></param>
/// <param name="dir">Direction you want to create walls.</param>
/// <param name="length">Amount of walls you want to create.</param>
public void CreateWall(Floor floor1, Floor floor2, Vector2 dir, int length)
/// <param name="pos">Start position of wall.</param>
/// <param name="dir">Direction of walls.</param>
/// <param name="length">Amount of walls.</param>
/// <param name="wallType">Type of walls.</param>
public void CreateWall(Vector2 pos, Vector2 dir, int length, WallType wallType)
{
Vector2Int floor1Pos = floor1.mapPos;
Vector2Int floor2Pos = floor2.mapPos;
Vector2 wallPos = pos;
for (int i = 0; i < length; i++)
{
if(GetFloorAtPos(floor1Pos) == null || GetFloorAtPos(floor2Pos) == null)
{
Debug.Log("Floor doesn't exists.\nMaybe length you input exceeded current floors' length.");
return;
}
CreateWall(GetFloorAtPos(floor1Pos), GetFloorAtPos(floor2Pos));
floor1Pos += new Vector2Int((int)dir.x, (int)dir.y);
floor2Pos += new Vector2Int((int)dir.x, (int)dir.y);
CreateWall(wallPos, wallType);
wallPos += new Vector2((int)dir.x, (int)dir.y);
}
}
/// <summary>
/// Remove wall between two floors.
/// Remove wall at position.
/// </summary>
/// <param name="floor1"></param>
/// <param name="floor2"></param>
public void RemoveWall(Floor floor1, Floor floor2)
/// <param name="pos">Position of wall.</param>
public void RemoveWall(Vector2 pos)
{
Vector2 wallPos = (Vector2)(floor1.mapPos + floor2.mapPos) / 2;
if (wallGrid.ContainsKey(wallPos))
if (wallGrid.ContainsKey(pos))
{
Destroy(wallGrid[wallPos].gameObject);
wallGrid.Remove(wallPos);
Destroy(wallGrid[pos].gameObject);
wallGrid.Remove(pos);
StartCoroutine(MapManager.inst.Rebaker());
}
else
Debug.Log("Wall doesn't exists between : " + floor1.mapPos + ", " + floor2.mapPos);
Debug.Log("Wall doesn't exists between : " + pos);
}
private void LoadObjects()
{
floorGrid = new Dictionary<Vector2Int, Floor>();
wallGrid = new Dictionary<Vector2, Wall>();
objectGrid = new Dictionary<Vector2Int, IObject>();
for (int i = 0; i < floors.transform.childCount; i++)
{
Floor floor = floors.transform.GetChild(i).GetComponent<Floor>();
......@@ -213,6 +174,11 @@ public class Map : MonoBehaviour
Wall wall = walls.transform.GetChild(i).GetComponent<Wall>();
wallGrid.Add(wall.mapPos, wall);
}
for (int i = 0; i < objects.transform.childCount; i++)
{
IObject iObject = objects.transform.GetChild(i).GetComponent<IObject>();
objectGrid.Add(iObject.GetPos(), iObject);
}
}
public void InitiateMap()
......@@ -230,7 +196,7 @@ public class Map : MonoBehaviour
// Start is called before the first frame update
void Start()
{
Debug.Log((-0.5 * 10) % 10);
}
// Update is called once per frame
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class Mirror : Wall, IBulletInteractor, IBreakable
{
public void Break()
{
Destroy(gameObject);
}
public void Interact(Bullet bullet)
{
if (bullet is FakeBullet)
{
// Make reflected objects
CopyObjects(PlayerController.inst.currentPlayer);
}
else if (bullet is TruthBullet)
{
// Break Mirror
}
}
/// <summary>
/// copy objects which reflected by this mirror
/// </summary>
/// <param name="_shooter">transform of shooter</param>
private void CopyObjects(Player _shooter)
{
Vector2Int stPos = _shooter.pos; // position of shooter's cell
List<Pair<float, float>> parRay = new List<Pair<float, float>>
{
new Pair<float, float>(0, 1)
};
// check before reflect (check walls and mirrors)
foreach (var wall in MapManager.inst.currentMap.wallGrid)
{
if (wall.Value.mapPos != mapPos)
{
Pair<float, float> pair = new Pair<float, float>(PointToParRay(stPos, wall.Value.ldPos, false), PointToParRay(stPos, wall.Value.rdPos, false));
if (pair.l > pair.r) pair = pair.Swap();
SubtractRay(parRay, pair);
}
}
// check after reflect, if obj or floor, copy else if wall or mirror, Subtract
int side, i;
if (dir) // horizontal, parallel with x
{
side = (ldPos.y - stPos.y > 0) ? -1 : 1;
i = ldPos.y;
}
else // vertical, parallel with y
{
side = (ldPos.x - stPos.x > 0) ? -1 : 1;
i = ldPos.x;
}
for (; i < MapManager.inst.currentMap.maxMapSize; i += side)
{
foreach (var floor in MapManager.inst.currentMap.floorGrid)
{
if ((dir ? floor.Key.y : floor.Key.x) == i)
{
if (IsInRay(parRay, PointToParRay(stPos, floor.Value.mapPos, true)))
{
/*copy floor*/
int nextx = dir ? floor.Key.x : 2 * ldPos.x - floor.Key.x;
int nexty = dir ? 2 * ldPos.y - floor.Key.y : floor.Key.y;
MapManager.inst.currentMap.CreateFloor(new Vector2Int(nextx, nexty));
}
}
}
foreach (var obj in MapManager.inst.currentMap.objectGrid)
{
if ((dir ? obj.Key.y : obj.Key.x) == i)
{
if (IsInRay(parRay, PointToParRay(stPos, obj.Value.GetPos(), true)))
{
/*copy object*/
}
}
}
foreach (var wall in MapManager.inst.currentMap.wallGrid)
{
if ((dir ? wall.Key.y : wall.Key.x) == i)
{
Pair<float, float> pair = new Pair<float, float>(PointToParRay(stPos, wall.Value.ldPos, true), PointToParRay(stPos, wall.Value.rdPos, true));
if (pair.l > pair.r) pair = pair.Swap();
/*copy wall*/
float nextx = dir ? wall.Key.x : 2 * ldPos.x - wall.Key.x;
float nexty = dir ? 2 * ldPos.y - wall.Key.y : wall.Key.y;
MapManager.inst.currentMap.CreateWall(new Vector2(nextx, nexty), wall.Value.type);
SubtractRay(parRay, pair);
}
}
}
}
/// <summary>
/// subtract _sub from _parRay
/// </summary>
/// <param name="_parRay">ray list to subtracted</param>
/// <param name="_sub">ray to subtract</param>
void SubtractRay(List<Pair<float, float>> _parRay, Pair<float, float> _sub)
{
foreach (Pair<float, float> pair in _parRay)
{
if (pair.r < _sub.l || pair.l > _sub.r) continue;
float[] arr = { pair.l, pair.r, _sub.l, _sub.r };
for (int i = 0; i < 4; i++) // sort arr
{
float smallest = arr[i];
int smallIdx = i;
for (int j = i + 1; j < 4; j++)
{
if (smallest > arr[j])
{
smallest = arr[j];
smallIdx = j;
}
}
float temp = arr[i];
arr[i] = smallest;
arr[smallIdx] = temp;
}
// subtract
if (arr[0] == _sub.l && arr[2] == _sub.r)
{
pair.l = _sub.r;
}
else if (arr[1] == _sub.l && arr[3] == _sub.r)
{
pair.r = _sub.l;
}
else if (arr[1] == _sub.l && arr[2] == _sub.r)
{
_parRay.Add(new Pair<float, float>(pair.r, _sub.r));
pair.r = _sub.l;
}
}
}
/// <summary>
/// check if _range is included in _parRay
/// </summary>
/// <param name="_parRay">ray list to be checked</param>
/// <param name="_range">range to check</param>
/// <returns>if _range is included in _parRay, return true</returns>
bool IsInRay(List<Pair<float, float>> _parRay, Pair<float, float> _range)
{
bool output = false;
foreach (Pair<float, float> pair in _parRay)
{
if (pair.r <= _range.l || pair.l >= _range.r) continue;
else
{
output = true;
break;
}
}
return output;
}
bool IsInRay(List<Pair<float, float>> _parRay, float _obj)
{
foreach (Pair<float, float> pair in _parRay)
{
if (pair.l <= _obj && pair.r >= _obj) return true;
}
return false;
}
/// <summary>
/// calculate where _chPos is from _stPos
/// </summary>
/// <param name="_stPos">position of shooter</param>
/// <param name="_chPos">position of object</param>
/// <param name="_isRefl">if we calculate after reflecting, true</param>
/// <returns>float value of _chPos is posed</returns>
float PointToParRay(Vector2 _stPos, Vector2 _chPos, bool _isRefl)
{
if (dir) // horizontal
{
float dist = _chPos.y - _stPos.y + (_isRefl ? (ldPos.y - _chPos.y) * 2 : 0);
float spreadLen = len * dist / (ldPos.y - _stPos.y);
float rayStPos = _stPos.x + (ldPos.x - _stPos.x) * dist / (ldPos.y - _stPos.y);
return (_chPos.x - rayStPos) / spreadLen;
}
else // vertical
{
float dist = _chPos.x - _stPos.x + (_isRefl ? (ldPos.x - _chPos.x) * 2 : 0);
float spreadLen = len * dist / (ldPos.x - _stPos.x);
float rayStPos = _stPos.y + (ldPos.y - _stPos.y) * dist / (ldPos.x - _stPos.x);
return (_chPos.y - rayStPos) / spreadLen;
}
}
}
......@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public class NormalWall : MonoBehaviour, IBulletInteractor
public class NormalWall : Wall, IBulletInteractor
{
public void Interact(Bullet bullet)
{
......@@ -12,7 +12,11 @@ public class NormalWall : MonoBehaviour, IBulletInteractor
}
else if (bullet is MirrorBullet)
{
gameObject.AddComponent<Mirror>();
Mirror mirror = gameObject.AddComponent<Mirror>();
GetComponent<Renderer>().material = GameManager.inst.mirrorMaterial;
mirror.mapPos = mapPos;
mirror.len = len;
mirror.type = WallType.Mirror;
Destroy(this);
}
}
......
......@@ -2,18 +2,34 @@
using System.Collections.Generic;
using UnityEngine;
public enum WallType
{
NULL,
Normal,
Mirror
}
public class Wall : MonoBehaviour
{
/// <summary>
/// Position of this floor at the map.
/// </summary>
public Vector2 mapPos;
public void SetmapPos(Vector2 pos)
public Vector2Int ldPos // left down pos
{
mapPos = pos;
get { return new Vector2Int((int)mapPos.x, (int)mapPos.y); }
}
public Vector2Int rdPos // right down pos
{
get { return ldPos + (dir ? new Vector2Int(len, 0) : new Vector2Int(0, len)); }
}
public bool dir // false: ver, true: hor
{
get { return (int)(transform.rotation.eulerAngles.y / 90) % 2 != 1; }
}
public int len = 1; // length of wall
public WallType type;
// Start is called before the first frame update
void Start()
{
......
......@@ -11,10 +11,9 @@ public class MapEditor : SingletonBehaviour<MapEditor>
public Map currentMap;
public Map[] stage;
public MapEditorTile tile;
public enum TileMode { None, Floor, Wall, StartFloor };
public enum TileMode { None, Floor, NormalWall, Mirror, StartFloor };
TileMode currentMode;
public Text modeSign;
public GameObject clickSign;
public GameObject startSign;
public Dictionary<Floor, GameObject> startSigns;
public GameObject mapSizeSetter;
......@@ -22,9 +21,7 @@ public class MapEditor : SingletonBehaviour<MapEditor>
public Material editWallMat;
public Material realWallMat;
Vector2Int[] wallInputFloors;
bool isWallClicked;
bool isEditorStarted;
bool isCreateMode;
......@@ -110,7 +107,6 @@ public class MapEditor : SingletonBehaviour<MapEditor>
private void Awake()
{
MapManager.inst.isMapEditingOn = true;
clickSign.SetActive(false);
isEditorStarted = false;
isCreateMode = true;
startSigns = new Dictionary<Floor, GameObject>();
......@@ -120,8 +116,6 @@ public class MapEditor : SingletonBehaviour<MapEditor>
void Start()
{
StartMap(stage[0]);
wallInputFloors = new Vector2Int[2];
isWallClicked = false;
SwitchMode(0);
}
......@@ -135,7 +129,12 @@ public class MapEditor : SingletonBehaviour<MapEditor>
if (Physics.Raycast(mouseRay, out hit))
{
Debug.Log(hit.transform.position);
Vector2Int clickedPos = new Vector2Int((int)hit.transform.position.x, (int)hit.transform.position.z);
Vector2Int clickedPos = Vector2Int.zero;
Vector2 wallPos = Vector2.zero;
if (hit.transform.tag == "wallSign")
wallPos = new Vector2(hit.transform.position.x, hit.transform.position.z);
else
clickedPos = new Vector2Int((int)hit.transform.position.x, (int)hit.transform.position.z);
if(currentMode == TileMode.Floor)
{
if (isCreateMode)
......@@ -143,30 +142,29 @@ public class MapEditor : SingletonBehaviour<MapEditor>
else
currentMap.RemoveFloor(clickedPos);
}
else if(currentMode == TileMode.Wall)
else if(currentMode == TileMode.NormalWall)
{
if (!isWallClicked)
if (isCreateMode)
{
clickSign.SetActive(true);
wallInputFloors[0] = clickedPos;
clickSign.transform.position = new Vector3(clickedPos.x, 1, clickedPos.y);
isWallClicked = true;
Debug.Log(wallPos);
currentMap.CreateWall(wallPos, WallType.Normal);
if(currentMap.GetWallAtPos(wallPos) != null)
currentMap.GetWallAtPos(wallPos).gameObject.GetComponent<MeshRenderer>().material = editWallMat;
}
else
currentMap.RemoveWall(wallPos);
}
else if (currentMode == TileMode.Mirror)
{
if (isCreateMode)
{
wallInputFloors[1] = clickedPos;
if (isCreateMode)
{
currentMap.CreateWall(currentMap.GetFloorAtPos(wallInputFloors[0]), currentMap.GetFloorAtPos(wallInputFloors[1]));
if(currentMap.GetWallAtPos(currentMap.GetFloorAtPos(wallInputFloors[0]), currentMap.GetFloorAtPos(wallInputFloors[1])) != null)
currentMap.GetWallAtPos(currentMap.GetFloorAtPos(wallInputFloors[0]), currentMap.GetFloorAtPos(wallInputFloors[1]))
.gameObject.GetComponent<MeshRenderer>().material = editWallMat;
}
else
currentMap.RemoveWall(currentMap.GetFloorAtPos(wallInputFloors[0]), currentMap.GetFloorAtPos(wallInputFloors[1]));
clickSign.SetActive(false);
isWallClicked = false;
Debug.Log(wallPos);
currentMap.CreateWall(wallPos, WallType.Mirror);
if (currentMap.GetWallAtPos(wallPos) != null)
currentMap.GetWallAtPos(wallPos).gameObject.GetComponent<MeshRenderer>().material = editWallMat;
}
else
currentMap.RemoveWall(wallPos);
}
else if(currentMode == TileMode.StartFloor)
{
......
......@@ -8,7 +8,8 @@ public class MapManager : SingletonBehaviour<MapManager>
{
public bool isMapEditingOn;
public Floor floor;
public Wall wall;
public NormalWall normalWall;
public Mirror mirror;
public List<GameObject> players;
public GameObject player;
public Map currentMap;
......
......@@ -8,7 +8,7 @@ public class MirrorReflect : MonoBehaviour
enum Direction { X, Z } // +X direction and +Z direction. Mirror on both side
[SerializeField]
private Direction direction;
private Direction direction = Direction.X;
public Transform mirror;
public Transform mainCam;
......
......@@ -5,7 +5,13 @@ using UnityEngine.AI;
public class Player : MonoBehaviour
{
public Vector2Int pos
{
get { return new Vector2Int((int)transform.position.x, (int)transform.position.y); }
}
Coroutine playerArrivalCheck;
public GameObject head;
public IEnumerator SetCurrentPlayer()
{
......@@ -19,6 +25,10 @@ public class Player : MonoBehaviour
GetComponent<NavMeshObstacle>().enabled = true;
PlayerController.inst.currentPlayer = null;
}
/// <summary>
/// Move player to the destination.
/// </summary>
/// <param name="destination">Destination of the player.</param>
public void MovePlayer(Vector3 destination)
{
NavMeshAgent agent = GetComponent<NavMeshAgent>();
......@@ -33,15 +43,37 @@ public class Player : MonoBehaviour
else
Debug.Log("Destination is not reachable.");
}
/// <summary>
/// Check if player is arrived at the destination.
/// </summary>
/// <param name="destination">Destination of the player.</param>
/// <returns></returns>
IEnumerator CheckIfPlayerArrived(Vector3 destination)
{
while (Mathf.Abs(transform.position.x - destination.x) > 0.001f || Mathf.Abs(transform.position.z - destination.z) > 0.001f)
while (Mathf.Abs(transform.position.x - destination.x) > 0.01f || Mathf.Abs(transform.position.z - destination.z) > 0.01f)
{
yield return null;
}
transform.position = new Vector3(destination.x, transform.position.y, destination.z);
PlayerController.inst.isPlayerMoving = false;
}
public IEnumerator CountPlayerClick(float startTime)
{
float time = Time.time;
float endTime = startTime + 2;
while(time <= endTime)
{
yield return null;
time = Time.time;
if (!Input.GetMouseButton(0))
break;
}
if (time > endTime)
{
PlayerController.inst.isPlayerShooting = true;
StartCoroutine(Camera.main.GetComponent<CameraController>().ZoomInAtPlayer(this));
}
}
// Start is called before the first frame update
void Start()
{
......
......@@ -8,6 +8,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
{
public Player currentPlayer;
public bool isPlayerMoving;
public bool isPlayerShooting;
private Vector2Int prePos;
public Vector2Int MapPos
{
......@@ -38,7 +39,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
prePos = MapPos;
}
if (Input.GetMouseButtonDown(0) && !isPlayerMoving)
if (Input.GetMouseButtonDown(0) && !isPlayerMoving && !isPlayerShooting)
{
Ray mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
......@@ -48,7 +49,8 @@ public class PlayerController : SingletonBehaviour<PlayerController>
currentPlayer.ResetCurrentPlayer();
currentPlayer = hit.transform.gameObject.GetComponent<Player>();
StartCoroutine(currentPlayer.SetCurrentPlayer());
Debug.Log(hit.collider.gameObject.tag);
StartCoroutine(currentPlayer.CountPlayerClick(Time.time));
Debug.Log(hit.collider.gameObject.tag);
}
else if (Physics.Raycast(mouseRay, out hit) && hit.collider.gameObject.tag.Equals("floor"))
{
......@@ -62,5 +64,9 @@ public class PlayerController : SingletonBehaviour<PlayerController>
currentPlayer.ResetCurrentPlayer();
}
}
else if (Input.GetMouseButtonDown(1) && isPlayerShooting)
{
StartCoroutine(Camera.main.GetComponent<CameraController>().ZoomOutFromPlayer());
}
}
}
......@@ -7,27 +7,23 @@ public class TestTools : MonoBehaviour
{
public InputField floorXInput, floorYInput;
public InputField wall1XInput, wall1YInput, wall2XInput, wall2YInput;
public InputField wallXInput, wallYInput;
public void AddFloor()
/*public void AddFloor()
{
MapManager.inst.currentMap.CreateFloor(int.Parse(floorXInput.text), int.Parse(floorYInput.text));
MapManager.inst.currentMap.CreateFloor(new Vector2Int(int.Parse(floorXInput.text), int.Parse(floorYInput.text)));
}
public void RemoveFloor()
{
MapManager.inst.currentMap.RemoveFloor(int.Parse(floorXInput.text), int.Parse(floorYInput.text));
MapManager.inst.currentMap.RemoveFloor(new Vector2Int(int.Parse(floorXInput.text), int.Parse(floorYInput.text)));
}
public void AddWall()
{
MapManager.inst.currentMap.CreateWall(
MapManager.inst.currentMap.GetFloorAtPos(int.Parse(wall1XInput.text), int.Parse(wall1YInput.text)),
MapManager.inst.currentMap.GetFloorAtPos(int.Parse(wall2XInput.text), int.Parse(wall2YInput.text)));
MapManager.inst.currentMap.CreateWall(new Vector2(float.Parse(wallXInput.text), float.Parse(wallYInput.text)));
}
public void RemoveWall()
{
MapManager.inst.currentMap.RemoveWall(
MapManager.inst.currentMap.GetFloorAtPos(int.Parse(wall1XInput.text), int.Parse(wall1YInput.text)),
MapManager.inst.currentMap.GetFloorAtPos(int.Parse(wall2XInput.text), int.Parse(wall2YInput.text)));
MapManager.inst.currentMap.RemoveWall(new Vector2(float.Parse(wallXInput.text), float.Parse(wallYInput.text)));
}
public void SaveMap()
......@@ -37,7 +33,7 @@ public class TestTools : MonoBehaviour
public void LoadMap()
{
MapManager.inst.LoadMap(MapManager.inst.stage[1]);
}
}*/
// Start is called before the first frame update
void Start()
......
......@@ -6,6 +6,7 @@ TagManager:
tags:
- wall
- floor
- wallSign
layers:
- Default
- TransparentFX
......
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