Commit 1a0a6f48 authored by 18손재민's avatar 18손재민

Merge branch 'UI'

# Conflicts:
#	Assets/Scripts/Map/ClearCondition.cs
#	Assets/Scripts/PlayerController.cs
parents c95e51c0 7f0ae32e
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......
......@@ -6,6 +6,7 @@ using System.Linq;
public class GameManager : SingletonBehaviour<GameManager>
{
public Material mirrorMaterial;
public ClearUIGenerator uiGenerator;
public int[] clearIndex = new int[9];
public int clearCounter = 0;
......
......@@ -31,6 +31,7 @@ public class MapManager : SingletonBehaviour<MapManager>
currentMap.transform.position = new Vector3(0, 0, 0);
surface.BuildNavMesh();
GameManager.inst.SetClearIndex(currentMap);
GameManager.inst.uiGenerator.GenerateAllClearUI();
for (int i = 0; i < currentMap.startFloors.Count; i++)
PlayerController.inst.CreatePlayer(currentMap.startFloors[i]);
for (int i = 0; i < currentMap.initialBullets.Count; i++)
......
......@@ -21,7 +21,8 @@ public class ClearCondition
public ClearType type;
public int count;
public int goal;
bool isDone = false;
public bool isDone = false;
public ClearStatusUI assignedClearUI;
/*public ClearCondition(ClearType _type, int _goal)
{
......@@ -41,6 +42,7 @@ public class ClearCondition
GameManager.inst.clearCounter--;
isDone = true;
Debug.Log(GameManager.inst.clearCounter);
assignedClearUI.RefreshClearCondition();
if (GameManager.inst.clearCounter == 0)
GameManager.inst.ClearStage();
}
......@@ -48,6 +50,7 @@ public class ClearCondition
{
GameManager.inst.clearCounter++;
isDone = false;
assignedClearUI.RefreshClearCondition();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ClearStatusUI : MonoBehaviour
{
[Header("gameobjects")]
public ClearCondition assignedCondition;
public Sprite emptyBox;
public Sprite fullBox;
[Header("inside")]
public Text tooltipText;
public Text goalText;
public Text statusText;
public Image doneImage;
public void Init(ClearCondition condition, string tooltip)
{
assignedCondition = condition;
tooltipText.text = tooltip;
goalText.text = assignedCondition.goal.ToString();
statusText.text = assignedCondition.count.ToString();
if (assignedCondition.isDone) doneImage.sprite = fullBox;
else doneImage.sprite = emptyBox;
}
public void RefreshClearCondition()
{
goalText.text = assignedCondition.goal.ToString();
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ClearUIGenerator : MonoBehaviour
{
public GameObject clearUI;
private int nextx = -175;
private int nexty = -100;
// Start is called before the first frame update
public void GenerateAllClearUI()
{
foreach (ClearCondition cond in MapManager.inst.currentMap.clearConditions)
{
ClearStatusUI ui = Instantiate(clearUI, transform).GetComponent<ClearStatusUI>();
ui.GetComponent<RectTransform>().anchoredPosition = new Vector2(nextx, nexty);
nexty -= 200;
string str;
switch(cond.type)
{
case ClearType.NFloor:
str = "강조된 바닥에 올라서세요.";
break;
case ClearType.NTurret:
str = "카메라터렛을 파괴하세요.";
break;
case ClearType.NCase:
str = "서류가방을 획득하세요.";
break;
case ClearType.NPlayer:
str = "캐릭터를 일정 수로 만드세요.";
break;
case ClearType.AllFloor:
str = "모든 강조된 바닥에 올라서세요.";
break;
case ClearType.AllTurret:
str = "모든 카메라터렛을 파괴하세요.";
break;
case ClearType.AllCase:
str = "모든 서류가방을 획득하세요";
break;
case ClearType.White:
str = "흰 마네킹을 만드세요.";
break;
case ClearType.Black:
str = "검은 마네킹을 만드세요.";
break;
default:
str = "오류입니다.";
break;
}
ui.Init(cond, str);
cond.assignedClearUI = ui;
}
}
}
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