Commit 2ec188b7 authored by 18신대성's avatar 18신대성

줌인시 도움 UI 구현, 다음 스테이지가 없으면 다음버튼이 안뜨게, 줌인시간 1초로 줄임

parent 860692ba
......@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: ph_wall
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_ShaderKeywords: _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
......@@ -60,14 +60,14 @@ Material:
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SmoothnessTextureChannel: 1
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
......
......@@ -1442,6 +1442,7 @@ MonoBehaviour:
currentFloor: {fileID: 0}
selectPointer: {fileID: 6250617794677575084}
aimLight: {fileID: 2401818891807728848}
canShoot: 0
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GameObject:
m_ObjectHideFlags: 0
......@@ -2663,7 +2664,7 @@ MonoBehaviour:
renderWireFrame: 0
lightType: 0
lightMultiplier: 0
spotExponent: 20
spotExponent: 1
constantAttenuation: 1
linearAttenuation: 10
quadraticAttenuation: 100
......
......@@ -67,7 +67,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_Font: {fileID: 12800000, guid: bd37a3543be873147a93e171947178ab, type: 3}
m_FontSize: 14
m_FontStyle: 1
m_BestFit: 1
......@@ -161,7 +161,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_Font: {fileID: 12800000, guid: bd37a3543be873147a93e171947178ab, type: 3}
m_FontSize: 20
m_FontStyle: 0
m_BestFit: 0
......@@ -241,7 +241,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_Font: {fileID: 12800000, guid: bd37a3543be873147a93e171947178ab, type: 3}
m_FontSize: 25
m_FontStyle: 1
m_BestFit: 1
......
......@@ -187,7 +187,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_Font: {fileID: 12800000, guid: bd37a3543be873147a93e171947178ab, type: 3}
m_FontSize: 65
m_FontStyle: 0
m_BestFit: 0
......
......@@ -66,7 +66,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_Font: {fileID: 12800000, guid: e3afb6123179dd040a1f0d82c85df332, type: 3}
m_FontSize: 43
m_FontStyle: 0
m_BestFit: 0
......
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TrueTypeFontImporter:
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fontSize: 16
forceTextureCase: -2
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includeFontData: 1
fontName: NanumSquare
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linearTexture: 0
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borderMipMap: 0
mipMapsPreserveCoverage: 0
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mipMapFadeDistanceEnd: 3
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externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
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spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
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sprites: []
outline: []
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
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weights: []
secondaryTextures: []
spritePackingTag:
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pSDShowRemoveMatteOption: 0
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......@@ -147,8 +147,8 @@ Light:
m_Enabled: 1
serializedVersion: 9
m_Type: 1
m_Color: {r: 1, g: 0.95686275, b: 0.8392157, a: 1}
m_Intensity: 1
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Intensity: 0.9
m_Range: 10
m_SpotAngle: 30
m_InnerSpotAngle: 21.80208
......@@ -209,7 +209,7 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 3
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 77.40501, y: -30.000002, z: 0}
--- !u!1 &1323233638
GameObject:
......@@ -385,143 +385,154 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 4
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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value: wall
value: jackson
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This diff is collapsed.
......@@ -4,6 +4,8 @@ using UnityEngine;
public class CameraController : MonoBehaviour
{
public GameObject helpUI;
Vector3 dragOrigin;
Vector3 moveOrigin;
public float dragSpeed;
......@@ -109,6 +111,7 @@ public class CameraController : MonoBehaviour
player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Head");
// Invisible mouse cursor
helpUI.SetActive(true);
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
......@@ -121,6 +124,7 @@ public class CameraController : MonoBehaviour
float startTime = Time.time;
Vector3 posDiff = (previousPos - transform.position) / cameraMoveDuration;
player.laser.SetActive(false);
helpUI.SetActive(false);
GameManager.inst.isZooming = true;
player.anim.SetBool("isShooting", false);
player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Player");
......
......@@ -19,8 +19,8 @@ public class GameManager : SingletonBehaviour<GameManager>
public CommentUIGenerator commentUIGenerator;
public Image whiteout;
public GameObject clearUI;
public GameObject clearUInextBtn;
public GameObject buttonUIs;
public Text clearUINextText;
[Header("Stage Data")]
public bool isGameOver = false;
......@@ -95,8 +95,8 @@ public class GameManager : SingletonBehaviour<GameManager>
{
if (isPlayerShooting) yield return StartCoroutine(Camera.main.gameObject.GetComponent<CameraController>().ZoomOutFromPlayer(PlayerController.inst.currentPlayer));
yield return null;
clearUINextText.text = StageSelector.nextStage.Replace("_", " - ");
clearUI.SetActive(true);
if (StageSelector.nextStage.Length < 3) clearUInextBtn.SetActive(false);
buttonUIs.SetActive(false);
Debug.Log("Stage Clear!");
......@@ -137,11 +137,13 @@ public class GameManager : SingletonBehaviour<GameManager>
StageSelector.inst.stageIdx++;
if (StageSelector.inst.stageIdxs.Count > StageSelector.inst.stageIdx + 1)
{
StageSelector.nextStage = StageSelector.inst.stageIdxs[StageSelector.inst.stageIdx + 1];
var tempNext = StageSelector.inst.stageIdxs[StageSelector.inst.stageIdx + 1];
if (tempNext[2] == '1') StageSelector.nextStage = "";
else StageSelector.nextStage = tempNext;
}
else
{
StageSelector.nextStage = "1_1";
StageSelector.nextStage = "";
}
StartCoroutine(RestartStage());
......
......@@ -103,13 +103,13 @@ public class Player : MonoBehaviour
public IEnumerator CountPlayerClick(float startTime)
{
float time = Time.time;
float endTime = startTime + 1.5f;
float endTime = startTime + 1f;
aimLight.gameObject.SetActive(true);
while (time <= endTime)
{
yield return null;
aimLight.lightMultiplier += 3 * Time.deltaTime;
aimLight.spotAngle -= 40 * Time.deltaTime;
aimLight.lightMultiplier += 10 * Time.deltaTime;
aimLight.spotAngle -= 60 * Time.deltaTime;
time = Time.time;
if (!Input.GetMouseButton(0))
{
......
......@@ -55,7 +55,7 @@ public class StageSelector : SingletonBehaviour<StageSelector>
var uiText = uiInst.GetComponentInChildren<Text>();
string uiStage = (i + 1) + "_" + (j + 1);
stageIdxs.Add(uiStage);
string nextStage = (j < categoryCounts[i]) ? ((i + 1) + "_" + (j + 2)) : ((i + 2) + "_0");
string nextStage = (j + 1 < categoryCounts[i]) ? ((i + 1) + "_" + (j + 2)) : "";
int _stageidx = stageIdxCounter++;
uiInst.GetComponent<Button>().onClick.AddListener(() => StartSelectedStage(uiStage, nextStage, _stageidx));
uiInst.transform.localPosition = generatePoint;
......
......@@ -75,7 +75,8 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
excludedTargetPlatforms:
- Standalone
- serializedVersion: 2
name: Medium
pixelLightCount: 1
......@@ -110,7 +111,8 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
excludedTargetPlatforms:
- Standalone
- serializedVersion: 2
name: High
pixelLightCount: 2
......@@ -145,9 +147,10 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
excludedTargetPlatforms:
- Standalone
- serializedVersion: 2
name: Very High
name: Recommend
pixelLightCount: 3
shadows: 2
shadowResolution: 2
......
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