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: ...@@ -9,7 +9,7 @@ Material:
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...@@ -60,14 +60,14 @@ Material: ...@@ -60,14 +60,14 @@ Material:
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- _SmoothnessTextureChannel: 0 - _SmoothnessTextureChannel: 1
- _SpecularHighlights: 1 - _SpecularHighlights: 1
- _SrcBlend: 1 - _SrcBlend: 1
- _UVSec: 0 - _UVSec: 0
......
...@@ -1442,6 +1442,7 @@ MonoBehaviour: ...@@ -1442,6 +1442,7 @@ MonoBehaviour:
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quadraticAttenuation: 100 quadraticAttenuation: 100
......
...@@ -67,7 +67,7 @@ MonoBehaviour: ...@@ -67,7 +67,7 @@ MonoBehaviour:
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...@@ -161,7 +161,7 @@ MonoBehaviour: ...@@ -161,7 +161,7 @@ MonoBehaviour:
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...@@ -241,7 +241,7 @@ MonoBehaviour: ...@@ -241,7 +241,7 @@ MonoBehaviour:
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......
...@@ -187,7 +187,7 @@ MonoBehaviour: ...@@ -187,7 +187,7 @@ MonoBehaviour:
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m_FontStyle: 0 m_FontStyle: 0
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...@@ -66,7 +66,7 @@ MonoBehaviour: ...@@ -66,7 +66,7 @@ MonoBehaviour:
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...@@ -147,8 +147,8 @@ Light: ...@@ -147,8 +147,8 @@ Light:
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serializedVersion: 9 serializedVersion: 9
m_Type: 1 m_Type: 1
m_Color: {r: 1, g: 0.95686275, b: 0.8392157, a: 1} m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Range: 10 m_Range: 10
m_SpotAngle: 30 m_SpotAngle: 30
m_InnerSpotAngle: 21.80208 m_InnerSpotAngle: 21.80208
...@@ -209,7 +209,7 @@ Transform: ...@@ -209,7 +209,7 @@ Transform:
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...@@ -385,143 +385,154 @@ Transform: ...@@ -385,143 +385,154 @@ Transform:
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This diff is collapsed.
...@@ -4,6 +4,8 @@ using UnityEngine; ...@@ -4,6 +4,8 @@ using UnityEngine;
public class CameraController : MonoBehaviour public class CameraController : MonoBehaviour
{ {
public GameObject helpUI;
Vector3 dragOrigin; Vector3 dragOrigin;
Vector3 moveOrigin; Vector3 moveOrigin;
public float dragSpeed; public float dragSpeed;
...@@ -109,6 +111,7 @@ public class CameraController : MonoBehaviour ...@@ -109,6 +111,7 @@ public class CameraController : MonoBehaviour
player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Head"); player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Head");
// Invisible mouse cursor // Invisible mouse cursor
helpUI.SetActive(true);
Cursor.visible = false; Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked; Cursor.lockState = CursorLockMode.Locked;
} }
...@@ -121,6 +124,7 @@ public class CameraController : MonoBehaviour ...@@ -121,6 +124,7 @@ public class CameraController : MonoBehaviour
float startTime = Time.time; float startTime = Time.time;
Vector3 posDiff = (previousPos - transform.position) / cameraMoveDuration; Vector3 posDiff = (previousPos - transform.position) / cameraMoveDuration;
player.laser.SetActive(false); player.laser.SetActive(false);
helpUI.SetActive(false);
GameManager.inst.isZooming = true; GameManager.inst.isZooming = true;
player.anim.SetBool("isShooting", false); player.anim.SetBool("isShooting", false);
player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Player"); player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Player");
......
...@@ -19,8 +19,8 @@ public class GameManager : SingletonBehaviour<GameManager> ...@@ -19,8 +19,8 @@ public class GameManager : SingletonBehaviour<GameManager>
public CommentUIGenerator commentUIGenerator; public CommentUIGenerator commentUIGenerator;
public Image whiteout; public Image whiteout;
public GameObject clearUI; public GameObject clearUI;
public GameObject clearUInextBtn;
public GameObject buttonUIs; public GameObject buttonUIs;
public Text clearUINextText;
[Header("Stage Data")] [Header("Stage Data")]
public bool isGameOver = false; public bool isGameOver = false;
...@@ -95,8 +95,8 @@ public class GameManager : SingletonBehaviour<GameManager> ...@@ -95,8 +95,8 @@ public class GameManager : SingletonBehaviour<GameManager>
{ {
if (isPlayerShooting) yield return StartCoroutine(Camera.main.gameObject.GetComponent<CameraController>().ZoomOutFromPlayer(PlayerController.inst.currentPlayer)); if (isPlayerShooting) yield return StartCoroutine(Camera.main.gameObject.GetComponent<CameraController>().ZoomOutFromPlayer(PlayerController.inst.currentPlayer));
yield return null; yield return null;
clearUINextText.text = StageSelector.nextStage.Replace("_", " - ");
clearUI.SetActive(true); clearUI.SetActive(true);
if (StageSelector.nextStage.Length < 3) clearUInextBtn.SetActive(false);
buttonUIs.SetActive(false); buttonUIs.SetActive(false);
Debug.Log("Stage Clear!"); Debug.Log("Stage Clear!");
...@@ -137,11 +137,13 @@ public class GameManager : SingletonBehaviour<GameManager> ...@@ -137,11 +137,13 @@ public class GameManager : SingletonBehaviour<GameManager>
StageSelector.inst.stageIdx++; StageSelector.inst.stageIdx++;
if (StageSelector.inst.stageIdxs.Count > StageSelector.inst.stageIdx + 1) 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 else
{ {
StageSelector.nextStage = "1_1"; StageSelector.nextStage = "";
} }
StartCoroutine(RestartStage()); StartCoroutine(RestartStage());
......
...@@ -103,13 +103,13 @@ public class Player : MonoBehaviour ...@@ -103,13 +103,13 @@ public class Player : MonoBehaviour
public IEnumerator CountPlayerClick(float startTime) public IEnumerator CountPlayerClick(float startTime)
{ {
float time = Time.time; float time = Time.time;
float endTime = startTime + 1.5f; float endTime = startTime + 1f;
aimLight.gameObject.SetActive(true); aimLight.gameObject.SetActive(true);
while (time <= endTime) while (time <= endTime)
{ {
yield return null; yield return null;
aimLight.lightMultiplier += 3 * Time.deltaTime; aimLight.lightMultiplier += 10 * Time.deltaTime;
aimLight.spotAngle -= 40 * Time.deltaTime; aimLight.spotAngle -= 60 * Time.deltaTime;
time = Time.time; time = Time.time;
if (!Input.GetMouseButton(0)) if (!Input.GetMouseButton(0))
{ {
......
...@@ -55,7 +55,7 @@ public class StageSelector : SingletonBehaviour<StageSelector> ...@@ -55,7 +55,7 @@ public class StageSelector : SingletonBehaviour<StageSelector>
var uiText = uiInst.GetComponentInChildren<Text>(); var uiText = uiInst.GetComponentInChildren<Text>();
string uiStage = (i + 1) + "_" + (j + 1); string uiStage = (i + 1) + "_" + (j + 1);
stageIdxs.Add(uiStage); 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++; int _stageidx = stageIdxCounter++;
uiInst.GetComponent<Button>().onClick.AddListener(() => StartSelectedStage(uiStage, nextStage, _stageidx)); uiInst.GetComponent<Button>().onClick.AddListener(() => StartSelectedStage(uiStage, nextStage, _stageidx));
uiInst.transform.localPosition = generatePoint; uiInst.transform.localPosition = generatePoint;
......
...@@ -75,7 +75,8 @@ QualitySettings: ...@@ -75,7 +75,8 @@ QualitySettings:
asyncUploadBufferSize: 16 asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1 asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1 resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: [] excludedTargetPlatforms:
- Standalone
- serializedVersion: 2 - serializedVersion: 2
name: Medium name: Medium
pixelLightCount: 1 pixelLightCount: 1
...@@ -110,7 +111,8 @@ QualitySettings: ...@@ -110,7 +111,8 @@ QualitySettings:
asyncUploadBufferSize: 16 asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1 asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1 resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: [] excludedTargetPlatforms:
- Standalone
- serializedVersion: 2 - serializedVersion: 2
name: High name: High
pixelLightCount: 2 pixelLightCount: 2
...@@ -145,9 +147,10 @@ QualitySettings: ...@@ -145,9 +147,10 @@ QualitySettings:
asyncUploadBufferSize: 16 asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1 asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1 resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: [] excludedTargetPlatforms:
- Standalone
- serializedVersion: 2 - serializedVersion: 2
name: Very High name: Recommend
pixelLightCount: 3 pixelLightCount: 3
shadows: 2 shadows: 2
shadowResolution: 2 shadowResolution: 2
......
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