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MIM
man-in-the-mirror
Commits
3054cc3c
Commit
3054cc3c
authored
Mar 21, 2019
by
18손재민
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벽이랑 바닥 원래 크기 맞게 생성함, 벽이 옳은 방향을 바라보게 됨
parent
6ad2af34
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17 changed files
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113 additions
and
230 deletions
+113
-230
Black.mat
Assets/Models/Materials/Black.mat
+1
-1
ph_floor.mat
Assets/Models/Materials/ph_floor.mat
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ph_wall.mat
Assets/Models/Materials/ph_wall.mat
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floor.prefab
Assets/Prefabs/Map/floor.prefab
+18
-18
floor.prefab.meta
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floorBlack.prefab
Assets/Prefabs/Map/floorBlack.prefab
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floorBlack.prefab.meta
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floorWhite.prefab
Assets/Prefabs/Map/floorWhite.prefab
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Assets/Prefabs/Map/floorWhite.prefab.meta
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wall.prefab
Assets/Prefabs/Map/wall.prefab
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wall.prefab.meta
Assets/Prefabs/Map/wall.prefab.meta
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MapManager.prefab
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floor.prefab
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wall.prefab
Assets/Prefabs/wall.prefab
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MapManager.cs
Assets/Scripts/MapManager.cs
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Assets/Scripts/MapManager.cs
View file @
3054cc3c
...
...
@@ -38,17 +38,31 @@ public class MapManager : MonoBehaviour
else
Debug
.
Log
(
"Tile already exists"
);
}
/// <summary>
/// Create wall between two cubes.
/// </summary>
/// <param name="cube1">Cube 1</param>
/// <param name="cube2">Cube 2</param>
public
void
CreateWall
(
GameObject
cube1
,
GameObject
cube2
)
{
Vector3
wallPos
=
(
cube1
.
transform
.
position
+
cube2
.
transform
.
position
)
/
2
;
GameObject
abc
=
Instantiate
(
wall
,
wallPos
,
Quaternion
.
identity
,
transform
);
abc
.
transform
.
LookAt
(
cube1
.
transform
);
}
// Start is called before the first frame update
void
Start
()
{
mapGrid
=
new
GameObject
[
100
,
100
];
for
(
int
i
=
0
;
i
<
x
;
i
++)
for
(
int
j
=
0
;
j
<
y
;
j
++)
for
(
int
i
=
0
;
i
<
x
;
i
++)
for
(
int
j
=
0
;
j
<
y
;
j
++)
mapGrid
[
i
,
j
]
=
Instantiate
(
floor
,
new
Vector3
(
i
,
0
,
j
),
Quaternion
.
identity
,
transform
);
Instantiate
(
wall
,
new
Vector3
(
2
,
1
,
2
),
Quaternion
.
identity
,
transform
);
Instantiate
(
wall
,
new
Vector3
(
3
,
1
,
2
),
Quaternion
.
identity
,
transform
);
Instantiate
(
wall
,
new
Vector3
(
3
,
1
,
3
),
Quaternion
.
identity
,
transform
);
CreateWall
(
mapGrid
[
2
,
2
],
mapGrid
[
2
,
3
]);
CreateWall
(
mapGrid
[
3
,
2
],
mapGrid
[
2
,
2
]);
CreateWall
(
mapGrid
[
3
,
3
],
mapGrid
[
2
,
3
]);
surface
.
BuildNavMesh
();
player
.
transform
.
position
=
mapGrid
[
0
,
0
].
transform
.
position
+
new
Vector3
(
0
,
1.5f
,
0
);
}
...
...
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