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MIM
man-in-the-mirror
Commits
3e34c4b8
Commit
3e34c4b8
authored
Aug 02, 2019
by
18신대성
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stage Selector UI 구현
parent
7861051d
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7 changed files
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516 additions
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611 deletions
+516
-611
Stage Select.prefab
Assets/Prefabs/Stage Select.prefab
+81
-553
StageButton.prefab
Assets/Prefabs/UIs/StageButton.prefab
+202
-0
StageButton.prefab.meta
Assets/Prefabs/UIs/StageButton.prefab.meta
+7
-0
ex2.png
Assets/Resources/ex2.png
+0
-0
ex2.png.meta
Assets/Resources/ex2.png.meta
+103
-0
GameManager.cs
Assets/Scripts/Managers/GameManager.cs
+2
-42
StageSelector.cs
Assets/Scripts/StageSelector.cs
+121
-16
No files found.
Assets/Prefabs/Stage Select.prefab
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3e34c4b8
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Assets/Prefabs/UIs/StageButton.prefab
0 → 100644
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3e34c4b8
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Assets/Prefabs/UIs/StageButton.prefab.meta
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View file @
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Assets/Scripts/Managers/GameManager.cs
View file @
3e34c4b8
using
System.Collections
;
using
System.Collections.Generic
;
using
System.IO
;
using
UnityEngine
;
using
UnityEngine.SceneManagement
;
using
UnityEngine.UI
;
using
Newtonsoft.Json
;
public
class
GameManager
:
SingletonBehaviour
<
GameManager
>
{
[
Header
(
"Saved Data"
)]
public
ClearData
playerData
;
/// <summary>
/// The index of the current stage.
/// </summary>
...
...
@@ -94,7 +91,7 @@ public class GameManager : SingletonBehaviour<GameManager>
Debug
.
Log
(
"Stage Clear!"
);
Cursor
.
visible
=
true
;
Cursor
.
lockState
=
CursorLockMode
.
None
;
SaveClearData
(
stageIdx
,
true
);
S
tageSelector
.
inst
.
S
aveClearData
(
stageIdx
,
true
);
yield
return
new
WaitForSeconds
(
3
);
BackToStageSelect
();
...
...
@@ -103,7 +100,7 @@ public class GameManager : SingletonBehaviour<GameManager>
public
void
GameOver
()
{
Debug
.
Log
(
"Game Over!"
);
SaveClearData
(
stageIdx
,
false
);
S
tageSelector
.
inst
.
S
aveClearData
(
stageIdx
,
false
);
isGameOver
=
true
;
StopAllCoroutines
();
StartCoroutine
(
RestartStage
());
...
...
@@ -124,46 +121,9 @@ public class GameManager : SingletonBehaviour<GameManager>
SceneManager
.
LoadScene
(
"SelectStage"
);
}
public
void
SaveClearData
(
int
stage
=
-
1
,
bool
isClear
=
false
)
{
if
(
stage
!=
-
1
)
{
if
(
playerData
.
isCleared
.
ContainsKey
(
stage
))
{
playerData
.
isCleared
[
stage
]
=
isClear
;
}
else
playerData
.
isCleared
.
Add
(
stage
,
isClear
);
}
string
jsonData
=
JsonConvert
.
SerializeObject
(
playerData
);
File
.
WriteAllText
(
"./saveData.json"
,
jsonData
);
}
public
void
LoadClearData
()
{
if
(
File
.
Exists
(
"./saveData.json"
))
{
Debug
.
Log
(
"data Load"
);
string
strData
=
File
.
ReadAllText
(
"./saveData.json"
);
playerData
=
JsonConvert
.
DeserializeObject
<
ClearData
>(
strData
);
}
else
{
Debug
.
Log
(
"generate New Data"
);
playerData
=
new
ClearData
();
SaveClearData
();
}
}
public
class
ClearData
{
public
Dictionary
<
int
,
bool
>
isCleared
=
new
Dictionary
<
int
,
bool
>();
}
// Start is called before the first frame update
void
Start
()
{
GameManager
.
inst
.
LoadClearData
();
if
(!
MapManager
.
inst
.
isMapEditingOn
)
{
isGameOver
=
false
;
...
...
Assets/Scripts/StageSelector.cs
View file @
3e34c4b8
using
System.Collections
;
using
System.Collections.Generic
;
using
System.IO
;
using
UnityEngine
;
using
UnityEngine.UI
;
using
UnityEngine.SceneManagement
;
using
Newtonsoft.Json
;
public
class
StageSelector
:
MonoBehaviour
public
class
StageSelector
:
SingletonBehaviour
<
StageSelector
>
{
public
Text
stageIndex
;
public
static
int
selectedStage
;
public
TextAsset
[]
stage
;
int
totalStageCount
;
public
void
ChangeStage
(
int
i
)
public
ClearData
playerData
;
[
Header
(
"UI Settings"
)]
public
GameObject
buttonUI
;
public
Sprite
tutorialFalse
;
public
Color
tutorialFalseColor
=
new
Color
(
1f
,
0.9921569f
,
0.8666667f
);
public
Sprite
tutorialTrue
;
public
Color
tutorialTrueColor
=
new
Color
(
0.9686275f
,
0.9137256f
,
0.04313726f
);
public
Sprite
mainFalse
;
public
Color
mainFalseColor
=
Color
.
white
;
public
Sprite
mainTrue
;
public
Color
mainTrueColor
=
new
Color
(
0.1921569f
,
1f
,
0.3843138f
);
int
tutorialCount
=
12
;
int
maxRow
=
8
;
// y-=155
Vector3
tutorialPoint
=
new
Vector3
(-
470
,
265
);
// x+=160
Vector3
mainPoint
=
new
Vector3
(-
470
,
-
138
);
List
<
Button
>
buttons
=
new
List
<
Button
>();
public
void
GenerateStageUI
()
{
if
(
i
<
0
&&
selectedStage
==
0
)
selectedStage
=
totalStageCount
-
1
;
else
selectedStage
=
(
selectedStage
+
i
)
%
totalStageCount
;
stageIndex
.
text
=
"Stage : "
+
(
selectedStage
+
1
);
int
rowCount
=
0
;
for
(
int
i
=
0
;
i
<
tutorialCount
;
i
++)
{
var
uiInst
=
Instantiate
(
buttonUI
,
transform
);
var
uiText
=
uiInst
.
GetComponentInChildren
<
Text
>();
buttons
.
Add
(
uiInst
.
GetComponent
<
Button
>());
uiInst
.
transform
.
localPosition
=
tutorialPoint
;
uiText
.
text
=
(
i
+
1
).
ToString
();
if
(
playerData
.
isCleared
.
ContainsKey
(
i
+
1
)
&&
playerData
.
isCleared
[
i
+
1
])
{
uiInst
.
GetComponent
<
Image
>().
sprite
=
tutorialTrue
;
uiText
.
color
=
tutorialTrueColor
;
}
else
{
uiInst
.
GetComponent
<
Image
>().
sprite
=
tutorialFalse
;
uiText
.
color
=
tutorialFalseColor
;
}
if
((
rowCount
+
1
)
/
maxRow
>
0
)
{
tutorialPoint
+=
new
Vector3
(-
160
*
(
maxRow
-
1
),
-
155
);
rowCount
=
0
;
}
else
tutorialPoint
+=
new
Vector3
(
160
,
0
);
rowCount
++;
}
rowCount
=
0
;
for
(
int
i
=
tutorialCount
;
i
<
stage
.
Length
;
i
++)
{
var
uiInst
=
Instantiate
(
buttonUI
,
transform
);
var
uiText
=
uiInst
.
GetComponentInChildren
<
Text
>();
buttons
.
Add
(
uiInst
.
GetComponent
<
Button
>());
uiInst
.
transform
.
localPosition
=
mainPoint
;
uiText
.
text
=
(
i
-
tutorialCount
+
1
).
ToString
();
if
(
playerData
.
isCleared
.
ContainsKey
(
i
+
1
)
&&
playerData
.
isCleared
[
i
+
1
])
{
uiInst
.
GetComponent
<
Image
>().
sprite
=
mainTrue
;
uiText
.
color
=
mainTrueColor
;
}
else
{
uiInst
.
GetComponent
<
Image
>().
sprite
=
mainFalse
;
uiText
.
color
=
mainFalseColor
;
}
if
((
rowCount
+
1
)
/
maxRow
>
0
)
{
mainPoint
+=
new
Vector3
(-
160
*
(
maxRow
-
1
),
-
155
);
rowCount
=
0
;
}
else
mainPoint
+=
new
Vector3
(
160
,
0
);
rowCount
++;
}
for
(
int
i
=
0
;
i
<
stage
.
Length
;
i
++)
{
int
_i
=
i
;
buttons
[
i
].
onClick
.
AddListener
(()
=>
StartSelectedStage
(
_i
));
}
}
public
void
StartSelectedStage
()
public
void
StartSelectedStage
(
int
stageNum
)
{
selectedStage
=
stageNum
;
gameObject
.
GetComponent
<
Canvas
>().
enabled
=
false
;
SceneManager
.
LoadScene
(
"PlayStage"
);
}
public
void
SaveClearData
(
int
stage
=
-
1
,
bool
isClear
=
false
)
{
if
(
stage
!=
-
1
)
{
if
(
playerData
.
isCleared
.
ContainsKey
(
stage
))
{
playerData
.
isCleared
[
stage
]
=
isClear
;
}
else
playerData
.
isCleared
.
Add
(
stage
,
isClear
);
}
string
jsonData
=
JsonConvert
.
SerializeObject
(
playerData
);
File
.
WriteAllText
(
"./saveData.json"
,
jsonData
);
}
public
void
LoadClearData
()
{
if
(
File
.
Exists
(
"./saveData.json"
))
{
Debug
.
Log
(
"data Load"
);
string
strData
=
File
.
ReadAllText
(
"./saveData.json"
);
playerData
=
JsonConvert
.
DeserializeObject
<
ClearData
>(
strData
);
}
else
{
Debug
.
Log
(
"generate New Data"
);
playerData
=
new
ClearData
();
SaveClearData
();
}
}
public
class
ClearData
{
public
Dictionary
<
int
,
bool
>
isCleared
=
new
Dictionary
<
int
,
bool
>();
}
void
Awake
()
{
DontDestroyOnLoad
(
this
);
stage
=
Resources
.
LoadAll
<
TextAsset
>(
"Stages"
);
LoadClearData
();
}
// Start is called before the first frame update
void
Start
()
{
G
ameManager
.
inst
.
LoadClearData
();
G
enerateStageUI
();
selectedStage
=
0
;
totalStageCount
=
stage
.
Length
;
}
// Update is called once per frame
void
Update
()
{
}
}
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