Commit 5414358c authored by 18손재민's avatar 18손재민 Committed by 18손재민

스테이지 선택 wip, 현재 씬 전환이 제대로 되지 않음

parent 77bda0c2
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...@@ -71,3 +71,5 @@ MonoBehaviour: ...@@ -71,3 +71,5 @@ MonoBehaviour:
players: [] players: []
stage: stage:
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...@@ -49,11 +49,6 @@ public class Briefcase : MonoBehaviour, IObject, IPlayerInteractor ...@@ -49,11 +49,6 @@ public class Briefcase : MonoBehaviour, IObject, IPlayerInteractor
} }
} }
private void OnDestroy()
{
PlayerController.inst.OnPlayerMove -= Interact;
}
public void Interact(Vector2Int position) public void Interact(Vector2Int position)
{ {
Debug.Log(Position + " " + position); Debug.Log(Position + " " + position);
......
...@@ -23,11 +23,6 @@ public class CameraTurret : MonoBehaviour, IObject, IBreakable, IPlayerInteracto ...@@ -23,11 +23,6 @@ public class CameraTurret : MonoBehaviour, IObject, IBreakable, IPlayerInteracto
MapManager.inst.currentMap.clearConditions[GameManager.nTurret].IsDone(1); MapManager.inst.currentMap.clearConditions[GameManager.nTurret].IsDone(1);
MapManager.inst.currentMap.RemoveObject(Position); MapManager.inst.currentMap.RemoveObject(Position);
} }
private void OnDestroy()
{
PlayerController.inst.OnPlayerMove -= Interact;
}
public void Interact(Vector2Int pos) public void Interact(Vector2Int pos)
{ {
......
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System.Linq; using UnityEngine.SceneManagement;
public class GameManager : SingletonBehaviour<GameManager> public class GameManager : SingletonBehaviour<GameManager>
{ {
public Material mirrorMaterial;
public ClearUIGenerator uiGenerator; public ClearUIGenerator uiGenerator;
public int[] clearIndex = new int[9]; public int[] clearIndex = new int[9];
...@@ -16,6 +15,10 @@ public class GameManager : SingletonBehaviour<GameManager> ...@@ -16,6 +15,10 @@ public class GameManager : SingletonBehaviour<GameManager>
/// The index of the current stage. /// The index of the current stage.
/// </summary> /// </summary>
public int currentStage; public int currentStage;
/// <summary>
/// Max number of stages.
/// </summary>
public int totalStageCount;
public void ResetClearIndex() public void ResetClearIndex()
{ {
...@@ -43,6 +46,13 @@ public class GameManager : SingletonBehaviour<GameManager> ...@@ -43,6 +46,13 @@ public class GameManager : SingletonBehaviour<GameManager>
black = clearIndex[(int)ClearType.Black]; black = clearIndex[(int)ClearType.Black];
} }
public void StartStage(int _stageIndex)
{
currentStage = _stageIndex;
SceneManager.LoadScene("PlayStage");
MapManager.inst.LoadMap(MapManager.inst.stage[currentStage]);
}
public void ClearStage() public void ClearStage()
{ {
Debug.Log("Stage Clear!"); Debug.Log("Stage Clear!");
...@@ -63,7 +73,6 @@ public class GameManager : SingletonBehaviour<GameManager> ...@@ -63,7 +73,6 @@ public class GameManager : SingletonBehaviour<GameManager>
yield return new WaitForSeconds(0.5f); yield return new WaitForSeconds(0.5f);
GameOver(); GameOver();
MapManager.inst.LoadMap(MapManager.inst.stage[currentStage]); MapManager.inst.LoadMap(MapManager.inst.stage[currentStage]);
} }
void Awake() void Awake()
...@@ -74,12 +83,11 @@ public class GameManager : SingletonBehaviour<GameManager> ...@@ -74,12 +83,11 @@ public class GameManager : SingletonBehaviour<GameManager>
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
currentStage = 0; SetStatic();
MapManager.inst.LoadMap(MapManager.inst.stage[currentStage]); /*if (MapManager.inst.isMapEditingOn)
if (MapManager.inst.isMapEditingOn)
{ {
//Reset clear index to -1. //Reset clear index to -1.
ResetClearIndex(); ResetClearIndex();
} }*/
} }
} }
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class StageSelector : MonoBehaviour
{
public Text stageIndex;
public void ChangeStage(int i)
{
if(i < 0 && GameManager.inst.currentStage == 0) GameManager.inst.currentStage = GameManager.inst.totalStageCount - 1;
else GameManager.inst.currentStage = (GameManager.inst.currentStage + i) % GameManager.inst.totalStageCount;
stageIndex.text = "Stage : " + GameManager.inst.currentStage;
}
public void StartSelectedStage()
{
GameManager.inst.StartStage(GameManager.inst.currentStage);
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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