Commit 5b918985 authored by 18손재민's avatar 18손재민

Merge branch 'polish'

# Conflicts:
#	Assets/Resources/Stages/stage3.json
#	Assets/Resources/Stages/stage3.json.meta
parents 97b14260 f40dbf7f
......@@ -111,6 +111,30 @@ public class MirrorCameraScript : MonoBehaviour
dest.renderingPath = src.renderingPath;
}
private void OnPreCull()
{
foreach(GameObject child in GameObject.FindGameObjectsWithTag("CameraLight"))
{
child.GetComponent<Light>().enabled = false;
}
}
private void OnPreRender()
{
foreach (GameObject child in GameObject.FindGameObjectsWithTag("CameraLight"))
{
child.GetComponent<Light>().enabled = false;
}
}
private void OnPostRender()
{
foreach (GameObject child in GameObject.FindGameObjectsWithTag("CameraLight"))
{
child.GetComponent<Light>().enabled = true;
}
}
internal void RenderMirror()
{
Camera cameraLookingAtThisMirror;
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......
......@@ -2,10 +2,15 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : SingletonBehaviour<GameManager>
{
[Space(10)]
public ClearUIGenerator uiGenerator;
public Image whiteout;
[Space(10)]
public bool isGameOver = false;
public int[] clearIndex = new int[9];
......@@ -46,12 +51,40 @@ public class GameManager : SingletonBehaviour<GameManager>
public void StartStage()
{
MapManager.inst.LoadMap(currentStage);
StartCoroutine(Whiteout(false));
}
IEnumerator Whiteout(bool goToWhite)
{
float setTime = 0.2f;
float resetTime = 1.5f;
if (goToWhite)
{
for (float i = 0; i < setTime; i += Time.deltaTime)
{
whiteout.color = new Color(1, 1, 1, Mathf.Sin((i / setTime) * (Mathf.PI / 2)));
yield return null;
}
whiteout.color = new Color(1, 1, 1, 1);
}
else
{
for (float i = resetTime; i > 0; i -= Time.deltaTime)
{
whiteout.color = new Color(1, 1, 1, i / resetTime);
yield return null;
}
whiteout.color = new Color(1, 1, 1, 0);
}
}
public IEnumerator ClearStage()
{
GameObject.Find("TestTools").GetComponent<TestTools>().clear.gameObject.SetActive(true);
Debug.Log("Stage Clear!");
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
yield return new WaitForSeconds(3);
BackToStageSelect();
}
......@@ -64,8 +97,8 @@ public class GameManager : SingletonBehaviour<GameManager>
public IEnumerator RestartStage()
{
Debug.Log("Game Restart!");
StartCoroutine(Whiteout(true));
yield return new WaitForSeconds(0.5f);
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
......
......@@ -20,6 +20,8 @@ public class Player : MonoBehaviour
public Floor currentFloor;
public GameObject selectPointer;
/// <summary>
/// Set this player as the current player.
/// </summary>
......@@ -27,6 +29,7 @@ public class Player : MonoBehaviour
public IEnumerator SetCurrentPlayer()
{
GetComponent<NavMeshObstacle>().enabled = false;
selectPointer.SetActive(true);
yield return null;
GetComponent<NavMeshAgent>().enabled = true;
StartCoroutine(MapManager.inst.Rebaker());
......@@ -39,6 +42,7 @@ public class Player : MonoBehaviour
{
GetComponent<NavMeshAgent>().enabled = false;
GetComponent<NavMeshObstacle>().enabled = true;
selectPointer.SetActive(false);
StartCoroutine(MapManager.inst.Rebaker());
PlayerController.inst.currentPlayer = null;
}
......
......@@ -8,6 +8,7 @@ TagManager:
- floor
- wallSign
- briefcase
- CameraLight
layers:
- Default
- TransparentFX
......
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