Commit 5f8bc94b authored by 18손재민's avatar 18손재민

Merge branch 'model'

# Conflicts:
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Assets/Models/texture/ph_floor.png

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  • 2-up
  • Swipe
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Assets/Models/texture/ph_wall.png

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Assets/Models/texture/ph_wall.png

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......@@ -16,7 +94,7 @@ GameObject:
- component: {fileID: -954323813722370706}
m_Layer: 0
m_Name: case
m_TagString: Untagged
m_TagString: floor
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......@@ -31,10 +109,11 @@ Transform:
m_LocalRotation: {x: 0, y: 0.38268343, z: 0, w: 0.92387956}
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......@@ -110,6 +189,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
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dropBullet: 3
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......
......@@ -77,6 +77,7 @@ public class CameraController : MonoBehaviour
rotationX = transform.eulerAngles.y;
rotationY = transform.eulerAngles.x;
PlayerController.inst.isZooming = false;
player.laser.SetActive(true);
player.anim.SetBool("isShooting", true);
player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Head");
......@@ -93,6 +94,7 @@ public class CameraController : MonoBehaviour
float startTime = Time.time;
Vector3 posDiff = (previousPos - transform.position) / 40;
float fovDiff = (mapFov - shootingFov) / 40f;
player.laser.SetActive(false);
PlayerController.inst.isZooming = true;
player.anim.SetBool("isShooting", false);
player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Player");
......
......@@ -7,6 +7,7 @@ public class Briefcase : MonoBehaviour, IObject, IPlayerInteractor
[SerializeField]
private Floor floor = null;
public BulletCode dropBullet;
public GameObject table;
public Vector2Int Position { get { return floor != null ? floor.mapPos : throw new UnassignedReferenceException("Floor of Interactor is not assigned"); } }
public GameObject GetObject()
......@@ -30,6 +31,22 @@ public class Briefcase : MonoBehaviour, IObject, IPlayerInteractor
public void SetBullet(BulletCode _dropBullet)
{
dropBullet = _dropBullet;
if (dropBullet == BulletCode.False)
{
table.GetComponent<MeshRenderer>().material.color = Color.red;
}
else if (dropBullet == BulletCode.Mirror)
{
table.GetComponent<MeshRenderer>().material.color = Color.gray;
}
else if (dropBullet == BulletCode.True)
{
table.GetComponent<MeshRenderer>().material.color = Color.green;
}
else
{
table.SetActive(false);
}
}
private void OnDestroy()
......
......@@ -14,6 +14,7 @@ public class Player : MonoBehaviour
public GameObject head;
public Transform shootingArm;
public GameObject shootingFinger;
public GameObject laser;
public Quaternion armRotation;
public Animator anim;
......@@ -128,7 +129,7 @@ public class Player : MonoBehaviour
// Update is called once per frame
void Update()
{
{
laser.transform.position = shootingFinger.transform.position;
}
}
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