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MIM
man-in-the-mirror
Commits
6cd3df57
Commit
6cd3df57
authored
Aug 08, 2019
by
18신대성
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짜잘한 오류들 수정, 카메라 너무 빠르고 그런 오류들 수정
parent
d84ea40f
Changes
4
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4 changed files
with
38 additions
and
42 deletions
+38
-42
PlayStage.unity
Assets/Scenes/PlayStage.unity
+13
-13
CameraController.cs
Assets/Scripts/CameraController.cs
+23
-27
CameraTurret.cs
Assets/Scripts/Interactors/CameraTurret.cs
+1
-0
Mirror.cs
Assets/Scripts/Map/Mirror.cs
+1
-2
No files found.
Assets/Scenes/PlayStage.unity
View file @
6cd3df57
...
...
@@ -463,7 +463,7 @@ GameObject:
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
0
m_IsActive
:
1
---
!u!114
&448150608
MonoBehaviour
:
m_ObjectHideFlags
:
0
...
...
@@ -601,7 +601,7 @@ MonoBehaviour:
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
534669902
}
m_Enabled
:
0
m_Enabled
:
1
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
948f4100a11a5c24981795d21301da5c
,
type
:
3
}
m_Name
:
...
...
@@ -1024,7 +1024,7 @@ GameObject:
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
0
m_IsActive
:
1
---
!u!224
&1839944656
RectTransform
:
m_ObjectHideFlags
:
0
...
...
@@ -1344,16 +1344,6 @@ PrefabInstance:
m_Modification
:
m_TransformParent
:
{
fileID
:
0
}
m_Modifications
:
-
target
:
{
fileID
:
52444459818764334
,
guid
:
42247a938bb6e554eb00dc08303a72d6
,
type
:
3
}
propertyPath
:
m_Name
value
:
GameManager
objectReference
:
{
fileID
:
0
}
-
target
:
{
fileID
:
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,
guid
:
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,
type
:
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}
propertyPath
:
m_IsActive
value
:
1
objectReference
:
{
fileID
:
0
}
-
target
:
{
fileID
:
2122327709
,
guid
:
42247a938bb6e554eb00dc08303a72d6
,
type
:
3
}
propertyPath
:
uiGenerator
value
:
...
...
@@ -1378,6 +1368,16 @@ PrefabInstance:
propertyPath
:
currentStage
value
:
objectReference
:
{
fileID
:
0
}
-
target
:
{
fileID
:
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guid
:
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type
:
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}
propertyPath
:
m_Name
value
:
GameManager
objectReference
:
{
fileID
:
0
}
-
target
:
{
fileID
:
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,
guid
:
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:
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}
propertyPath
:
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value
:
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objectReference
:
{
fileID
:
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}
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target
:
{
fileID
:
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guid
:
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type
:
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}
propertyPath
:
m_LocalPosition.x
...
...
Assets/Scripts/CameraController.cs
View file @
6cd3df57
...
...
@@ -7,13 +7,14 @@ public class CameraController : MonoBehaviour
Vector3
dragOrigin
;
Vector3
moveOrigin
;
public
float
dragSpeed
;
float
cameraMoveDuration
=
50
;
Vector3
previousPos
;
Vector3
previousAngle
;
float
shootingFov
=
60f
;
float
mapFov
=
20f
;
float
rotationX
=
0
;
float
rotationY
=
0
;
float
sensitivity
=
45
;
float
sensitivity
=
1
;
[
SerializeField
]
Vector3
centerPos
=
new
Vector3
(
0
,
0
,
0
);
...
...
@@ -77,30 +78,27 @@ public class CameraController : MonoBehaviour
public
IEnumerator
ZoomInAtPlayer
(
Player
player
)
{
float
startTime
=
Time
.
time
;
Vector3
posDiff
=
(
player
.
head
.
transform
.
position
-
transform
.
position
)
/
40
;
float
fovDiff
=
(
shootingFov
-
mapFov
)
/
40f
;
float
angleDiff
=
-
30f
/
40f
;
Vector3
posDiff
=
(
player
.
head
.
transform
.
position
-
transform
.
position
)
/
cameraMoveDuration
;
float
angleDiff
=
-
30f
/
cameraMoveDuration
;
GameManager
.
inst
.
isZooming
=
true
;
previousPos
=
transform
.
position
;
previousAngle
=
new
Vector3
(
transform
.
eulerAngles
.
x
>
180
?
transform
.
eulerAngles
.
x
-
360
:
transform
.
eulerAngles
.
x
,
transform
.
eulerAngles
.
y
>
180
?
transform
.
eulerAngles
.
y
-
360
:
transform
.
eulerAngles
.
y
,
transform
.
eulerAngles
.
z
>
180
?
transform
.
eulerAngles
.
z
-
360
:
transform
.
eulerAngles
.
z
);
int
i
;
for
(
i
=
0
;
i
<
40
;
i
++
)
for
(
i
=
0
;
i
<
cameraMoveDuration
;
i
+=
1
)
{
yield
return
n
ull
;
yield
return
n
ew
WaitForSeconds
(
0.01f
)
;
if
(
Input
.
GetMouseButtonDown
(
0
))
break
;
transform
.
position
+=
posDiff
;
transform
.
eulerAngles
+=
new
Vector3
(
angleDiff
,
0
,
0
);
Camera
.
main
.
fieldOfView
+=
fovDiff
;
}
if
(
i
<
40
)
{
transform
.
position
+=
posDiff
*
(
40
-
i
);
transform
.
eulerAngles
+=
new
Vector3
(
angleDiff
*
(
40
-
i
),
0
,
0
);
Camera
.
main
.
fieldOfView
+=
fovDiff
*
(
40
-
i
);
Camera
.
main
.
fieldOfView
=
Mathf
.
Lerp
(
mapFov
,
shootingFov
,
i
/
cameraMoveDuration
);
}
transform
.
position
+=
posDiff
*
(
cameraMoveDuration
-
i
);
transform
.
eulerAngles
+=
new
Vector3
(
angleDiff
*
(
cameraMoveDuration
-
i
),
0
,
0
);
Camera
.
main
.
fieldOfView
=
shootingFov
;
player
.
transform
.
eulerAngles
=
new
Vector3
(
player
.
transform
.
eulerAngles
.
x
,
transform
.
eulerAngles
.
y
,
player
.
transform
.
eulerAngles
.
z
);
transform
.
position
=
player
.
head
.
transform
.
position
;
rotationX
=
transform
.
eulerAngles
.
y
;
...
...
@@ -121,8 +119,7 @@ public class CameraController : MonoBehaviour
public
IEnumerator
ZoomOutFromPlayer
(
Player
player
)
{
float
startTime
=
Time
.
time
;
Vector3
posDiff
=
(
previousPos
-
transform
.
position
)
/
40
;
float
fovDiff
=
(
mapFov
-
shootingFov
)
/
40f
;
Vector3
posDiff
=
(
previousPos
-
transform
.
position
)
/
cameraMoveDuration
;
player
.
laser
.
SetActive
(
false
);
GameManager
.
inst
.
isZooming
=
true
;
player
.
anim
.
SetBool
(
"isShooting"
,
false
);
...
...
@@ -131,27 +128,26 @@ public class CameraController : MonoBehaviour
Vector3
tempAngle
=
new
Vector3
(
transform
.
eulerAngles
.
x
>
180
?
transform
.
eulerAngles
.
x
-
360
:
transform
.
eulerAngles
.
x
,
transform
.
eulerAngles
.
y
>
180
?
transform
.
eulerAngles
.
y
-
360
:
transform
.
eulerAngles
.
y
,
transform
.
eulerAngles
.
z
>
180
?
transform
.
eulerAngles
.
z
-
360
:
transform
.
eulerAngles
.
z
);
Vector3
angleDiff
=
(
previousAngle
-
tempAngle
)
/
40
;
Vector3
angleDiff
=
(
previousAngle
-
tempAngle
)
/
cameraMoveDuration
;
angleDiff
=
new
Vector3
(
angleDiff
.
x
>
180
?
360
-
angleDiff
.
x
:
angleDiff
.
x
,
angleDiff
.
y
>
180
?
360
-
angleDiff
.
y
:
angleDiff
.
y
,
angleDiff
.
z
>
180
?
360
-
angleDiff
.
z
:
angleDiff
.
z
);
int
i
;
for
(
i
=
0
;
i
<
40
;
i
++
)
for
(
i
=
0
;
i
<
cameraMoveDuration
;
i
+=
1
)
{
yield
return
n
ull
;
yield
return
n
ew
WaitForSeconds
(
0.01f
)
;
if
(
Input
.
GetMouseButtonDown
(
0
))
break
;
transform
.
position
+=
posDiff
;
transform
.
eulerAngles
+=
angleDiff
;
Camera
.
main
.
fieldOfView
+=
fovDiff
;
}
if
(
i
<
40
)
{
transform
.
position
+=
posDiff
*
(
40
-
i
);
transform
.
eulerAngles
+=
angleDiff
*
(
40
-
i
);
Camera
.
main
.
fieldOfView
+=
fovDiff
*
(
40
-
i
);
Camera
.
main
.
fieldOfView
=
Mathf
.
Lerp
(
shootingFov
,
mapFov
,
i
/
cameraMoveDuration
);
}
transform
.
position
+=
posDiff
*
(
cameraMoveDuration
-
i
);
transform
.
eulerAngles
+=
angleDiff
*
(
cameraMoveDuration
-
i
);
Camera
.
main
.
fieldOfView
=
mapFov
;
transform
.
position
=
previousPos
;
transform
.
LookAt
(
centerPos
);
GameManager
.
inst
.
isPlayerShooting
=
false
;
GameManager
.
inst
.
isZooming
=
false
;
...
...
@@ -182,8 +178,8 @@ public class CameraController : MonoBehaviour
{
float
mouseMoveValueX
=
Input
.
GetAxis
(
"Mouse X"
);
float
mouseMoveValueY
=
Input
.
GetAxis
(
"Mouse Y"
);
rotationX
+=
mouseMoveValueX
*
sensitivity
*
Time
.
deltaTime
;
rotationY
+=
mouseMoveValueY
*
sensitivity
*
Time
.
deltaTime
;
rotationX
+=
mouseMoveValueX
*
sensitivity
;
rotationY
+=
mouseMoveValueY
*
sensitivity
;
rotationY
=
Mathf
.
Clamp
(
rotationY
,
-
20
,
10
);
transform
.
eulerAngles
=
new
Vector3
(-
rotationY
,
rotationX
,
0
);
}
...
...
Assets/Scripts/Interactors/CameraTurret.cs
View file @
6cd3df57
...
...
@@ -21,6 +21,7 @@ public class CameraTurret : MonoBehaviour, IObject, IBreakable, IPlayerInteracto
public
void
Break
()
{
Instantiate
(
scatteredTurret
,
transform
.
position
+
new
Vector3
(
0
,
0.3f
),
transform
.
rotation
);
if
(
GameManager
.
nTurret
>=
0
)
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
nTurret
].
IsDone
(
1
);
MapManager
.
inst
.
currentMap
.
RemoveObject
(
Position
);
}
...
...
Assets/Scripts/Map/Mirror.cs
View file @
6cd3df57
...
...
@@ -120,7 +120,6 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
}
}
}
yield
return
null
;
float
iMid
=
i
+
0.5f
*
side
;
// check walls and copy
for
(
int
j
=
minMapRange
;
j
<
maxMapRange
;
j
++)
...
...
@@ -171,8 +170,8 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
}
}
}
yield
return
null
;
}
yield
return
null
;
// copy floors
foreach
(
var
floorCount
in
floorCountGrid
)
{
...
...
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