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MIM
man-in-the-mirror
Commits
6f0aa517
Commit
6f0aa517
authored
Jul 02, 2019
by
18손재민
Browse files
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Merge branch 'map'
parents
b7acf6d1
fc955810
Changes
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26 changed files
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291 additions
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217 deletions
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-217
2019-07-02-1-58-33.json
Assets/2019-07-02-1-58-33.json
+1
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2019-07-02-1-58-33.json.meta
Assets/2019-07-02-1-58-33.json.meta
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Maps.meta
Assets/Maps.meta
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Newtonsoft.Json.dll
Assets/Newtonsoft.Json.dll
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Newtonsoft.Json.dll.meta
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EmptyStage.prefab
Assets/Prefabs/EmptyStage.prefab
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Assets/Prefabs/EmptyStage.prefab.meta
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MapEditorCanvas.prefab
Assets/Prefabs/MapEditor/MapEditorCanvas.prefab
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MapManager.prefab
Assets/Prefabs/MapManager.prefab
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jackson.prefab
Assets/Prefabs/MapObjects/jackson.prefab
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-1
case.prefab
Assets/Prefabs/Objects/case.prefab
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MapEditor.unity
Assets/Scenes/MapEditor.unity
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SampleScene.unity
Assets/Scenes/SampleScene.unity
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Enums.cs
Assets/Scripts/Generals/Enums.cs
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Assets/Scripts/Generals/Enums.cs.meta
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IObject.cs
Assets/Scripts/Interactors/Interfaces/IObject.cs
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GameManager.cs
Assets/Scripts/Managers/GameManager.cs
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MapManager.cs
Assets/Scripts/Managers/MapManager.cs
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ClearCondition.cs
Assets/Scripts/Map/ClearCondition.cs
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Map.cs
Assets/Scripts/Map/Map.cs
+0
-27
Wall.cs
Assets/Scripts/Map/Wall.cs
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MapEditor.cs
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Player.cs
Assets/Scripts/Player.cs
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PlayerController.cs
Assets/Scripts/PlayerController.cs
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TestTools.cs
Assets/Scripts/TestTools.cs
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Assets/Scripts/Generals/Enums.cs
0 → 100644
View file @
6f0aa517
public
enum
TileMode
{
None
,
Floor
,
Normal
,
Mirror
,
StartFloor
,
Briefcase
,
Camera
,
WMannequin
,
BMannequin
,
goalFloor
}
public
enum
ClearType
{
NFloor
,
NTurret
,
NCase
,
NPlayer
,
AllFloor
,
AllTurret
,
AllCase
,
White
,
Black
}
public
enum
WallType
{
NULL
,
Normal
,
Mirror
}
public
enum
ObjType
{
NULL
,
Briefcase
,
Camera
,
Mannequin
}
\ No newline at end of file
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Assets/Scripts/Interactors/Interfaces/IObject.cs
View file @
6f0aa517
...
@@ -2,14 +2,6 @@
...
@@ -2,14 +2,6 @@
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine
;
public
enum
ObjType
{
NULL
,
Briefcase
,
Camera
,
Mannequin
}
public
interface
IObject
public
interface
IObject
{
{
void
Init
(
Floor
floor
);
void
Init
(
Floor
floor
);
...
...
Assets/Scripts/Managers/GameManager.cs
View file @
6f0aa517
...
@@ -12,9 +12,9 @@ public class GameManager : SingletonBehaviour<GameManager>
...
@@ -12,9 +12,9 @@ public class GameManager : SingletonBehaviour<GameManager>
public
int
clearCounter
=
0
;
public
int
clearCounter
=
0
;
public
static
int
nFloor
,
nTurret
,
nCase
,
nPlayer
,
aFloor
,
aTurret
,
aCase
,
white
,
black
;
public
static
int
nFloor
,
nTurret
,
nCase
,
nPlayer
,
aFloor
,
aTurret
,
aCase
,
white
,
black
;
//Find and set the index of clear conditions of the map to clear type.
public
void
SetClearIndex
(
Map
map
)
public
void
SetClearIndex
(
Map
map
)
{
{
for
(
int
i
=
0
;
i
<
9
;
i
++)
clearIndex
[
i
]
=
-
1
;
foreach
(
var
child
in
map
.
clearConditions
)
foreach
(
var
child
in
map
.
clearConditions
)
{
{
clearIndex
[(
int
)
child
.
type
]
=
map
.
clearConditions
.
IndexOf
(
child
);
clearIndex
[(
int
)
child
.
type
]
=
map
.
clearConditions
.
IndexOf
(
child
);
...
@@ -36,23 +36,17 @@ public class GameManager : SingletonBehaviour<GameManager>
...
@@ -36,23 +36,17 @@ public class GameManager : SingletonBehaviour<GameManager>
Debug
.
Log
(
"Stage Clear!"
);
Debug
.
Log
(
"Stage Clear!"
);
}
}
void
Awake
()
{
//Reset clear index to -1.
for
(
int
i
=
0
;
i
<
clearIndex
.
Length
;
i
++)
clearIndex
[
i
]
=
-
1
;
nFloor
=
nTurret
=
nCase
=
nPlayer
=
aFloor
=
aTurret
=
aCase
=
white
=
black
=
-
1
;
}
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
{
{
if
(!
MapManager
.
inst
.
isMapEditingOn
)
if
(!
MapManager
.
inst
.
isMapEditingOn
)
MapManager
.
inst
.
LoadMap
(
MapManager
.
inst
.
stage
[
0
]);
MapManager
.
inst
.
LoadMap
(
MapManager
.
inst
.
stage
[
0
]);
else
{
for
(
int
i
=
0
;
i
<
9
;
i
++)
clearIndex
[
i
]
=
-
1
;
nFloor
=
clearIndex
[(
int
)
ClearType
.
NFloor
];
nTurret
=
clearIndex
[(
int
)
ClearType
.
NTurret
];
nCase
=
clearIndex
[(
int
)
ClearType
.
NCase
];
nPlayer
=
clearIndex
[(
int
)
ClearType
.
NPlayer
];
aFloor
=
clearIndex
[(
int
)
ClearType
.
AllFloor
];
aTurret
=
clearIndex
[(
int
)
ClearType
.
AllTurret
];
aCase
=
clearIndex
[(
int
)
ClearType
.
AllCase
];
white
=
clearIndex
[(
int
)
ClearType
.
White
];
black
=
clearIndex
[(
int
)
ClearType
.
Black
];
}
}
}
}
}
Assets/Scripts/Managers/MapManager.cs
View file @
6f0aa517
using
System.Collections
;
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine
;
using
UnityEditor
;
using
UnityEngine.AI
;
using
UnityEngine.AI
;
using
Newtonsoft.Json
;
public
class
MapManager
:
SingletonBehaviour
<
MapManager
>
public
class
MapManager
:
SingletonBehaviour
<
MapManager
>
{
{
...
@@ -14,28 +14,74 @@ public class MapManager : SingletonBehaviour<MapManager>
...
@@ -14,28 +14,74 @@ public class MapManager : SingletonBehaviour<MapManager>
public
NormalWall
normalWall
;
public
NormalWall
normalWall
;
public
Mirror
mirror
;
public
Mirror
mirror
;
public
GameObject
truthBullet
,
fakeBullet
,
mirrorBullet
;
public
GameObject
truthBullet
,
fakeBullet
,
mirrorBullet
;
[
Tooltip
(
"Objects without mannequin."
)]
public
GameObject
briefCase
;
public
GameObject
briefCase
;
public
GameObject
cameraTurret
;
public
GameObject
cameraTurret
;
public
GameObject
[]
mannequins
;
public
GameObject
[]
mannequins
;
public
List
<
GameObject
>
players
;
public
GameObject
player
;
public
GameObject
player
;
public
Map
[]
stage
;
[
Header
(
"All players"
)]
public
List
<
GameObject
>
players
;
[
Header
(
"All stages"
)]
public
TextAsset
[]
stage
;
public
BulletFactory
bulletFactory
;
public
BulletFactory
bulletFactory
;
public
void
LoadMap
(
Map
_newMap
)
/// <summary>
/// Load and make a map by map data json file.
/// </summary>
/// <param name="_newMap">The json file of the map data to be created.</param>
public
void
LoadMap
(
TextAsset
_newMap
)
{
{
if
(
currentMap
!=
null
)
var
loadedMapData
=
JsonConvert
.
DeserializeObject
<
MapEditor
.
MapSaveData
>(
_newMap
.
ToString
());
Destroy
(
currentMap
.
gameObject
);
currentMap
=
Instantiate
(
currentMap
,
new
Vector3
(
0
,
0
,
0
),
Quaternion
.
identity
);
currentMap
=
Instantiate
(
_newMap
);
currentMap
.
InitiateMap
();
currentMap
.
transform
.
position
=
new
Vector3
(
0
,
0
,
0
);
currentMap
.
maxMapSize
=
(
int
)
loadedMapData
.
objects
[
0
].
xPos
;
surface
.
BuildNavMesh
();
for
(
int
i
=
1
;
i
<
loadedMapData
.
objects
.
Count
;
i
++)
{
var
temp
=
loadedMapData
.
objects
[
i
];
switch
(
temp
.
tag
)
{
case
TileMode
.
Floor
:
currentMap
.
CreateFloor
(
new
Vector2Int
((
int
)
temp
.
xPos
,
(
int
)
temp
.
yPos
));
break
;
case
TileMode
.
Normal
:
currentMap
.
CreateWall
(
new
Vector2
(
temp
.
xPos
,
temp
.
yPos
),
WallType
.
Normal
);
break
;
case
TileMode
.
Mirror
:
currentMap
.
CreateWall
(
new
Vector2
(
temp
.
xPos
,
temp
.
yPos
),
WallType
.
Mirror
);
break
;
case
TileMode
.
StartFloor
:
currentMap
.
startFloors
.
Add
(
currentMap
.
GetFloorAtPos
(
new
Vector2Int
((
int
)
temp
.
xPos
,
(
int
)
temp
.
yPos
)));
break
;
case
TileMode
.
Briefcase
:
currentMap
.
CreateObject
(
new
Vector2Int
((
int
)
temp
.
xPos
,
(
int
)
temp
.
yPos
),
ObjType
.
Briefcase
);
break
;
case
TileMode
.
Camera
:
currentMap
.
CreateObject
(
new
Vector2Int
((
int
)
temp
.
xPos
,
(
int
)
temp
.
yPos
),
ObjType
.
Camera
);
break
;
case
TileMode
.
WMannequin
:
currentMap
.
CreateObject
(
new
Vector2Int
((
int
)
temp
.
xPos
,
(
int
)
temp
.
yPos
),
ObjType
.
Mannequin
,
true
);
break
;
case
TileMode
.
BMannequin
:
currentMap
.
CreateObject
(
new
Vector2Int
((
int
)
temp
.
xPos
,
(
int
)
temp
.
yPos
),
ObjType
.
Mannequin
,
false
);
break
;
case
TileMode
.
goalFloor
:
currentMap
.
GetFloorAtPos
(
new
Vector2Int
((
int
)
temp
.
xPos
,
(
int
)
temp
.
yPos
)).
isGoalFloor
=
true
;
break
;
default
:
break
;
}
}
for
(
int
i
=
0
;
i
<
loadedMapData
.
clears
.
Count
;
i
++)
{
var
temp
=
loadedMapData
.
clears
[
i
];
currentMap
.
clearConditions
.
Add
(
new
ClearCondition
(
temp
.
type
,
temp
.
goal
));
}
GameManager
.
inst
.
SetClearIndex
(
currentMap
);
GameManager
.
inst
.
SetClearIndex
(
currentMap
);
surface
.
BuildNavMesh
();
GameManager
.
inst
.
uiGenerator
.
GenerateAllClearUI
();
GameManager
.
inst
.
uiGenerator
.
GenerateAllClearUI
();
for
(
int
i
=
0
;
i
<
currentMap
.
startFloors
.
Count
;
i
++)
for
(
int
i
=
0
;
i
<
currentMap
.
startFloors
.
Count
;
i
++)
PlayerController
.
inst
.
CreatePlayer
(
currentMap
.
startFloors
[
i
]);
PlayerController
.
inst
.
CreatePlayer
(
currentMap
.
startFloors
[
i
]);
for
(
int
i
=
0
;
i
<
currentMap
.
initialB
ullets
.
Count
;
i
++)
for
(
int
i
=
0
;
i
<
loadedMapData
.
b
ullets
.
Count
;
i
++)
PlayerController
.
inst
.
bulletList
.
Add
(
currentMap
.
initialB
ullets
[
i
]);
PlayerController
.
inst
.
bulletList
.
Add
(
loadedMapData
.
b
ullets
[
i
]);
}
}
public
IEnumerator
Rebaker
()
public
IEnumerator
Rebaker
()
{
{
...
...
Assets/Scripts/Map/ClearCondition.cs
View file @
6f0aa517
...
@@ -2,18 +2,6 @@
...
@@ -2,18 +2,6 @@
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine
;
public
enum
ClearType
{
NFloor
,
NTurret
,
NCase
,
NPlayer
,
AllFloor
,
AllTurret
,
AllCase
,
White
,
Black
}
[
System
.
Serializable
]
[
System
.
Serializable
]
public
class
ClearCondition
public
class
ClearCondition
...
@@ -24,12 +12,12 @@ public class ClearCondition
...
@@ -24,12 +12,12 @@ public class ClearCondition
public
bool
isDone
=
false
;
public
bool
isDone
=
false
;
public
ClearStatusUI
assignedClearUI
;
public
ClearStatusUI
assignedClearUI
;
/*
public ClearCondition(ClearType _type, int _goal)
public
ClearCondition
(
ClearType
_type
,
int
_goal
)
{
{
type
=
_type
;
type
=
_type
;
goal
=
_goal
;
goal
=
_goal
;
count
=
0
;
count
=
0
;
}
*/
}
public
void
IsDone
(
int
_count
=
0
,
int
_goal
=
0
)
public
void
IsDone
(
int
_count
=
0
,
int
_goal
=
0
)
{
{
...
...
Assets/Scripts/Map/Map.cs
View file @
6f0aa517
...
@@ -269,28 +269,6 @@ public class Map : MonoBehaviour
...
@@ -269,28 +269,6 @@ public class Map : MonoBehaviour
Debug
.
Log
(
"Object doesn't exists between : "
+
pos
);
Debug
.
Log
(
"Object doesn't exists between : "
+
pos
);
}
}
private
void
LoadObjects
()
{
floorGrid
=
new
Dictionary
<
Vector2Int
,
Floor
>();
wallGrid
=
new
Dictionary
<
Vector2
,
Wall
>();
objectGrid
=
new
Dictionary
<
Vector2Int
,
IObject
>();
for
(
int
i
=
0
;
i
<
floors
.
transform
.
childCount
;
i
++)
{
Floor
floor
=
floors
.
transform
.
GetChild
(
i
).
GetComponent
<
Floor
>();
floorGrid
.
Add
(
floor
.
mapPos
,
floor
);
}
for
(
int
i
=
0
;
i
<
walls
.
transform
.
childCount
;
i
++)
{
Wall
wall
=
walls
.
transform
.
GetChild
(
i
).
GetComponent
<
Wall
>();
wallGrid
.
Add
(
wall
.
mapPos
,
wall
);
}
for
(
int
i
=
0
;
i
<
objects
.
transform
.
childCount
;
i
++)
{
IObject
iObject
=
objects
.
transform
.
GetChild
(
i
).
GetComponent
<
IObject
>();
objectGrid
.
Add
(
iObject
.
GetPos
(),
iObject
);
}
}
public
void
InitiateMap
()
public
void
InitiateMap
()
{
{
floorGrid
=
new
Dictionary
<
Vector2Int
,
Floor
>();
floorGrid
=
new
Dictionary
<
Vector2Int
,
Floor
>();
...
@@ -299,11 +277,6 @@ public class Map : MonoBehaviour
...
@@ -299,11 +277,6 @@ public class Map : MonoBehaviour
startFloors
=
new
List
<
Floor
>();
startFloors
=
new
List
<
Floor
>();
}
}
private
void
Awake
()
{
LoadObjects
();
}
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
{
{
...
...
Assets/Scripts/Map/Wall.cs
View file @
6f0aa517
...
@@ -2,13 +2,6 @@
...
@@ -2,13 +2,6 @@
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine
;
public
enum
WallType
{
NULL
,
Normal
,
Mirror
}
public
class
Wall
:
MonoBehaviour
public
class
Wall
:
MonoBehaviour
{
{
/// <summary>
/// <summary>
...
...
Assets/
Editor
/MapEditor.cs
→
Assets/
Scripts
/MapEditor.cs
View file @
6f0aa517
using
System.Collections
;
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine
;
using
UnityEditor
;
using
UnityEngine.UI
;
using
UnityEngine.UI
;
using
Newtonsoft.Json
;
using
System.IO
;
public
class
MapEditor
:
SingletonBehaviour
<
MapEditor
>
public
class
MapEditor
:
SingletonBehaviour
<
MapEditor
>
{
{
public
class
objectData
{
public
TileMode
tag
;
public
float
xPos
,
yPos
;
public
objectData
(
TileMode
_tag
,
Vector2
_pos
)
{
tag
=
_tag
;
xPos
=
_pos
.
x
;
yPos
=
_pos
.
y
;
}
}
public
class
clearData
{
public
ClearType
type
;
public
int
goal
;
public
clearData
(
ClearType
_type
,
int
_goal
)
{
type
=
_type
;
goal
=
_goal
;
}
}
public
class
MapSaveData
{
public
List
<
objectData
>
objects
;
public
List
<
clearData
>
clears
;
public
List
<
BulletCode
>
bullets
;
public
MapSaveData
()
{
objects
=
new
List
<
objectData
>();
clears
=
new
List
<
clearData
>();
bullets
=
new
List
<
BulletCode
>();
}
public
void
AddObject
(
TileMode
_tag
,
Vector2
_pos
)
{
objects
.
Add
(
new
objectData
(
_tag
,
_pos
));
}
public
void
AddClears
(
ClearType
_type
,
int
_goal
)
{
clears
.
Add
(
new
clearData
(
_type
,
_goal
));
}
}
public
Map
currentMap
;
public
Map
currentMap
;
public
Map
[]
stage
;
public
MapEditorTile
tile
;
public
MapEditorTile
tile
;
public
enum
TileMode
{
None
,
Floor
,
Normal
,
Mirror
,
StartFloor
,
Briefcase
,
Camera
,
WMannequin
,
BMannequin
,
goalFloor
};
TileMode
currentMode
;
TileMode
currentMode
;
public
Text
modeSign
;
public
Text
modeSign
;
public
GameObject
startSign
,
goalSign
,
mapSizeSetter
,
mapEditorTiles
;
public
GameObject
startSign
,
goalSign
,
mapSizeSetter
,
mapEditorTiles
;
public
Dictionary
<
Floor
,
GameObject
>
startSigns
,
goalSigns
;
public
Dictionary
<
Floor
,
GameObject
>
startSigns
,
goalSigns
;
public
Material
editNormalMat
,
realNormalMat
;
public
Material
editNormalMat
;
bool
isEditorStarted
;
bool
isEditorStarted
;
bool
isCreateMode
;
bool
isCreateMode
;
public
void
StartMap
(
Map
_newMap
)
public
void
StartMap
(
Map
_newMap
)
{
{
if
(
currentMap
!=
null
)
Destroy
(
currentMap
.
gameObject
);
currentMap
=
Instantiate
(
_newMap
);
currentMap
=
Instantiate
(
_newMap
);
currentMap
.
transform
.
position
=
new
Vector3
(
0
,
0
,
0
);
currentMap
.
transform
.
position
=
new
Vector3
(
0
,
0
,
0
);
currentMap
.
InitiateMap
();
currentMap
.
InitiateMap
();
...
@@ -35,22 +70,54 @@ public class MapEditor : SingletonBehaviour<MapEditor>
...
@@ -35,22 +70,54 @@ public class MapEditor : SingletonBehaviour<MapEditor>
public
void
SaveMap
(
Map
_newMap
)
public
void
SaveMap
(
Map
_newMap
)
{
{
System
.
DateTime
time
=
System
.
DateTime
.
Now
;
System
.
DateTime
time
=
System
.
DateTime
.
Now
;
string
localPath
=
"Assets/SavedMap_"
+
time
.
ToShortDateString
()
+
"-"
+
time
.
Hour
+
"-"
+
time
.
Minute
+
"-"
+
time
.
Second
+
".prefab"
;
string
localPath
=
"Assets/"
+
time
.
ToShortDateString
()
+
"-"
+
time
.
Hour
+
"-"
+
time
.
Minute
+
"-"
+
time
.
Second
+
".json"
;
if
(
AssetDatabase
.
LoadAssetAtPath
(
localPath
,
typeof
(
GameObject
)))
if
(
currentMap
.
startFloors
.
Count
==
0
)
Debug
.
Log
(
"Object with same name already exists."
);
else
if
(
currentMap
.
startFloors
.
Count
==
0
)
Debug
.
Log
(
"There is no start floor."
);
Debug
.
Log
(
"There is no start floor."
);
else
else
{
{
foreach
(
Transform
child
in
currentMap
.
walls
.
transform
)
MapSaveData
mapSaveData
=
new
MapSaveData
();
if
(
child
.
GetComponent
<
Wall
>()
is
NormalWall
)
mapSaveData
.
AddObject
(
TileMode
.
None
,
new
Vector2
(
currentMap
.
maxMapSize
,
0
));
child
.
gameObject
.
GetComponent
<
MeshRenderer
>().
material
=
realNormalMat
;
foreach
(
Transform
child
in
currentMap
.
walls
.
transform
)
PrefabUtility
.
SaveAsPrefabAsset
(
_newMap
.
gameObject
,
localPath
);
{
Debug
.
Log
(
"Map saved at "
+
localPath
);
Wall
temp
=
child
.
GetComponent
<
Wall
>();
foreach
(
Transform
child
in
currentMap
.
walls
.
transform
)
if
(
temp
is
NormalWall
)
if
(
child
.
GetComponent
<
Wall
>()
is
NormalWall
)
mapSaveData
.
AddObject
(
TileMode
.
Normal
,
temp
.
mapPos
);
child
.
gameObject
.
GetComponent
<
MeshRenderer
>().
material
=
editNormalMat
;
else
mapSaveData
.
AddObject
(
TileMode
.
Mirror
,
temp
.
mapPos
);
}
foreach
(
Transform
child
in
currentMap
.
floors
.
transform
)
{
Floor
temp
=
child
.
GetComponent
<
Floor
>();
mapSaveData
.
AddObject
(
TileMode
.
Floor
,
temp
.
mapPos
);
if
(
child
.
GetComponent
<
Floor
>().
isGoalFloor
)
mapSaveData
.
AddObject
(
TileMode
.
goalFloor
,
temp
.
mapPos
);
}
foreach
(
Floor
child
in
currentMap
.
startFloors
)
{
Floor
temp
=
child
.
GetComponent
<
Floor
>();
mapSaveData
.
AddObject
(
TileMode
.
StartFloor
,
temp
.
mapPos
);
}
foreach
(
Transform
child
in
currentMap
.
objects
.
transform
)
{
IObject
temp
=
child
.
GetComponent
<
IObject
>();
if
(
temp
.
GetType
()
==
ObjType
.
Briefcase
)
mapSaveData
.
AddObject
(
TileMode
.
Briefcase
,
temp
.
GetPos
());
else
if
(
temp
.
GetType
()
==
ObjType
.
Camera
)
mapSaveData
.
AddObject
(
TileMode
.
Camera
,
temp
.
GetPos
());
else
if
(
temp
.
GetType
()
==
ObjType
.
Mannequin
)
{
if
(
temp
.
GetObject
().
GetComponent
<
Mannequin
>().
isWhite
)
mapSaveData
.
AddObject
(
TileMode
.
WMannequin
,
temp
.
GetPos
());
else
mapSaveData
.
AddObject
(
TileMode
.
BMannequin
,
temp
.
GetPos
());
}
}
}
for
(
int
i
=
0
;
i
<
currentMap
.
clearConditions
.
Count
;
i
++)
mapSaveData
.
AddClears
(
currentMap
.
clearConditions
[
i
].
type
,
currentMap
.
clearConditions
[
i
].
goal
);
for
(
int
i
=
0
;
i
<
currentMap
.
initialBullets
.
Count
;
i
++)
mapSaveData
.
bullets
.
Add
(
currentMap
.
initialBullets
[
i
]);
File
.
WriteAllText
(
localPath
,
JsonConvert
.
SerializeObject
(
mapSaveData
));
Debug
.
Log
(
"Map saved at "
+
localPath
);}
}
}
public
void
SaveCurrentMap
()
public
void
SaveCurrentMap
()
{
{
...
@@ -114,7 +181,7 @@ public class MapEditor : SingletonBehaviour<MapEditor>
...
@@ -114,7 +181,7 @@ public class MapEditor : SingletonBehaviour<MapEditor>
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
{
{
StartMap
(
stage
[
0
]
);
StartMap
(
currentMap
);
SwitchMode
(
0
);
SwitchMode
(
0
);
}
}
...
...
Assets/
Editor
/MapEditor.cs.meta
→
Assets/
Scripts
/MapEditor.cs.meta
View file @
6f0aa517
File moved
Assets/Scripts/Player.cs
View file @
6f0aa517
...
@@ -108,6 +108,14 @@ public class Player : MonoBehaviour
...
@@ -108,6 +108,14 @@ public class Player : MonoBehaviour
newBullet
.
Init
(
shootingArm
.
transform
.
forward
);
newBullet
.
Init
(
shootingArm
.
transform
.
forward
);
}
}
private
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
GetComponent
<
IPlayerInteractor
>()
!=
null
)
{
other
.
GetComponent
<
IPlayerInteractor
>().
Interact
(
currentFloor
.
mapPos
);
}
}
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
{
{
...
...
Assets/Scripts/PlayerController.cs
View file @
6f0aa517
...
@@ -33,7 +33,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
...
@@ -33,7 +33,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
{
{
if
(
obj
.
GetComponent
<
Player
>().
currentFloor
==
floor
)
if
(
obj
.
GetComponent
<
Player
>().
currentFloor
==
floor
)
{
{
Debug
.
Log
(
"
there are player
on that floor."
);
Debug
.
Log
(
"
Player already exists
on that floor."
);
return
;
return
;
}
}
}
}
...
@@ -50,14 +50,10 @@ public class PlayerController : SingletonBehaviour<PlayerController>
...
@@ -50,14 +50,10 @@ public class PlayerController : SingletonBehaviour<PlayerController>
public
void
CreatePlayer
(
Vector2Int
floorPos
)
public
void
CreatePlayer
(
Vector2Int
floorPos
)
{
{
if
(
MapManager
.
inst
.
currentMap
.
floorGrid
.
TryGetValue
(
floorPos
,
out
Floor
floor
))
if
(
MapManager
.
inst
.
currentMap
.
floorGrid
.
TryGetValue
(
floorPos
,
out
Floor
floor
))
{
CreatePlayer
(
floor
);
CreatePlayer
(
floor
);
}
else
else
{
Debug
.
Log
(
"there are no floor"
);
Debug
.
Log
(
"there are no floor"
);
}
}
}
public
void
RemovePlayer
(
Floor
floor
)
public
void
RemovePlayer
(
Floor
floor
)
{
{
...
...
Assets/Scripts/TestTools.cs
View file @
6f0aa517
...
@@ -44,10 +44,6 @@ public class TestTools : MonoBehaviour
...
@@ -44,10 +44,6 @@ public class TestTools : MonoBehaviour
{
{
MapManager
.
inst
.
currentMap
.
RemoveObject
(
new
Vector2Int
(
int
.
Parse
(
xInput
.
text
),
int
.
Parse
(
yInput
.
text
)));
MapManager
.
inst
.
currentMap
.
RemoveObject
(
new
Vector2Int
(
int
.
Parse
(
xInput
.
text
),
int
.
Parse
(
yInput
.
text
)));
}
}
public
void
LoadMap
()
{
MapManager
.
inst
.
LoadMap
(
MapManager
.
inst
.
stage
[
1
]);
}
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
...
...
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