Commit 7b1a3753 authored by 18손재민's avatar 18손재민

머지 완료. 이제 일반 벽이랑 거울을 구분하지 않음.

parent 5ac41704
This diff is collapsed.
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/// Create wall at position. /// Create wall at position.
/// </summary> /// </summary>
/// <param name="pos">Position of wall.</param> /// <param name="pos">Position of wall.</param>
public void CreateNormalWall(Vector2 pos) /// <param name="wallType">Type of walls.</param>
public void CreateWall(Vector2 pos, WallType wallType)
{ {
if (((int)pos.x >= 0 ? ((int)pos.x > maxMapSize / 2) : ((int)pos.x < -maxMapSize / 2)) || ((int)pos.y >= 0 ? ((int)pos.y > maxMapSize / 2) : ((int)pos.y < -maxMapSize / 2))) if (((int)pos.x >= 0 ? ((int)pos.x > maxMapSize / 2) : ((int)pos.x < -maxMapSize / 2)) || ((int)pos.y >= 0 ? ((int)pos.y > maxMapSize / 2) : ((int)pos.y < -maxMapSize / 2)))
{ {
...@@ -111,14 +110,18 @@ public class Map : MonoBehaviour ...@@ -111,14 +110,18 @@ public class Map : MonoBehaviour
Debug.Log("Inappropriate position of wall."); Debug.Log("Inappropriate position of wall.");
return; return;
} }
if (!normalWallGrid.ContainsKey(pos)) if (!wallGrid.ContainsKey(pos))
{ {
normalWallGrid.Add(pos, Instantiate(MapManager.inst.normalWall, new Vector3(pos.x, 0, pos.y), Quaternion.identity, normalWalls.transform).GetComponent<NormalWall>()); if(wallType == WallType.Normal)
normalWallGrid[pos].mapPos = pos; wallGrid.Add(pos, Instantiate(MapManager.inst.normalWall, new Vector3(pos.x, 0, pos.y), Quaternion.identity, walls.transform).GetComponent<Wall>());
else if (wallType == WallType.Mirror)
wallGrid.Add(pos, Instantiate(MapManager.inst.mirror, new Vector3(pos.x, 0, pos.y), Quaternion.identity, walls.transform).GetComponent<Wall>());
wallGrid[pos].mapPos = pos;
wallGrid[pos].type = wallType;
if (Mathf.Abs(pos.x * 10) % 10 == 5) if (Mathf.Abs(pos.x * 10) % 10 == 5)
normalWallGrid[pos].transform.eulerAngles = new Vector3(0, 90, 0); wallGrid[pos].transform.eulerAngles = new Vector3(0, 90, 0);
else if (Mathf.Abs(pos.y * 10) % 10 == 5) else if (Mathf.Abs(pos.y * 10) % 10 == 5)
normalWallGrid[pos].transform.eulerAngles = new Vector3(0, 0, 0); wallGrid[pos].transform.eulerAngles = new Vector3(0, 0, 0);
StartCoroutine(MapManager.inst.Rebaker()); StartCoroutine(MapManager.inst.Rebaker());
} }
else else
...@@ -130,12 +133,13 @@ public class Map : MonoBehaviour ...@@ -130,12 +133,13 @@ public class Map : MonoBehaviour
/// <param name="pos">Start position of wall.</param> /// <param name="pos">Start position of wall.</param>
/// <param name="dir">Direction of walls.</param> /// <param name="dir">Direction of walls.</param>
/// <param name="length">Amount of walls.</param> /// <param name="length">Amount of walls.</param>
public void CreateNormalWall(Vector2 pos, Vector2 dir, int length) /// <param name="wallType">Type of walls.</param>
public void CreateWall(Vector2 pos, Vector2 dir, int length, WallType wallType)
{ {
Vector2 wallPos = pos; Vector2 wallPos = pos;
for (int i = 0; i < length; i++) for (int i = 0; i < length; i++)
{ {
CreateNormalWall(wallPos); CreateWall(wallPos, wallType);
wallPos += new Vector2((int)dir.x, (int)dir.y); wallPos += new Vector2((int)dir.x, (int)dir.y);
} }
} }
...@@ -145,10 +149,10 @@ public class Map : MonoBehaviour ...@@ -145,10 +149,10 @@ public class Map : MonoBehaviour
/// <param name="pos">Position of wall.</param> /// <param name="pos">Position of wall.</param>
public void RemoveWall(Vector2 pos) public void RemoveWall(Vector2 pos)
{ {
if (normalWallGrid.ContainsKey(pos)) if (wallGrid.ContainsKey(pos))
{ {
Destroy(normalWallGrid[pos].gameObject); Destroy(wallGrid[pos].gameObject);
normalWallGrid.Remove(pos); wallGrid.Remove(pos);
StartCoroutine(MapManager.inst.Rebaker()); StartCoroutine(MapManager.inst.Rebaker());
} }
else else
...@@ -158,25 +162,19 @@ public class Map : MonoBehaviour ...@@ -158,25 +162,19 @@ public class Map : MonoBehaviour
private void LoadObjects() private void LoadObjects()
{ {
floorGrid = new Dictionary<Vector2Int, Floor>(); floorGrid = new Dictionary<Vector2Int, Floor>();
normalWallGrid = new Dictionary<Vector2, NormalWall>(); wallGrid = new Dictionary<Vector2, Wall>();
mirrorGrid = new Dictionary<Vector2, Mirror>();
objectGrid = new Dictionary<Vector2Int, IObject>(); objectGrid = new Dictionary<Vector2Int, IObject>();
for (int i = 0; i < floors.transform.childCount; i++) for (int i = 0; i < floors.transform.childCount; i++)
{ {
Floor floor = floors.transform.GetChild(i).GetComponent<Floor>(); Floor floor = floors.transform.GetChild(i).GetComponent<Floor>();
floorGrid.Add(floor.mapPos, floor); floorGrid.Add(floor.mapPos, floor);
} }
for (int i = 0; i < normalWalls.transform.childCount; i++) for (int i = 0; i < walls.transform.childCount; i++)
{ {
NormalWall normalWall = normalWalls.transform.GetChild(i).GetComponent<NormalWall>(); Wall wall = walls.transform.GetChild(i).GetComponent<Wall>();
normalWallGrid.Add(normalWall.mapPos, normalWall); wallGrid.Add(wall.mapPos, wall);
} }
for (int i = 0; i < mirrors.transform.childCount; i++) for (int i = 0; i < objects.transform.childCount; i++)
{
Mirror mirror = mirrors.transform.GetChild(i).GetComponent<Mirror>();
mirrorGrid.Add(mirror.mapPos, mirror);
}
for (int i = 0; i < mirrors.transform.childCount; i++)
{ {
IObject iObject = objects.transform.GetChild(i).GetComponent<IObject>(); IObject iObject = objects.transform.GetChild(i).GetComponent<IObject>();
objectGrid.Add(iObject.GetPos(), iObject); objectGrid.Add(iObject.GetPos(), iObject);
...@@ -186,7 +184,7 @@ public class Map : MonoBehaviour ...@@ -186,7 +184,7 @@ public class Map : MonoBehaviour
public void InitiateMap() public void InitiateMap()
{ {
floorGrid = new Dictionary<Vector2Int, Floor>(); floorGrid = new Dictionary<Vector2Int, Floor>();
normalWallGrid = new Dictionary<Vector2, NormalWall>(); wallGrid = new Dictionary<Vector2, Wall>();
startFloors = new List<Floor>(); startFloors = new List<Floor>();
} }
......
...@@ -36,17 +36,11 @@ public class Mirror : Wall, IBulletInteractor, IBreakable ...@@ -36,17 +36,11 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
}; };
// check before reflect (check walls and mirrors) // check before reflect (check walls and mirrors)
foreach (var wall in MapManager.inst.currentMap.normalWallGrid) foreach (var wall in MapManager.inst.currentMap.wallGrid)
{ {
Pair<float, float> pair = new Pair<float, float>(PointToParRay(stPos, wall.Value.ldPos, false), PointToParRay(stPos, wall.Value.rdPos, false)); if (wall.Value.mapPos != mapPos)
if (pair.l > pair.r) pair = pair.Swap();
SubtractRay(parRay, pair);
}
foreach (var mirr in MapManager.inst.currentMap.mirrorGrid)
{ {
if (mirr.Value != this) Pair<float, float> pair = new Pair<float, float>(PointToParRay(stPos, wall.Value.ldPos, false), PointToParRay(stPos, wall.Value.rdPos, false));
{
Pair<float, float> pair = new Pair<float, float>(PointToParRay(stPos, mirr.Value.ldPos, false), PointToParRay(stPos, mirr.Value.rdPos, false));
if (pair.l > pair.r) pair = pair.Swap(); if (pair.l > pair.r) pair = pair.Swap();
SubtractRay(parRay, pair); SubtractRay(parRay, pair);
} }
...@@ -71,7 +65,8 @@ public class Mirror : Wall, IBulletInteractor, IBreakable ...@@ -71,7 +65,8 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
if ((dir ? floor.Key.y : floor.Key.x) == i) if ((dir ? floor.Key.y : floor.Key.x) == i)
{ {
if (IsInRay(parRay, PointToParRay(stPos, floor.Value.mapPos, true))) if (IsInRay(parRay, PointToParRay(stPos, floor.Value.mapPos, true)))
{ // copy floor {
/*copy floor*/
int nextx = dir ? floor.Key.x : 2 * ldPos.x - floor.Key.x; int nextx = dir ? floor.Key.x : 2 * ldPos.x - floor.Key.x;
int nexty = dir ? 2 * ldPos.y - floor.Key.y : floor.Key.y; int nexty = dir ? 2 * ldPos.y - floor.Key.y : floor.Key.y;
MapManager.inst.currentMap.CreateFloor(new Vector2Int(nextx, nexty)); MapManager.inst.currentMap.CreateFloor(new Vector2Int(nextx, nexty));
...@@ -88,23 +83,18 @@ public class Mirror : Wall, IBulletInteractor, IBreakable ...@@ -88,23 +83,18 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
} }
} }
} }
foreach (var wall in MapManager.inst.currentMap.normalWallGrid) foreach (var wall in MapManager.inst.currentMap.wallGrid)
{ {
if ((dir ? wall.Key.y : wall.Key.x) == i) if ((dir ? wall.Key.y : wall.Key.x) == i)
{ {
Pair<float, float> pair = new Pair<float, float>(PointToParRay(stPos, wall.Value.ldPos, true), PointToParRay(stPos, wall.Value.rdPos, true)); Pair<float, float> pair = new Pair<float, float>(PointToParRay(stPos, wall.Value.ldPos, true), PointToParRay(stPos, wall.Value.rdPos, true));
if (pair.l > pair.r) pair = pair.Swap(); if (pair.l > pair.r) pair = pair.Swap();
/*copy wall*/ /*copy wall*/
SubtractRay(parRay, pair); float nextx = dir ? wall.Key.x : 2 * ldPos.x - wall.Key.x;
} float nexty = dir ? 2 * ldPos.y - wall.Key.y : wall.Key.y;
} MapManager.inst.currentMap.CreateWall(new Vector2(nextx, nexty), wall.Value.type);
foreach (var mirr in MapManager.inst.currentMap.mirrorGrid)
{
if (mirr.Value != this && (dir ? mirr.Key.y : mirr.Key.x) == i)
{
Pair<float, float> pair = new Pair<float, float>(PointToParRay(stPos, mirr.Value.ldPos, true), PointToParRay(stPos, mirr.Value.rdPos, true));
if (pair.l > pair.r) pair = pair.Swap();
/*copy mirror*/
SubtractRay(parRay, pair); SubtractRay(parRay, pair);
} }
} }
......
...@@ -11,7 +11,7 @@ public class MapEditor : SingletonBehaviour<MapEditor> ...@@ -11,7 +11,7 @@ public class MapEditor : SingletonBehaviour<MapEditor>
public Map currentMap; public Map currentMap;
public Map[] stage; public Map[] stage;
public MapEditorTile tile; public MapEditorTile tile;
public enum TileMode { None, Floor, Wall, StartFloor }; public enum TileMode { None, Floor, NormalWall, Mirror, StartFloor };
TileMode currentMode; TileMode currentMode;
public Text modeSign; public Text modeSign;
public GameObject startSign; public GameObject startSign;
...@@ -47,13 +47,13 @@ public class MapEditor : SingletonBehaviour<MapEditor> ...@@ -47,13 +47,13 @@ public class MapEditor : SingletonBehaviour<MapEditor>
Debug.Log("There is no start floor."); Debug.Log("There is no start floor.");
else else
{ {
foreach(Transform child in currentMap.normalWalls.transform) foreach(Transform child in currentMap.walls.transform)
{ {
child.gameObject.GetComponent<MeshRenderer>().material = realWallMat; child.gameObject.GetComponent<MeshRenderer>().material = realWallMat;
} }
PrefabUtility.SaveAsPrefabAsset(_newMap.gameObject, localPath); PrefabUtility.SaveAsPrefabAsset(_newMap.gameObject, localPath);
Debug.Log("Map saved at " + localPath); Debug.Log("Map saved at " + localPath);
foreach (Transform child in currentMap.normalWalls.transform) foreach (Transform child in currentMap.walls.transform)
{ {
child.gameObject.GetComponent<MeshRenderer>().material = editWallMat; child.gameObject.GetComponent<MeshRenderer>().material = editWallMat;
} }
...@@ -142,18 +142,30 @@ public class MapEditor : SingletonBehaviour<MapEditor> ...@@ -142,18 +142,30 @@ public class MapEditor : SingletonBehaviour<MapEditor>
else else
currentMap.RemoveFloor(clickedPos); currentMap.RemoveFloor(clickedPos);
} }
else if(currentMode == TileMode.Wall) else if(currentMode == TileMode.NormalWall)
{ {
if (isCreateMode) if (isCreateMode)
{ {
Debug.Log(wallPos); Debug.Log(wallPos);
currentMap.CreateNormalWall(wallPos); currentMap.CreateWall(wallPos, WallType.Normal);
if(currentMap.GetWallAtPos(wallPos) != null) if(currentMap.GetWallAtPos(wallPos) != null)
currentMap.GetWallAtPos(wallPos).gameObject.GetComponent<MeshRenderer>().material = editWallMat; currentMap.GetWallAtPos(wallPos).gameObject.GetComponent<MeshRenderer>().material = editWallMat;
} }
else else
currentMap.RemoveWall(wallPos); currentMap.RemoveWall(wallPos);
} }
else if (currentMode == TileMode.Mirror)
{
if (isCreateMode)
{
Debug.Log(wallPos);
currentMap.CreateWall(wallPos, WallType.Mirror);
if (currentMap.GetWallAtPos(wallPos) != null)
currentMap.GetWallAtPos(wallPos).gameObject.GetComponent<MeshRenderer>().material = editWallMat;
}
else
currentMap.RemoveWall(wallPos);
}
else if(currentMode == TileMode.StartFloor) else if(currentMode == TileMode.StartFloor)
{ {
if (isCreateMode) if (isCreateMode)
......
...@@ -9,6 +9,7 @@ public class MapManager : SingletonBehaviour<MapManager> ...@@ -9,6 +9,7 @@ public class MapManager : SingletonBehaviour<MapManager>
public bool isMapEditingOn; public bool isMapEditingOn;
public Floor floor; public Floor floor;
public NormalWall normalWall; public NormalWall normalWall;
public Mirror mirror;
public List<GameObject> players; public List<GameObject> players;
public GameObject player; public GameObject player;
public Map currentMap; public Map currentMap;
......
...@@ -8,7 +8,7 @@ public class MirrorReflect : MonoBehaviour ...@@ -8,7 +8,7 @@ public class MirrorReflect : MonoBehaviour
enum Direction { X, Z } // +X direction and +Z direction. Mirror on both side enum Direction { X, Z } // +X direction and +Z direction. Mirror on both side
[SerializeField] [SerializeField]
private Direction direction; private Direction direction = Direction.X;
public Transform mirror; public Transform mirror;
public Transform mainCam; public Transform mainCam;
......
...@@ -9,7 +9,7 @@ public class TestTools : MonoBehaviour ...@@ -9,7 +9,7 @@ public class TestTools : MonoBehaviour
public InputField wallXInput, wallYInput; public InputField wallXInput, wallYInput;
public void AddFloor() /*public void AddFloor()
{ {
MapManager.inst.currentMap.CreateFloor(new Vector2Int(int.Parse(floorXInput.text), int.Parse(floorYInput.text))); MapManager.inst.currentMap.CreateFloor(new Vector2Int(int.Parse(floorXInput.text), int.Parse(floorYInput.text)));
} }
...@@ -19,7 +19,7 @@ public class TestTools : MonoBehaviour ...@@ -19,7 +19,7 @@ public class TestTools : MonoBehaviour
} }
public void AddWall() public void AddWall()
{ {
MapManager.inst.currentMap.CreateNormalWall(new Vector2(float.Parse(wallXInput.text), float.Parse(wallYInput.text))); MapManager.inst.currentMap.CreateWall(new Vector2(float.Parse(wallXInput.text), float.Parse(wallYInput.text)));
} }
public void RemoveWall() public void RemoveWall()
{ {
...@@ -33,7 +33,7 @@ public class TestTools : MonoBehaviour ...@@ -33,7 +33,7 @@ public class TestTools : MonoBehaviour
public void LoadMap() public void LoadMap()
{ {
MapManager.inst.LoadMap(MapManager.inst.stage[1]); 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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