Commit 9a9a2a69 authored by 18신대성's avatar 18신대성

키보드 입력으로 조작가능하게, 탄설명창 크기 키움

parent 945310ae
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--- !u!1 &2123597349
GameObject:
m_ObjectHideFlags: 0
......
......@@ -5,6 +5,7 @@ using UnityEngine;
public class CameraController : MonoBehaviour
{
public GameObject helpUI;
public GameObject helpUI2;
Vector3 dragOrigin;
Vector3 moveOrigin;
......@@ -94,6 +95,7 @@ public class CameraController : MonoBehaviour
float startTime = Time.time;
Vector3 posDiff = (player.head.transform.position - transform.position) / cameraMoveDuration;
float angleDiff = -30f / cameraMoveDuration;
helpUI2.SetActive(false);
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,
......@@ -167,6 +169,7 @@ public class CameraController : MonoBehaviour
GameManager.inst.isZooming = false;
// Visible mouse cursor
helpUI2.SetActive(true);
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
......
......@@ -114,8 +114,10 @@ public class GameManager : SingletonBehaviour<GameManager>
public void GameOver(bool onlyRestart = false)
{
if (!onlyRestart) Debug.Log("Game Over!");
StageSelector.inst.SaveClearData(stageStrIdx, onlyRestart);
StageSelector.inst.SaveClearData(stageStrIdx, false);
isGameOver = true;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
StopAllCoroutines();
uiGenerator.ResetAllClearUIs();
StartCoroutine(RestartStage());
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IngameManager : SingletonBehaviour<IngameManager>
{
private int _briefcaseCount = 0;
public int BriefcaseCount {
get { return _briefcaseCount; }
set {
for (int i = 0; i < value - _briefcaseCount; ++i)
{
IngameUIManager.inst.AddBriefcaseUI();
}
for (int i = 0; i < _briefcaseCount - value; ++i)
{
//RemoveBriefcaseUI();
}
_briefcaseCount = value;
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KeyInputManager : MonoBehaviour
{
// Update is called once per frame
void LateUpdate()
{
if (Input.GetKeyDown(KeyCode.R))
{
GameManager.inst.GameOver(true);
}
if (Input.GetKeyDown(KeyCode.Space) && !GameManager.inst.isPlayerMoving && !GameManager.inst.isZooming)
{
if (GameManager.inst.isPlayerShooting)
{
StartCoroutine(Camera.main.GetComponent<CameraController>().ZoomOutFromPlayer(PlayerController.inst.currentPlayer));
}
else if (PlayerController.inst.currentPlayer != null)
{
StartCoroutine(PlayerController.inst.currentPlayer.CountPlayerClick(Time.time - 1f, true));
}
}
}
}
fileFormatVersion: 2
guid: 8995125956e2a254c9d8a0fcd0e7555c
guid: 5eb3cfa4d93a1f94e86c4eee40a7d541
MonoImporter:
externalObjects: {}
serializedVersion: 2
......
......@@ -92,6 +92,8 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
// start reflection
Debug.Log("Start Reflection");
if (parRay.Count > 0)
{
Vector2Int frontFloorPos = dir ?
new Vector2Int(Mathf.RoundToInt(mapPos.x), Mathf.RoundToInt(mapPos.y + 0.5f * side))
: new Vector2Int(Mathf.RoundToInt(mapPos.x + 0.5f * side), Mathf.RoundToInt(mapPos.y));
......@@ -103,6 +105,7 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
{
floorCountGrid.Add(frontFloorPos, -1);
}
}
for (; Mathf.Abs(i) < (MapManager.inst.currentMap.maxMapSize + 1); i += side)
{
yield return null;
......
......@@ -101,15 +101,15 @@ public class Player : MonoBehaviour
/// </summary>
/// <param name="startTime">Start time of the timer.</param>
/// <returns></returns>
public IEnumerator CountPlayerClick(float startTime)
public IEnumerator CountPlayerClick(float startTime, bool direct = false)
{
float time = Time.time;
float doubleClickDelay = 0.2f;
float endTime = startTime + 1f;
bool doubleClicked = false;
bool doubleClicked = direct;
bool isHoldExit = false;
aimLight.gameObject.SetActive(true);
while (time <= endTime)
while (time <= endTime && !direct)
{
yield return null;
aimLight.lightMultiplier += 10 * Time.deltaTime;
......
......@@ -11,13 +11,11 @@ public class BulletHoverUI : MonoBehaviour
public void OnMouseEnter()
{
Debug.Log("hello");
hoverUI.SetActive(true);
}
public void OnMouseExit()
{
Debug.Log("hello");
hoverUI.SetActive(false);
}
}
......@@ -53,7 +53,7 @@ public class BulletUIGenerator : MonoBehaviour
case BulletCode.Mirror:
bulletUIInst.GetComponent<Image>().sprite = mirrBullet;
bulletUIInst.GetComponent<BulletHoverUI>().headerText.text = "거울탄";
bulletUIInst.GetComponent<BulletHoverUI>().headerText.color = Color.gray;
bulletUIInst.GetComponent<BulletHoverUI>().headerText.color = new Color(0.1f,0.1f,0.1f,1);
bulletUIInst.GetComponent<BulletHoverUI>().bodyText.text = "일반 벽을 거울로 만듦\n회색 서류가방에서 제공";
break;
default:
......
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