Commit bc9155e0 authored by 18신대성's avatar 18신대성

클리어 UI 새로 만듬

parent 5588bfcf
fileFormatVersion: 2
guid: 5e5205ec519ec314a99a0fa0316c71ef
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 10
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -100
wrapU: 1
wrapV: 1
wrapW: -1
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:
This diff is collapsed.
......@@ -18,6 +18,7 @@ public class GameManager : SingletonBehaviour<GameManager>
public BulletUIGenerator bulletUIGenerator;
public CommentUIGenerator commentUIGenerator;
public Image whiteout;
public GameObject clearUI;
[Header("Stage Data")]
public bool isGameOver = false;
......@@ -87,30 +88,30 @@ public class GameManager : SingletonBehaviour<GameManager>
public IEnumerator ClearStage()
{
GameObject.Find("TestTools").GetComponent<TestTools>().clear.gameObject.SetActive(true);
if (isPlayerShooting) Camera.main.gameObject.GetComponent<CameraController>().ZoomOutFromPlayer(PlayerController.inst.currentPlayer);
yield return null;
clearUI.SetActive(true);
Debug.Log("Stage Clear!");
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
isGameOver = true;
StageSelector.inst.SaveClearData(stageIdx, true);
yield return new WaitForSeconds(3);
BackToStageSelect();
}
public void GameOver()
public void GameOver(bool onlyRestart = false)
{
Debug.Log("Game Over!");
StageSelector.inst.SaveClearData(stageIdx, false);
if (!onlyRestart) Debug.Log("Game Over!");
StageSelector.inst.SaveClearData(stageIdx, onlyRestart);
isGameOver = true;
StopAllCoroutines();
StartCoroutine(RestartStage());
uiGenerator.ResetAllClearUIs();
StartCoroutine(RestartStage());
}
public IEnumerator RestartStage()
{
Debug.Log("Game Restart!");
StartCoroutine(Whiteout(true));
yield return new WaitForSeconds(0.5f);
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
......@@ -122,6 +123,14 @@ public class GameManager : SingletonBehaviour<GameManager>
SceneManager.LoadScene("SelectStage");
}
public void LoadNextStage()
{
StageSelector.selectedStage = StageSelector.nextStage;
StageSelector.nextStage++;
StartCoroutine(RestartStage());
}
// Start is called before the first frame update
void Start()
{
......
......@@ -9,6 +9,7 @@ using Newtonsoft.Json;
public class StageSelector : SingletonBehaviour<StageSelector>
{
public static int selectedStage;
public static int nextStage;
public TextAsset[] stage;
public ClearData playerData;
......@@ -95,6 +96,7 @@ public class StageSelector : SingletonBehaviour<StageSelector>
public void StartSelectedStage(int stageNum)
{
selectedStage = stageNum;
nextStage = stageNum + 1;
gameObject.GetComponent<Canvas>().enabled = false;
SceneManager.LoadScene("PlayStage");
}
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment