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MIM
man-in-the-mirror
Commits
bc9155e0
Commit
bc9155e0
authored
Aug 09, 2019
by
18신대성
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클리어 UI 새로 만듬
parent
5588bfcf
Changes
5
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5 changed files
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760 additions
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133 deletions
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-133
arrowToRight.png
Assets/Resources/arrowToRight.png
+0
-0
arrowToRight.png.meta
Assets/Resources/arrowToRight.png.meta
+103
-0
PlayStage.unity
Assets/Scenes/PlayStage.unity
+637
-124
GameManager.cs
Assets/Scripts/Managers/GameManager.cs
+18
-9
StageSelector.cs
Assets/Scripts/StageSelector.cs
+2
-0
No files found.
Assets/Resources/arrowToRight.png
0 → 100644
View file @
bc9155e0
1.43 KB
Assets/Resources/arrowToRight.png.meta
0 → 100644
View file @
bc9155e0
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Assets/Scenes/PlayStage.unity
View file @
bc9155e0
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Assets/Scripts/Managers/GameManager.cs
View file @
bc9155e0
...
...
@@ -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
()
{
...
...
Assets/Scripts/StageSelector.cs
View file @
bc9155e0
...
...
@@ -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"
);
}
...
...
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