Commit bc9155e0 authored by 18신대성's avatar 18신대성

클리어 UI 새로 만듬

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...@@ -18,6 +18,7 @@ public class GameManager : SingletonBehaviour<GameManager> ...@@ -18,6 +18,7 @@ public class GameManager : SingletonBehaviour<GameManager>
public BulletUIGenerator bulletUIGenerator; public BulletUIGenerator bulletUIGenerator;
public CommentUIGenerator commentUIGenerator; public CommentUIGenerator commentUIGenerator;
public Image whiteout; public Image whiteout;
public GameObject clearUI;
[Header("Stage Data")] [Header("Stage Data")]
public bool isGameOver = false; public bool isGameOver = false;
...@@ -87,30 +88,30 @@ public class GameManager : SingletonBehaviour<GameManager> ...@@ -87,30 +88,30 @@ public class GameManager : SingletonBehaviour<GameManager>
public IEnumerator ClearStage() 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!"); Debug.Log("Stage Clear!");
Cursor.visible = true; Cursor.visible = true;
Cursor.lockState = CursorLockMode.None; Cursor.lockState = CursorLockMode.None;
isGameOver = true; isGameOver = true;
StageSelector.inst.SaveClearData(stageIdx, 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!"); if (!onlyRestart) Debug.Log("Game Over!");
StageSelector.inst.SaveClearData(stageIdx, false); StageSelector.inst.SaveClearData(stageIdx, onlyRestart);
isGameOver = true; isGameOver = true;
StopAllCoroutines(); StopAllCoroutines();
StartCoroutine(RestartStage());
uiGenerator.ResetAllClearUIs(); uiGenerator.ResetAllClearUIs();
StartCoroutine(RestartStage());
} }
public IEnumerator RestartStage() public IEnumerator RestartStage()
{ {
Debug.Log("Game Restart!");
StartCoroutine(Whiteout(true)); StartCoroutine(Whiteout(true));
yield return new WaitForSeconds(0.5f); yield return new WaitForSeconds(0.5f);
SceneManager.LoadScene(SceneManager.GetActiveScene().name); SceneManager.LoadScene(SceneManager.GetActiveScene().name);
...@@ -122,6 +123,14 @@ public class GameManager : SingletonBehaviour<GameManager> ...@@ -122,6 +123,14 @@ public class GameManager : SingletonBehaviour<GameManager>
SceneManager.LoadScene("SelectStage"); SceneManager.LoadScene("SelectStage");
} }
public void LoadNextStage()
{
StageSelector.selectedStage = StageSelector.nextStage;
StageSelector.nextStage++;
StartCoroutine(RestartStage());
}
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
......
...@@ -9,6 +9,7 @@ using Newtonsoft.Json; ...@@ -9,6 +9,7 @@ using Newtonsoft.Json;
public class StageSelector : SingletonBehaviour<StageSelector> public class StageSelector : SingletonBehaviour<StageSelector>
{ {
public static int selectedStage; public static int selectedStage;
public static int nextStage;
public TextAsset[] stage; public TextAsset[] stage;
public ClearData playerData; public ClearData playerData;
...@@ -95,6 +96,7 @@ public class StageSelector : SingletonBehaviour<StageSelector> ...@@ -95,6 +96,7 @@ public class StageSelector : SingletonBehaviour<StageSelector>
public void StartSelectedStage(int stageNum) public void StartSelectedStage(int stageNum)
{ {
selectedStage = stageNum; selectedStage = stageNum;
nextStage = stageNum + 1;
gameObject.GetComponent<Canvas>().enabled = false; gameObject.GetComponent<Canvas>().enabled = false;
SceneManager.LoadScene("PlayStage"); SceneManager.LoadScene("PlayStage");
} }
......
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