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MIM
man-in-the-mirror
Commits
c2df5852
Commit
c2df5852
authored
Jun 07, 2019
by
18손재민
Browse files
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Browse Files
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Plain Diff
Merge branch 'interact'
parents
f7d46633
759643e8
Changes
13
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13 changed files
with
269 additions
and
45 deletions
+269
-45
Player3Test.prefab
Assets/Player3Test.prefab
+87
-3
GameManager.prefab
Assets/Prefabs/GameManager.prefab
+16
-0
MapManager.prefab
Assets/Prefabs/MapManager.prefab
+6
-6
SampleScene.unity
Assets/Scenes/SampleScene.unity
+5
-5
Briefcase.cs
Assets/Scripts/Interactors/Briefcase.cs
+12
-2
GameManager.cs
Assets/Scripts/Managers/GameManager.cs
+29
-17
ClearCondition.cs
Assets/Scripts/Map/ClearCondition.cs
+47
-0
ClearCondition.cs.meta
Assets/Scripts/Map/ClearCondition.cs.meta
+11
-0
Floor.cs
Assets/Scripts/Map/Floor.cs
+2
-0
Map.cs
Assets/Scripts/Map/Map.cs
+6
-1
MapManager.cs
Assets/Scripts/MapManager.cs
+5
-4
Player.cs
Assets/Scripts/Player.cs
+4
-4
PlayerController.cs
Assets/Scripts/PlayerController.cs
+39
-3
No files found.
Assets/Player3Test.prefab
View file @
c2df5852
This diff is collapsed.
Click to expand it.
Assets/Prefabs/GameManager.prefab
View file @
c2df5852
...
@@ -9,6 +9,7 @@ GameObject:
...
@@ -9,6 +9,7 @@ GameObject:
serializedVersion
:
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serializedVersion
:
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:
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:
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component
:
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m_Name
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m_TagString
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Untagged
m_TagString
:
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...
@@ -30,3 +31,18 @@ Transform:
...
@@ -30,3 +31,18 @@ Transform:
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m_Father
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Assets/Prefabs/MapManager.prefab
View file @
c2df5852
...
@@ -52,15 +52,15 @@ MonoBehaviour:
...
@@ -52,15 +52,15 @@ MonoBehaviour:
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mirrorBullet
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fileID
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players
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player
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fileID
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guid
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Assets/Scenes/SampleScene.unity
View file @
c2df5852
...
@@ -802,11 +802,6 @@ PrefabInstance:
...
@@ -802,11 +802,6 @@ PrefabInstance:
m_Modification
:
m_Modification
:
m_TransformParent
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m_TransformParent
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m_Modifications
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fileID
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,
guid
:
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,
type
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guid
:
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,
type
:
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}
type
:
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}
propertyPath
:
m_Name
propertyPath
:
m_Name
...
@@ -817,6 +812,11 @@ PrefabInstance:
...
@@ -817,6 +812,11 @@ PrefabInstance:
propertyPath
:
m_IsActive
propertyPath
:
m_IsActive
value
:
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value
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objectReference
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fileID
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objectReference
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}
type
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}
propertyPath
:
m_LocalPosition.x
propertyPath
:
m_LocalPosition.x
...
...
Assets/Scripts/Interactors/Briefcase.cs
View file @
c2df5852
...
@@ -20,7 +20,8 @@ public class Briefcase : MonoBehaviour, IObject, IPlayerInteractor
...
@@ -20,7 +20,8 @@ public class Briefcase : MonoBehaviour, IObject, IPlayerInteractor
public
void
Init
(
Floor
floor
)
public
void
Init
(
Floor
floor
)
{
{
this
.
floor
=
floor
;
if
(
GameManager
.
aCase
>=
0
)
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
aCase
].
goal
++;
this
.
floor
=
floor
;
PlayerController
.
inst
.
OnPlayerMove
+=
Interact
;
PlayerController
.
inst
.
OnPlayerMove
+=
Interact
;
}
}
...
@@ -29,7 +30,16 @@ public class Briefcase : MonoBehaviour, IObject, IPlayerInteractor
...
@@ -29,7 +30,16 @@ public class Briefcase : MonoBehaviour, IObject, IPlayerInteractor
Debug
.
Log
(
Position
+
" "
+
position
);
Debug
.
Log
(
Position
+
" "
+
position
);
if
(
Position
==
position
)
if
(
Position
==
position
)
{
{
IngameManager
.
inst
.
BriefcaseCount
++;
if
(
GameManager
.
aCase
>=
0
)
{
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
aCase
].
count
++;
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
aCase
].
IsDone
();
}
if
(
GameManager
.
nCase
>=
0
)
{
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
nCase
].
count
++;
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
nCase
].
IsDone
();
}
Destroy
(
gameObject
);
Destroy
(
gameObject
);
}
}
}
}
...
...
Assets/Scripts/Managers/GameManager.cs
View file @
c2df5852
...
@@ -7,26 +7,38 @@ public class GameManager : SingletonBehaviour<GameManager>
...
@@ -7,26 +7,38 @@ public class GameManager : SingletonBehaviour<GameManager>
{
{
public
Material
mirrorMaterial
;
public
Material
mirrorMaterial
;
public
int
[]
clearIndex
=
new
int
[
9
];
/*
public
int
clearCounter
=
0
;
p
rivate List<IPlayerInteractor> playerInteractors;
p
ublic
static
int
nFloor
,
nTurret
,
nCase
,
nPlayer
,
aFloor
,
aTurret
,
aCase
,
white
,
black
;
public void
UpdateInteractorList(
)
public
void
SetClearIndex
(
Map
map
)
{
{
playerInteractors = FindObjectsOfType<MonoBehaviour>().OfType<IPlayerInteractor>().ToList();
for
(
int
i
=
0
;
i
<
9
;
i
++)
clearIndex
[
i
]
=
-
1
;
foreach
(
var
child
in
map
.
clearConditions
)
{
clearIndex
[(
int
)
child
.
type
]
=
map
.
clearConditions
.
IndexOf
(
child
);
clearCounter
++;
}
nFloor
=
clearIndex
[(
int
)
ClearType
.
NFloor
];
nTurret
=
clearIndex
[(
int
)
ClearType
.
NTurret
];
nCase
=
clearIndex
[(
int
)
ClearType
.
NCase
];
nPlayer
=
clearIndex
[(
int
)
ClearType
.
NPlayer
];
aFloor
=
clearIndex
[(
int
)
ClearType
.
AllFloor
];
aTurret
=
clearIndex
[(
int
)
ClearType
.
AllTurret
];
aCase
=
clearIndex
[(
int
)
ClearType
.
AllCase
];
white
=
clearIndex
[(
int
)
ClearType
.
White
];
black
=
clearIndex
[(
int
)
ClearType
.
Black
];
}
}
public void AddInteractor
()
public
void
ClearStage
()
{
{
Debug
.
Log
(
"Stage Clear!"
);
}
}
public void TriggerPlayerInteractors(Vector2Int pos)
// Start is called before the first frame update
{
void
Start
()
foreach (var interactor in playerInteractors)
{
{
if
(!
MapManager
.
inst
.
isMapEditingOn
)
interactor.Interact(pos);
MapManager
.
inst
.
LoadMap
(
MapManager
.
inst
.
stage
[
0
]);
}
}
}
*/
}
}
Assets/Scripts/Map/ClearCondition.cs
0 → 100644
View file @
c2df5852
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
enum
ClearType
{
NFloor
,
NTurret
,
NCase
,
NPlayer
,
AllFloor
,
AllTurret
,
AllCase
,
White
,
Black
}
[
System
.
Serializable
]
public
class
ClearCondition
{
public
ClearType
type
;
public
int
count
;
public
int
goal
;
bool
isDone
=
false
;
public
ClearCondition
(
ClearType
_type
,
int
_goal
)
{
type
=
_type
;
goal
=
_goal
;
count
=
0
;
}
public
void
IsDone
()
{
if
(!
isDone
)
{
if
(
goal
<=
count
)
{
GameManager
.
inst
.
clearCounter
--;
GameManager
.
inst
.
clearIndex
[(
int
)
type
]
=
-
1
;
isDone
=
true
;
if
(
GameManager
.
inst
.
clearCounter
==
0
)
GameManager
.
inst
.
ClearStage
();
}
}
}
}
Assets/Scripts/Map/ClearCondition.cs.meta
0 → 100644
View file @
c2df5852
fileFormatVersion: 2
guid: 4899567b2a08a374da0108b53f6d6683
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Map/Floor.cs
View file @
c2df5852
...
@@ -8,6 +8,8 @@ public class Floor : MonoBehaviour
...
@@ -8,6 +8,8 @@ public class Floor : MonoBehaviour
/// Position of this floor at the map.
/// Position of this floor at the map.
/// </summary>
/// </summary>
public
Vector2Int
mapPos
;
public
Vector2Int
mapPos
;
public
bool
isPassed
;
public
bool
isGoalFloor
=
false
;
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
...
...
Assets/Scripts/Map/Map.cs
View file @
c2df5852
...
@@ -5,7 +5,7 @@ using System.IO;
...
@@ -5,7 +5,7 @@ using System.IO;
public
class
Map
:
MonoBehaviour
public
class
Map
:
MonoBehaviour
{
{
public
int
testInputSizeX
,
testInputSizeY
;
[
Header
(
"Map Data"
)]
public
int
maxMapSize
;
public
int
maxMapSize
;
public
Dictionary
<
Vector2Int
,
Floor
>
floorGrid
;
public
Dictionary
<
Vector2Int
,
Floor
>
floorGrid
;
public
Dictionary
<
Vector2
,
Wall
>
wallGrid
;
public
Dictionary
<
Vector2
,
Wall
>
wallGrid
;
...
@@ -15,6 +15,8 @@ public class Map : MonoBehaviour
...
@@ -15,6 +15,8 @@ public class Map : MonoBehaviour
public
GameObject
objects
;
public
GameObject
objects
;
public
List
<
Floor
>
startFloors
;
public
List
<
Floor
>
startFloors
;
public
List
<
ClearCondition
>
clearConditions
;
/// <summary>
/// <summary>
/// Get floor at position.
/// Get floor at position.
/// </summary>
/// </summary>
...
@@ -57,6 +59,9 @@ public class Map : MonoBehaviour
...
@@ -57,6 +59,9 @@ public class Map : MonoBehaviour
{
{
floorGrid
.
Add
(
pos
,
Instantiate
(
MapManager
.
inst
.
floor
,
new
Vector3
(
pos
.
x
,
0
,
pos
.
y
),
Quaternion
.
identity
,
floors
.
transform
).
GetComponent
<
Floor
>());
floorGrid
.
Add
(
pos
,
Instantiate
(
MapManager
.
inst
.
floor
,
new
Vector3
(
pos
.
x
,
0
,
pos
.
y
),
Quaternion
.
identity
,
floors
.
transform
).
GetComponent
<
Floor
>());
floorGrid
[
pos
].
mapPos
=
pos
;
floorGrid
[
pos
].
mapPos
=
pos
;
floorGrid
[
pos
].
isPassed
=
false
;
if
(
GameManager
.
aFloor
>=
0
)
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
aFloor
].
goal
++;
StartCoroutine
(
MapManager
.
inst
.
Rebaker
());
StartCoroutine
(
MapManager
.
inst
.
Rebaker
());
}
}
else
else
...
...
Assets/Scripts/MapManager.cs
View file @
c2df5852
...
@@ -7,16 +7,17 @@ using UnityEngine.AI;
...
@@ -7,16 +7,17 @@ using UnityEngine.AI;
public
class
MapManager
:
SingletonBehaviour
<
MapManager
>
public
class
MapManager
:
SingletonBehaviour
<
MapManager
>
{
{
public
bool
isMapEditingOn
;
public
bool
isMapEditingOn
;
[
Header
(
"Instances"
)]
public
Floor
floor
;
public
Floor
floor
;
public
NormalWall
normalWall
;
public
NormalWall
normalWall
;
public
Mirror
mirror
;
public
Mirror
mirror
;
public
GameObject
[]
objects
;
public
GameObject
[]
objects
;
public
GameObject
truthBullet
,
fakeBullet
,
mirrorBullet
;
public
List
<
GameObject
>
players
;
public
List
<
GameObject
>
players
;
public
GameObject
player
;
public
GameObject
player
;
public
Map
currentMap
;
public
Map
currentMap
;
public
NavMeshSurface
surface
;
public
NavMeshSurface
surface
;
public
Map
[]
stage
;
public
Map
[]
stage
;
public
GameObject
truthBullet
,
fakeBullet
,
mirrorBullet
;
public
BulletFactory
bulletFactory
;
public
BulletFactory
bulletFactory
;
public
void
LoadMap
(
Map
_newMap
)
public
void
LoadMap
(
Map
_newMap
)
...
@@ -26,8 +27,9 @@ public class MapManager : SingletonBehaviour<MapManager>
...
@@ -26,8 +27,9 @@ public class MapManager : SingletonBehaviour<MapManager>
currentMap
=
Instantiate
(
_newMap
);
currentMap
=
Instantiate
(
_newMap
);
currentMap
.
transform
.
position
=
new
Vector3
(
0
,
0
,
0
);
currentMap
.
transform
.
position
=
new
Vector3
(
0
,
0
,
0
);
surface
.
BuildNavMesh
();
surface
.
BuildNavMesh
();
GameManager
.
inst
.
SetClearIndex
(
currentMap
);
for
(
int
i
=
0
;
i
<
currentMap
.
startFloors
.
Count
;
i
++)
for
(
int
i
=
0
;
i
<
currentMap
.
startFloors
.
Count
;
i
++)
players
.
Add
(
Instantiate
(
player
,
currentMap
.
startFloors
[
i
].
transform
.
position
+
new
Vector3
(
0
,
0.1f
,
0
),
Quaternion
.
identity
)
);
PlayerController
.
inst
.
CreatePlayer
(
currentMap
.
startFloors
[
i
]
);
}
}
public
IEnumerator
Rebaker
()
public
IEnumerator
Rebaker
()
{
{
...
@@ -44,8 +46,7 @@ public class MapManager : SingletonBehaviour<MapManager>
...
@@ -44,8 +46,7 @@ public class MapManager : SingletonBehaviour<MapManager>
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
{
{
if
(!
isMapEditingOn
)
LoadMap
(
stage
[
0
]);
}
}
// Update is called once per frame
// Update is called once per frame
...
...
Assets/Scripts/Player.cs
View file @
c2df5852
...
@@ -15,6 +15,8 @@ public class Player : MonoBehaviour
...
@@ -15,6 +15,8 @@ public class Player : MonoBehaviour
public
GameObject
shootingArm
;
public
GameObject
shootingArm
;
Animator
anim
;
Animator
anim
;
public
Floor
currentFloor
;
/// <summary>
/// <summary>
/// Set this player as the current player.
/// Set this player as the current player.
/// </summary>
/// </summary>
...
@@ -55,9 +57,7 @@ public class Player : MonoBehaviour
...
@@ -55,9 +57,7 @@ public class Player : MonoBehaviour
GetComponent
<
NavMeshAgent
>().
SetDestination
(
destination
);
GetComponent
<
NavMeshAgent
>().
SetDestination
(
destination
);
}
}
else
else
{
Debug
.
Log
(
"Destination is not reachable."
);
Debug
.
Log
(
"Destination is not reachable."
);
}
}
}
/// <summary>
/// <summary>
/// Check if player is arrived at the destination.
/// Check if player is arrived at the destination.
...
@@ -68,10 +68,10 @@ public class Player : MonoBehaviour
...
@@ -68,10 +68,10 @@ public class Player : MonoBehaviour
{
{
anim
.
SetBool
(
"isWalking"
,
true
);
anim
.
SetBool
(
"isWalking"
,
true
);
while
(
Mathf
.
Abs
(
transform
.
position
.
x
-
destination
.
x
)
>
0.01f
||
Mathf
.
Abs
(
transform
.
position
.
z
-
destination
.
z
)
>
0.01f
)
while
(
Mathf
.
Abs
(
transform
.
position
.
x
-
destination
.
x
)
>
0.01f
||
Mathf
.
Abs
(
transform
.
position
.
z
-
destination
.
z
)
>
0.01f
)
{
yield
return
null
;
yield
return
null
;
}
transform
.
position
=
new
Vector3
(
destination
.
x
,
transform
.
position
.
y
,
destination
.
z
);
transform
.
position
=
new
Vector3
(
destination
.
x
,
transform
.
position
.
y
,
destination
.
z
);
currentFloor
=
MapManager
.
inst
.
currentMap
.
GetFloorAtPos
(
new
Vector2Int
((
int
)
destination
.
x
,
(
int
)
destination
.
z
));
PlayerController
.
inst
.
CheckCurrentFloors
();
anim
.
SetBool
(
"isWalking"
,
false
);
anim
.
SetBool
(
"isWalking"
,
false
);
PlayerController
.
inst
.
isPlayerMoving
=
false
;
PlayerController
.
inst
.
isPlayerMoving
=
false
;
}
}
...
...
Assets/Scripts/PlayerController.cs
View file @
c2df5852
...
@@ -27,6 +27,42 @@ public class PlayerController : SingletonBehaviour<PlayerController>
...
@@ -27,6 +27,42 @@ public class PlayerController : SingletonBehaviour<PlayerController>
public
event
Action
<
Vector2Int
>
OnPlayerMove
;
public
event
Action
<
Vector2Int
>
OnPlayerMove
;
public
void
CreatePlayer
(
Floor
floor
)
{
GameObject
player
=
Instantiate
(
MapManager
.
inst
.
player
,
floor
.
transform
.
position
+
new
Vector3
(
0
,
0.1f
,
0
),
Quaternion
.
identity
);
player
.
GetComponent
<
Player
>().
currentFloor
=
floor
;
MapManager
.
inst
.
players
.
Add
(
player
);
if
(
GameManager
.
nPlayer
>=
0
)
{
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
nPlayer
].
count
=
MapManager
.
inst
.
players
.
Count
;
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
nPlayer
].
IsDone
();
}
CheckCurrentFloors
();
}
public
void
CheckCurrentFloors
()
{
int
goalFloorCount
=
0
;
foreach
(
GameObject
child
in
MapManager
.
inst
.
players
)
{
Debug
.
Log
(
"df"
);
if
(
child
.
GetComponent
<
Player
>().
currentFloor
.
isGoalFloor
)
goalFloorCount
++;
Debug
.
Log
(
goalFloorCount
);
}
if
(
GameManager
.
aFloor
>=
0
)
{
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
aFloor
].
count
=
goalFloorCount
;
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
aFloor
].
IsDone
();
}
if
(
GameManager
.
nFloor
>=
0
)
{
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
nFloor
].
count
=
goalFloorCount
;
MapManager
.
inst
.
currentMap
.
clearConditions
[
GameManager
.
nFloor
].
IsDone
();
}
}
//For test
public
string
GetCurrentBullet
()
public
string
GetCurrentBullet
()
{
{
return
bulletList
.
Count
>
0
?
bulletList
[
bulletCount
].
ToString
()
:
null
;
return
bulletList
.
Count
>
0
?
bulletList
[
bulletCount
].
ToString
()
:
null
;
...
@@ -58,7 +94,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
...
@@ -58,7 +94,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
{
{
if
(
prePos
!=
MapPos
)
if
(
prePos
!=
MapPos
)
{
{
Debug
.
Log
(
MapPos
);
//
Debug.Log(MapPos);
OnPlayerMove
?.
Invoke
(
MapPos
);
OnPlayerMove
?.
Invoke
(
MapPos
);
prePos
=
MapPos
;
prePos
=
MapPos
;
}
}
...
@@ -80,13 +116,13 @@ public class PlayerController : SingletonBehaviour<PlayerController>
...
@@ -80,13 +116,13 @@ public class PlayerController : SingletonBehaviour<PlayerController>
currentPlayer
=
hit
.
transform
.
gameObject
.
GetComponent
<
Player
>();
currentPlayer
=
hit
.
transform
.
gameObject
.
GetComponent
<
Player
>();
StartCoroutine
(
currentPlayer
.
SetCurrentPlayer
());
StartCoroutine
(
currentPlayer
.
SetCurrentPlayer
());
StartCoroutine
(
currentPlayer
.
CountPlayerClick
(
Time
.
time
));
StartCoroutine
(
currentPlayer
.
CountPlayerClick
(
Time
.
time
));
Debug
.
Log
(
hit
.
collider
.
gameObject
.
tag
);
//
Debug.Log(hit.collider.gameObject.tag);
}
}
else
if
(
Physics
.
Raycast
(
mouseRay
,
out
hit
)
&&
hit
.
collider
.
gameObject
.
tag
.
Equals
(
"floor"
))
else
if
(
Physics
.
Raycast
(
mouseRay
,
out
hit
)
&&
hit
.
collider
.
gameObject
.
tag
.
Equals
(
"floor"
))
{
{
if
(
currentPlayer
!=
null
)
if
(
currentPlayer
!=
null
)
currentPlayer
.
MovePlayer
(
hit
.
collider
.
gameObject
.
transform
.
position
);
currentPlayer
.
MovePlayer
(
hit
.
collider
.
gameObject
.
transform
.
position
);
Debug
.
Log
(
hit
.
collider
.
gameObject
.
tag
);
//
Debug.Log(hit.collider.gameObject.tag);
}
}
else
if
(
hit
.
collider
==
null
)
else
if
(
hit
.
collider
==
null
)
{
{
...
...
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