Commit dba4f6af authored by 18손재민's avatar 18손재민

이제 벽을 좌표만으로 생성할 수 있음. 플레이어 발사 모드 WIP

parent 36a5a80b
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......
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......
......@@ -51,4 +51,4 @@ MonoBehaviour:
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......
......@@ -11,10 +11,6 @@ public class CameraController : MonoBehaviour
float verticalInput = Input.GetAxis("Vertical");
transform.position += new Vector3(verticalInput + horizontalInput, 0, verticalInput - horizontalInput);
}
void CameraRotate()
{
}
// Start is called before the first frame update
void Start()
......@@ -26,6 +22,5 @@ public class CameraController : MonoBehaviour
void Update()
{
CameraMove();
CameraRotate();
}
}
This diff is collapsed.
......@@ -14,7 +14,6 @@ public class MapEditor : SingletonBehaviour<MapEditor>
public enum TileMode { None, Floor, Wall, StartFloor };
TileMode currentMode;
public Text modeSign;
public GameObject clickSign;
public GameObject startSign;
public Dictionary<Floor, GameObject> startSigns;
public GameObject mapSizeSetter;
......@@ -23,8 +22,6 @@ public class MapEditor : SingletonBehaviour<MapEditor>
public Material editWallMat;
public Material realWallMat;
Vector2Int[] wallInputFloors;
bool isWallClicked;
bool isEditorStarted;
bool isCreateMode;
......@@ -110,7 +107,6 @@ public class MapEditor : SingletonBehaviour<MapEditor>
private void Awake()
{
MapManager.inst.isMapEditingOn = true;
clickSign.SetActive(false);
isEditorStarted = false;
isCreateMode = true;
startSigns = new Dictionary<Floor, GameObject>();
......@@ -120,8 +116,6 @@ public class MapEditor : SingletonBehaviour<MapEditor>
void Start()
{
StartMap(stage[0]);
wallInputFloors = new Vector2Int[2];
isWallClicked = false;
SwitchMode(0);
}
......@@ -135,7 +129,12 @@ public class MapEditor : SingletonBehaviour<MapEditor>
if (Physics.Raycast(mouseRay, out hit))
{
Debug.Log(hit.transform.position);
Vector2Int clickedPos = new Vector2Int((int)hit.transform.position.x, (int)hit.transform.position.z);
Vector2Int clickedPos = Vector2Int.zero;
Vector2 wallPos = Vector2.zero;
if (hit.transform.tag == "wallSign")
wallPos = new Vector2(hit.transform.position.x, hit.transform.position.z);
else
clickedPos = new Vector2Int((int)hit.transform.position.x, (int)hit.transform.position.z);
if(currentMode == TileMode.Floor)
{
if (isCreateMode)
......@@ -145,28 +144,15 @@ public class MapEditor : SingletonBehaviour<MapEditor>
}
else if(currentMode == TileMode.Wall)
{
if (!isWallClicked)
{
clickSign.SetActive(true);
wallInputFloors[0] = clickedPos;
clickSign.transform.position = new Vector3(clickedPos.x, 1, clickedPos.y);
isWallClicked = true;
}
else
{
wallInputFloors[1] = clickedPos;
if (isCreateMode)
{
currentMap.CreateWall(currentMap.GetFloorAtPos(wallInputFloors[0]), currentMap.GetFloorAtPos(wallInputFloors[1]));
if(currentMap.GetWallAtPos(currentMap.GetFloorAtPos(wallInputFloors[0]), currentMap.GetFloorAtPos(wallInputFloors[1])) != null)
currentMap.GetWallAtPos(currentMap.GetFloorAtPos(wallInputFloors[0]), currentMap.GetFloorAtPos(wallInputFloors[1]))
.gameObject.GetComponent<MeshRenderer>().material = editWallMat;
Debug.Log(wallPos);
currentMap.CreateWall(wallPos);
if(currentMap.GetWallAtPos(wallPos) != null)
currentMap.GetWallAtPos(wallPos).gameObject.GetComponent<MeshRenderer>().material = editWallMat;
}
else
currentMap.RemoveWall(currentMap.GetFloorAtPos(wallInputFloors[0]), currentMap.GetFloorAtPos(wallInputFloors[1]));
clickSign.SetActive(false);
isWallClicked = false;
}
currentMap.RemoveWall(wallPos);
}
else if(currentMode == TileMode.StartFloor)
{
......
......@@ -35,13 +35,28 @@ public class Player : MonoBehaviour
}
IEnumerator CheckIfPlayerArrived(Vector3 destination)
{
while (Mathf.Abs(transform.position.x - destination.x) > 0.001f || Mathf.Abs(transform.position.z - destination.z) > 0.001f)
while (Mathf.Abs(transform.position.x - destination.x) > 0.01f || Mathf.Abs(transform.position.z - destination.z) > 0.01f)
{
yield return null;
}
transform.position = new Vector3(destination.x, transform.position.y, destination.z);
PlayerController.inst.isPlayerMoving = false;
}
public IEnumerator ZoomInAtPlayer(float startTime)
{
Ray mouseRay;
RaycastHit hit;
while(Time.time - startTime <= 2)
{
yield return null;
mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
Physics.Raycast(mouseRay, out hit);
if (!hit.collider.gameObject.tag.Equals("Player"))
break;
}
if (Time.time - startTime <= 2) ;
else Debug.Log("asdf");
}
// Start is called before the first frame update
void Start()
{
......
......@@ -48,6 +48,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
currentPlayer.ResetCurrentPlayer();
currentPlayer = hit.transform.gameObject.GetComponent<Player>();
StartCoroutine(currentPlayer.SetCurrentPlayer());
StartCoroutine(currentPlayer.ZoomInAtPlayer(Time.time));
Debug.Log(hit.collider.gameObject.tag);
}
else if (Physics.Raycast(mouseRay, out hit) && hit.collider.gameObject.tag.Equals("floor"))
......
......@@ -7,27 +7,23 @@ public class TestTools : MonoBehaviour
{
public InputField floorXInput, floorYInput;
public InputField wall1XInput, wall1YInput, wall2XInput, wall2YInput;
public InputField wallXInput, wallYInput;
public void AddFloor()
{
MapManager.inst.currentMap.CreateFloor(int.Parse(floorXInput.text), int.Parse(floorYInput.text));
MapManager.inst.currentMap.CreateFloor(new Vector2Int(int.Parse(floorXInput.text), int.Parse(floorYInput.text)));
}
public void RemoveFloor()
{
MapManager.inst.currentMap.RemoveFloor(int.Parse(floorXInput.text), int.Parse(floorYInput.text));
MapManager.inst.currentMap.RemoveFloor(new Vector2Int(int.Parse(floorXInput.text), int.Parse(floorYInput.text)));
}
public void AddWall()
{
MapManager.inst.currentMap.CreateWall(
MapManager.inst.currentMap.GetFloorAtPos(int.Parse(wall1XInput.text), int.Parse(wall1YInput.text)),
MapManager.inst.currentMap.GetFloorAtPos(int.Parse(wall2XInput.text), int.Parse(wall2YInput.text)));
MapManager.inst.currentMap.CreateWall(new Vector2(float.Parse(wallXInput.text), float.Parse(wallYInput.text)));
}
public void RemoveWall()
{
MapManager.inst.currentMap.RemoveWall(
MapManager.inst.currentMap.GetFloorAtPos(int.Parse(wall1XInput.text), int.Parse(wall1YInput.text)),
MapManager.inst.currentMap.GetFloorAtPos(int.Parse(wall2XInput.text), int.Parse(wall2YInput.text)));
MapManager.inst.currentMap.RemoveWall(new Vector2(float.Parse(wallXInput.text), float.Parse(wallYInput.text)));
}
public void SaveMap()
......
......@@ -6,6 +6,7 @@ TagManager:
tags:
- wall
- floor
- wallSign
layers:
- Default
- TransparentFX
......
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