Commit eef017da authored by 18류지석's avatar 18류지석

Merge branch 'map'

parents 69868e46 5e746941
......@@ -63,7 +63,7 @@ TextureImporter:
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
......@@ -75,7 +75,7 @@ TextureImporter:
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
......@@ -94,6 +94,18 @@ TextureImporter:
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
......
......@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: ph_wall
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_ShaderKeywords: _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
......@@ -60,14 +60,14 @@ Material:
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SmoothnessTextureChannel: 1
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
......
Assets/Models/texture/ph_wall.png

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Assets/Models/texture/ph_wall.png

180 Bytes | W: | H:

Assets/Models/texture/ph_wall.png
Assets/Models/texture/ph_wall.png
Assets/Models/texture/ph_wall.png
Assets/Models/texture/ph_wall.png
  • 2-up
  • Swipe
  • Onion skin
fileFormatVersion: 2
guid: 9c461e467311d5b44adb80593e57c448
guid: 6792f0a2679144d44869e40dbda77883
folderAsset: yes
DefaultImporter:
externalObjects: {}
......
using System;
using System.Collections.Generic;
namespace cakeslice
{
public class LinkedSet<T> : IEnumerable<T>
{
private LinkedList<T> list;
private Dictionary<T, LinkedListNode<T>> dictionary;
public LinkedSet()
{
list = new LinkedList<T>();
dictionary = new Dictionary<T, LinkedListNode<T>>();
}
public LinkedSet(IEqualityComparer<T> comparer)
{
list = new LinkedList<T>();
dictionary = new Dictionary<T, LinkedListNode<T>>(comparer);
}
public bool Contains(T t)
{
return dictionary.ContainsKey(t);
}
public bool Add(T t)
{
if (dictionary.ContainsKey(t))
{
return false;
}
LinkedListNode<T> node = list.AddLast(t);
dictionary.Add(t, node);
return true;
}
public void Clear()
{
list.Clear();
dictionary.Clear();
}
public AddType AddOrMoveToEnd(T t)
{
LinkedListNode<T> node;
if (dictionary.Comparer.Equals(t, list.Last.Value))
{
return AddType.NO_CHANGE;
}
else if (dictionary.TryGetValue(t, out node))
{
list.Remove(node);
node = list.AddLast(t);
dictionary[t] = node;
return AddType.MOVED;
}
else
{
node = list.AddLast(t);
dictionary[t] = node;
return AddType.ADDED;
}
}
public bool Remove(T t)
{
LinkedListNode<T> node;
if (dictionary.TryGetValue(t, out node) && dictionary.Remove(t))
{
list.Remove(node);
return true;
}
else
{
return false;
}
}
public void ExceptWith(IEnumerable<T> enumerable)
{
foreach (T t in enumerable)
{
Remove(t);
}
}
public IEnumerator<T> GetEnumerator ()
{
return list.GetEnumerator();
}
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator ()
{
return list.GetEnumerator();
}
public enum AddType
{
/// <summary>
/// No changes were made
/// </summary>
NO_CHANGE,
/// <summary>
/// The value was added
/// </summary>
ADDED,
/// <summary>
/// The value was moved to the end.
/// </summary>
MOVED
}
}
}
fileFormatVersion: 2
guid: 4bb8010dd287d4dd1b86b997bbaf77f2
timeCreated: 1490858176
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
/*
// Copyright (c) 2015 José Guerreiro. All rights reserved.
//
// MIT license, see http://www.opensource.org/licenses/mit-license.php
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
*/
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
namespace cakeslice
{
[ExecuteInEditMode]
[RequireComponent(typeof(Renderer))]
public class Outline : MonoBehaviour
{
public Renderer Renderer { get; private set; }
public int color;
public bool eraseRenderer;
[HideInInspector]
public int originalLayer;
[HideInInspector]
public Material[] originalMaterials;
private void Awake()
{
Renderer = GetComponent<Renderer>();
}
void OnEnable()
{
IEnumerable<OutlineEffect> effects = Camera.allCameras.AsEnumerable()
.Select(c => c.GetComponent<OutlineEffect>())
.Where(e => e != null);
foreach (OutlineEffect effect in effects)
{
effect.AddOutline(this);
}
}
void OnDisable()
{
IEnumerable<OutlineEffect> effects = Camera.allCameras.AsEnumerable()
.Select(c => c.GetComponent<OutlineEffect>())
.Where(e => e != null);
foreach (OutlineEffect effect in effects)
{
effect.RemoveOutline(this);
}
}
}
}
\ No newline at end of file
fileFormatVersion: 2
guid: fbf3575480402db40813e763382412fb
timeCreated: 1471429103
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
/*
// Copyright (c) 2015 José Guerreiro. All rights reserved.
//
// MIT license, see http://www.opensource.org/licenses/mit-license.php
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
*/
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.VR;
namespace cakeslice
{
[DisallowMultipleComponent]
[RequireComponent(typeof(Camera))]
[ExecuteInEditMode]
public class OutlineEffect : MonoBehaviour
{
private static OutlineEffect m_instance;
public static OutlineEffect Instance
{
get
{
if(Equals(m_instance, null))
{
return m_instance = FindObjectOfType(typeof(OutlineEffect)) as OutlineEffect;
}
return m_instance;
}
}
private OutlineEffect() { }
private readonly LinkedSet<Outline> outlines = new LinkedSet<Outline>();
[Range(1.0f, 6.0f)]
public float lineThickness = 1.25f;
[Range(0, 10)]
public float lineIntensity = .5f;
[Range(0, 1)]
public float fillAmount = 0.2f;
public Color lineColor0 = Color.red;
public Color lineColor1 = Color.green;
public Color lineColor2 = Color.blue;
public bool additiveRendering = false;
public bool backfaceCulling = true;
[Header("These settings can affect performance!")]
public bool cornerOutlines = false;
public bool addLinesBetweenColors = false;
[Header("Advanced settings")]
public bool scaleWithScreenSize = true;
[Range(0.1f, .9f)]
public float alphaCutoff = .5f;
public bool flipY = false;
public Camera sourceCamera;
[HideInInspector]
public Camera outlineCamera;
Material outline1Material;
Material outline2Material;
Material outline3Material;
Material outlineEraseMaterial;
Shader outlineShader;
Shader outlineBufferShader;
[HideInInspector]
public Material outlineShaderMaterial;
[HideInInspector]
public RenderTexture renderTexture;
[HideInInspector]
public RenderTexture extraRenderTexture;
CommandBuffer commandBuffer;
Material GetMaterialFromID(int ID)
{
if(ID == 0)
return outline1Material;
else if(ID == 1)
return outline2Material;
else
return outline3Material;
}
List<Material> materialBuffer = new List<Material>();
Material CreateMaterial(Color emissionColor)
{
Material m = new Material(outlineBufferShader);
m.SetColor("_Color", emissionColor);
m.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
m.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
m.SetInt("_ZWrite", 0);
m.DisableKeyword("_ALPHATEST_ON");
m.EnableKeyword("_ALPHABLEND_ON");
m.DisableKeyword("_ALPHAPREMULTIPLY_ON");
m.renderQueue = 3000;
return m;
}
private void Awake()
{
m_instance = this;
}
void Start()
{
CreateMaterialsIfNeeded();
UpdateMaterialsPublicProperties();
if(sourceCamera == null)
{
sourceCamera = GetComponent<Camera>();
if(sourceCamera == null)
sourceCamera = Camera.main;
}
if(outlineCamera == null)
{
GameObject cameraGameObject = new GameObject("Outline Camera");
cameraGameObject.transform.parent = sourceCamera.transform;
outlineCamera = cameraGameObject.AddComponent<Camera>();
outlineCamera.enabled = false;
}
renderTexture = new RenderTexture(sourceCamera.pixelWidth, sourceCamera.pixelHeight, 16, RenderTextureFormat.Default);
extraRenderTexture = new RenderTexture(sourceCamera.pixelWidth, sourceCamera.pixelHeight, 16, RenderTextureFormat.Default);
UpdateOutlineCameraFromSource();
commandBuffer = new CommandBuffer();
outlineCamera.AddCommandBuffer(CameraEvent.BeforeImageEffects, commandBuffer);
}
public void OnPreRender()
{
if(commandBuffer == null)
return;
CreateMaterialsIfNeeded();
if(renderTexture == null || renderTexture.width != sourceCamera.pixelWidth || renderTexture.height != sourceCamera.pixelHeight)
{
renderTexture = new RenderTexture(sourceCamera.pixelWidth, sourceCamera.pixelHeight, 16, RenderTextureFormat.Default);
extraRenderTexture = new RenderTexture(sourceCamera.pixelWidth, sourceCamera.pixelHeight, 16, RenderTextureFormat.Default);
outlineCamera.targetTexture = renderTexture;
}
UpdateMaterialsPublicProperties();
UpdateOutlineCameraFromSource();
outlineCamera.targetTexture = renderTexture;
commandBuffer.SetRenderTarget(renderTexture);
commandBuffer.Clear();
if(outlines != null)
{
foreach(Outline outline in outlines)
{
LayerMask l = sourceCamera.cullingMask;
if(outline != null && l == (l | (1 << outline.originalLayer)))
{
for(int v = 0; v < outline.Renderer.sharedMaterials.Length; v++)
{
Material m = null;
if(outline.Renderer.sharedMaterials[v].mainTexture != null && outline.Renderer.sharedMaterials[v])
{
foreach(Material g in materialBuffer)
{
if(g.mainTexture == outline.Renderer.sharedMaterials[v].mainTexture)
{
if(outline.eraseRenderer && g.color == outlineEraseMaterial.color)
m = g;
else if(g.color == GetMaterialFromID(outline.color).color)
m = g;
}
}
if(m == null)
{
if(outline.eraseRenderer)
m = new Material(outlineEraseMaterial);
else
m = new Material(GetMaterialFromID(outline.color));
m.mainTexture = outline.Renderer.sharedMaterials[v].mainTexture;
materialBuffer.Add(m);
}
}
else
{
if(outline.eraseRenderer)
m = outlineEraseMaterial;
else
m = GetMaterialFromID(outline.color);
}
if(backfaceCulling)
m.SetInt("_Culling", (int)UnityEngine.Rendering.CullMode.Back);
else
m.SetInt("_Culling", (int)UnityEngine.Rendering.CullMode.Off);
commandBuffer.DrawRenderer(outline.GetComponent<Renderer>(), m, 0, 0);
MeshFilter mL = outline.GetComponent<MeshFilter>();
if(mL)
{
for(int i = 1; i < mL.sharedMesh.subMeshCount; i++)
commandBuffer.DrawRenderer(outline.GetComponent<Renderer>(), m, i, 0);
}
SkinnedMeshRenderer sMR = outline.GetComponent<SkinnedMeshRenderer>();
if(sMR)
{
for(int i = 1; i < sMR.sharedMesh.subMeshCount; i++)
commandBuffer.DrawRenderer(outline.GetComponent<Renderer>(), m, i, 0);
}
}
}
}
}
outlineCamera.Render();
}
private void OnEnable()
{
Outline[] o = FindObjectsOfType<Outline>();
foreach(Outline oL in o)
{
oL.enabled = false;
oL.enabled = true;
}
}
void OnDestroy()
{
if(renderTexture != null)
renderTexture.Release();
if(extraRenderTexture != null)
extraRenderTexture.Release();
DestroyMaterials();
}
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
outlineShaderMaterial.SetTexture("_OutlineSource", renderTexture);
if(addLinesBetweenColors)
{
Graphics.Blit(source, extraRenderTexture, outlineShaderMaterial, 0);
outlineShaderMaterial.SetTexture("_OutlineSource", extraRenderTexture);
}
Graphics.Blit(source, destination, outlineShaderMaterial, 1);
}
private void CreateMaterialsIfNeeded()
{
if(outlineShader == null)
outlineShader = Resources.Load<Shader>("OutlineShader");
if(outlineBufferShader == null)
{
outlineBufferShader = Resources.Load<Shader>("OutlineBufferShader");
}
if(outlineShaderMaterial == null)
{
outlineShaderMaterial = new Material(outlineShader);
outlineShaderMaterial.hideFlags = HideFlags.HideAndDontSave;
UpdateMaterialsPublicProperties();
}
if(outlineEraseMaterial == null)
outlineEraseMaterial = CreateMaterial(new Color(0, 0, 0, 0));
if(outline1Material == null)
outline1Material = CreateMaterial(new Color(1, 0, 0, 0));
if(outline2Material == null)
outline2Material = CreateMaterial(new Color(0, 1, 0, 0));
if(outline3Material == null)
outline3Material = CreateMaterial(new Color(0, 0, 1, 0));
}
private void DestroyMaterials()
{
foreach(Material m in materialBuffer)
DestroyImmediate(m);
materialBuffer.Clear();
DestroyImmediate(outlineShaderMaterial);
DestroyImmediate(outlineEraseMaterial);
DestroyImmediate(outline1Material);
DestroyImmediate(outline2Material);
DestroyImmediate(outline3Material);
outlineShader = null;
outlineBufferShader = null;
outlineShaderMaterial = null;
outlineEraseMaterial = null;
outline1Material = null;
outline2Material = null;
outline3Material = null;
}
public void UpdateMaterialsPublicProperties()
{
if(outlineShaderMaterial)
{
float scalingFactor = 1;
if(scaleWithScreenSize)
{
// If Screen.height gets bigger, outlines gets thicker
scalingFactor = Screen.height / 360.0f;
}
// If scaling is too small (height less than 360 pixels), make sure you still render the outlines, but render them with 1 thickness
if(scaleWithScreenSize && scalingFactor < 1)
{
if(UnityEngine.XR.XRSettings.isDeviceActive && sourceCamera.stereoTargetEye != StereoTargetEyeMask.None)
{
outlineShaderMaterial.SetFloat("_LineThicknessX", (1 / 1000.0f) * (1.0f / UnityEngine.XR.XRSettings.eyeTextureWidth) * 1000.0f);
outlineShaderMaterial.SetFloat("_LineThicknessY", (1 / 1000.0f) * (1.0f / UnityEngine.XR.XRSettings.eyeTextureHeight) * 1000.0f);
}
else
{
outlineShaderMaterial.SetFloat("_LineThicknessX", (1 / 1000.0f) * (1.0f / Screen.width) * 1000.0f);
outlineShaderMaterial.SetFloat("_LineThicknessY", (1 / 1000.0f) * (1.0f / Screen.height) * 1000.0f);
}
}
else
{
if(UnityEngine.XR.XRSettings.isDeviceActive && sourceCamera.stereoTargetEye != StereoTargetEyeMask.None)
{
outlineShaderMaterial.SetFloat("_LineThicknessX", scalingFactor * (lineThickness / 1000.0f) * (1.0f / UnityEngine.XR.XRSettings.eyeTextureWidth) * 1000.0f);
outlineShaderMaterial.SetFloat("_LineThicknessY", scalingFactor * (lineThickness / 1000.0f) * (1.0f / UnityEngine.XR.XRSettings.eyeTextureHeight) * 1000.0f);
}
else
{
outlineShaderMaterial.SetFloat("_LineThicknessX", scalingFactor * (lineThickness / 1000.0f) * (1.0f / Screen.width) * 1000.0f);
outlineShaderMaterial.SetFloat("_LineThicknessY", scalingFactor * (lineThickness / 1000.0f) * (1.0f / Screen.height) * 1000.0f);
}
}
outlineShaderMaterial.SetFloat("_LineIntensity", lineIntensity);
outlineShaderMaterial.SetFloat("_FillAmount", fillAmount);
outlineShaderMaterial.SetColor("_LineColor1", lineColor0 * lineColor0);
outlineShaderMaterial.SetColor("_LineColor2", lineColor1 * lineColor1);
outlineShaderMaterial.SetColor("_LineColor3", lineColor2 * lineColor2);
if(flipY)
outlineShaderMaterial.SetInt("_FlipY", 1);
else
outlineShaderMaterial.SetInt("_FlipY", 0);
if(!additiveRendering)
outlineShaderMaterial.SetInt("_Dark", 1);
else
outlineShaderMaterial.SetInt("_Dark", 0);
if(cornerOutlines)
outlineShaderMaterial.SetInt("_CornerOutlines", 1);
else
outlineShaderMaterial.SetInt("_CornerOutlines", 0);
Shader.SetGlobalFloat("_OutlineAlphaCutoff", alphaCutoff);
}
}
void UpdateOutlineCameraFromSource()
{
outlineCamera.CopyFrom(sourceCamera);
outlineCamera.renderingPath = RenderingPath.Forward;
outlineCamera.backgroundColor = new Color(0.0f, 0.0f, 0.0f, 0.0f);
outlineCamera.clearFlags = CameraClearFlags.SolidColor;
outlineCamera.rect = new Rect(0, 0, 1, 1);
outlineCamera.cullingMask = 0;
outlineCamera.targetTexture = renderTexture;
outlineCamera.enabled = false;
#if UNITY_5_6_OR_NEWER
outlineCamera.allowHDR = false;
#else
outlineCamera.hdr = false;
#endif
}
public void AddOutline(Outline outline)
{
if(!outlines.Contains(outline))
outlines.Add(outline);
}
public void RemoveOutline(Outline outline)
{
if(outlines.Contains(outline))
outlines.Remove(outline);
}
}
}
\ No newline at end of file
fileFormatVersion: 2
guid: a78da3f00f3328541b4526c0b0b5ec5c
timeCreated: 1487888760
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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guid: 92af2f7e055854c43af673b453a765c7
folderAsset: yes
timeCreated: 1427406000
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
/*
// Copyright (c) 2015 José Guerreiro. All rights reserved.
//
// MIT license, see http://www.opensource.org/licenses/mit-license.php
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
*/
Shader "Hidden/OutlineBufferEffect" {
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
// Change this stuff in OutlineEffect.cs instead!
//ZWrite Off
//Blend One OneMinusSrcAlpha
Cull [_Culling]
Lighting Off
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog noshadow noambient nolightmap novertexlights noshadowmask nometa //keepalpha
#pragma multi_compile _ PIXELSNAP_ON
sampler2D _MainTex;
fixed4 _Color;
float _OutlineAlphaCutoff;
struct Input
{
float2 uv_MainTex;
//fixed4 color;
};
void vert(inout appdata_full v, out Input o)
{
#if defined(PIXELSNAP_ON)
v.vertex = UnityPixelSnap(v.vertex);
#endif
UNITY_INITIALIZE_OUTPUT(Input, o);
//o.color = v.color;
}
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);// * IN.color;
if (c.a < _OutlineAlphaCutoff) discard;
float alpha = c.a * 99999999;
o.Albedo = _Color * alpha;
o.Alpha = alpha;
o.Emission = o.Albedo;
}
ENDCG
}
Fallback "Transparent/VertexLit"
}
fileFormatVersion: 2
guid: 17f3e80406929b64f90154b46d4f453c
timeCreated: 1427550837
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
// Copyright (c) 2015 José Guerreiro. All rights reserved.
//
// MIT license, see http://www.opensource.org/licenses/mit-license.php
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
*/
Shader "Hidden/OutlineEffect"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
Tags{ "RenderType" = "Opaque" }
LOD 200
ZTest Always
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _OutlineSource;
struct v2f
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_img v)
{
v2f o;
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
float _LineThicknessX;
float _LineThicknessY;
int _FlipY;
uniform float4 _MainTex_TexelSize;
half4 frag(v2f input) : COLOR
{
float2 uv = input.uv;
if (_FlipY == 1)
uv.y = uv.y;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
uv.y = 1 - uv.y;
#endif
//half4 originalPixel = tex2D(_MainTex,input.uv, UnityStereoScreenSpaceUVAdjust(input.uv, _MainTex_ST));
half4 outlineSource = tex2D(_OutlineSource, UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST));
const float h = .95f;
half4 sample1 = tex2D(_OutlineSource, uv + float2(_LineThicknessX,0.0));
half4 sample2 = tex2D(_OutlineSource, uv + float2(-_LineThicknessX,0.0));
half4 sample3 = tex2D(_OutlineSource, uv + float2(.0,_LineThicknessY));
half4 sample4 = tex2D(_OutlineSource, uv + float2(.0,-_LineThicknessY));
bool red = sample1.r > h || sample2.r > h || sample3.r > h || sample4.r > h;
bool green = sample1.g > h || sample2.g > h || sample3.g > h || sample4.g > h;
bool blue = sample1.b > h || sample2.b > h || sample3.b > h || sample4.b > h;
if ((red && blue) || (green && blue) || (red && green))
return float4(0,0,0,0);
else
return outlineSource;
}
ENDCG
}
Pass
{
Tags { "RenderType"="Opaque" }
LOD 200
ZTest Always
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _OutlineSource;
struct v2f {
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_img v)
{
v2f o;
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
float _LineThicknessX;
float _LineThicknessY;
float _LineIntensity;
half4 _LineColor1;
half4 _LineColor2;
half4 _LineColor3;
int _FlipY;
int _Dark;
float _FillAmount;
int _CornerOutlines;
uniform float4 _MainTex_TexelSize;
half4 frag (v2f input) : COLOR
{
float2 uv = input.uv;
if (_FlipY == 1)
uv.y = 1 - uv.y;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
uv.y = 1 - uv.y;
#endif
half4 originalPixel = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(input.uv, _MainTex_ST));
half4 outlineSource = tex2D(_OutlineSource, UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST));
const float h = .95f;
half4 outline = 0;
bool hasOutline = false;
half4 sample1 = tex2D(_OutlineSource, uv + float2(_LineThicknessX,0.0));
half4 sample2 = tex2D(_OutlineSource, uv + float2(-_LineThicknessX,0.0));
half4 sample3 = tex2D(_OutlineSource, uv + float2(.0,_LineThicknessY));
half4 sample4 = tex2D(_OutlineSource, uv + float2(.0,-_LineThicknessY));
bool outside = outlineSource.a < h;
bool outsideDark = outside && _Dark;
if (_CornerOutlines)
{
// TODO: Conditional compile
half4 sample5 = tex2D(_OutlineSource, uv + float2(_LineThicknessX, _LineThicknessY));
half4 sample6 = tex2D(_OutlineSource, uv + float2(-_LineThicknessX, -_LineThicknessY));
half4 sample7 = tex2D(_OutlineSource, uv + float2(_LineThicknessX, -_LineThicknessY));
half4 sample8 = tex2D(_OutlineSource, uv + float2(-_LineThicknessX, _LineThicknessY));
if (sample1.r > h || sample2.r > h || sample3.r > h || sample4.r > h ||
sample5.r > h || sample6.r > h || sample7.r > h || sample8.r > h)
{
outline = _LineColor1 * _LineIntensity * _LineColor1.a;
if (outsideDark)
originalPixel *= 1 - _LineColor1.a;
hasOutline = true;
}
else if (sample1.g > h || sample2.g > h || sample3.g > h || sample4.g > h ||
sample5.g > h || sample6.g > h || sample7.g > h || sample8.g > h)
{
outline = _LineColor2 * _LineIntensity * _LineColor2.a;
if (outsideDark)
originalPixel *= 1 - _LineColor2.a;
hasOutline = true;
}
else if (sample1.b > h || sample2.b > h || sample3.b > h || sample4.b > h ||
sample5.b > h || sample6.b > h || sample7.b > h || sample8.b > h)
{
outline = _LineColor3 * _LineIntensity * _LineColor3.a;
if (outsideDark)
originalPixel *= 1 - _LineColor3.a;
hasOutline = true;
}
if (!outside)
outline *= _FillAmount;
}
else
{
if (sample1.r > h || sample2.r > h || sample3.r > h || sample4.r > h)
{
outline = _LineColor1 * _LineIntensity * _LineColor1.a;
if (outsideDark)
originalPixel *= 1 - _LineColor1.a;
hasOutline = true;
}
else if (sample1.g > h || sample2.g > h || sample3.g > h || sample4.g > h)
{
outline = _LineColor2 * _LineIntensity * _LineColor2.a;
if (outsideDark)
originalPixel *= 1 - _LineColor2.a;
hasOutline = true;
}
else if (sample1.b > h || sample2.b > h || sample3.b > h || sample4.b > h)
{
outline = _LineColor3 * _LineIntensity * _LineColor3.a;
if (outsideDark)
originalPixel *= 1 - _LineColor3.a;
hasOutline = true;
}
if (!outside)
outline *= _FillAmount;
}
//return outlineSource;
if (hasOutline)
return lerp(originalPixel + outline, outline, _FillAmount);
else
return originalPixel;
}
ENDCG
}
}
FallBack "Diffuse"
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......@@ -17,10 +17,29 @@ public abstract class Bullet : MonoBehaviour
GameManager.inst.isBulletFlying = false;
}
public void Init(Vector3 velocity)
IEnumerator ForceInteract(Collider col, float _time)
{
if (col.CompareTag("Mirror") && this is FakeBullet)
{
col.GetComponent<Mirror>().StartCopy();
yield return new WaitForSeconds(_time);
OnTriggerEnter(col);
}
else
{
yield return new WaitForSeconds(_time);
OnTriggerEnter(col);
}
Destroy(gameObject, 0.1f);
}
public void Init(Vector3 velocity, Collider col)
{
GameManager.inst.isBulletFlying = true;
GetComponent<Rigidbody>().velocity = velocity;
Destroy(gameObject, MapManager.inst.currentMap.maxMapSize / velocity.magnitude);
float flightTime;
if (col != null) flightTime = (col.transform.position - transform.position).magnitude / velocity.magnitude;
else flightTime = MapManager.inst.currentMap.maxMapSize / velocity.magnitude;
StartCoroutine(ForceInteract(col, flightTime));
}
}
......@@ -4,6 +4,9 @@ using UnityEngine;
public class CameraController : MonoBehaviour
{
public GameObject helpUI;
public GameObject helpUI2;
Vector3 dragOrigin;
Vector3 moveOrigin;
public float dragSpeed;
......@@ -11,13 +14,14 @@ public class CameraController : MonoBehaviour
Vector3 previousPos;
Vector3 previousAngle;
float shootingFov = 60f;
float mapFov = 20f;
float mapFov = 0;
float rotationX = 0;
float rotationY = 0;
float sensitivity = 1;
float sensitivity = 5;
public float minFOV, maxFOV;
[SerializeField]
Vector3 centerPos = new Vector3(0, 0, 0);
public Vector3 centerPos = new Vector3(-0.5f, 0, -0.5f);
Vector3 distance = new Vector3(0, 0, 0);
/// <summary>
/// Move camera.
......@@ -71,16 +75,27 @@ public class CameraController : MonoBehaviour
transform.eulerAngles = new Vector3(30, transform.eulerAngles.y, transform.eulerAngles.z);
}
/// <summary>
/// Zoom in / out camera with mouse scroll.
/// </summary>
void CameraScroll()
{
float scroll = Input.GetAxis("Mouse ScrollWheel") * sensitivity;
if (Camera.main.fieldOfView >= maxFOV && scroll < 0) Camera.main.fieldOfView = maxFOV;
else if (Camera.main.fieldOfView <= minFOV && scroll > 0) Camera.main.fieldOfView = minFOV;
else Camera.main.fieldOfView -= scroll;
}
/// <summary>
/// Zoom in at player.
/// </summary>
/// <param name="player">Player to be zoomed in.</param>
/// <returns></returns>
public IEnumerator ZoomInAtPlayer(Player player)
{
GameManager.inst.isZooming = true;
float startTime = Time.time;
Vector3 posDiff = (player.head.transform.position - transform.position) / cameraMoveDuration;
float angleDiff = -30f / cameraMoveDuration;
GameManager.inst.isZooming = true;
helpUI2.SetActive(false);
previousPos = transform.position;
previousAngle = new Vector3(transform.eulerAngles.x > 180 ? transform.eulerAngles.x - 360 : transform.eulerAngles.x,
transform.eulerAngles.y > 180 ? transform.eulerAngles.y - 360 : transform.eulerAngles.y,
......@@ -89,14 +104,14 @@ public class CameraController : MonoBehaviour
for (i = 0; i < cameraMoveDuration; i += 1)
{
yield return new WaitForSeconds(0.01f);
if (Input.GetMouseButtonDown(0))
if (!StageSelector.inst.gameSettings["zoomAnim"])
break;
transform.position += posDiff;
transform.eulerAngles += new Vector3(angleDiff, 0, 0);
Camera.main.fieldOfView = Mathf.Lerp(mapFov, shootingFov, i / cameraMoveDuration);
}
transform.position += posDiff * (cameraMoveDuration - i);
transform.eulerAngles += new Vector3(angleDiff * (cameraMoveDuration - i), 0, 0);
/*transform.position += posDiff * (cameraMoveDuration - i);
transform.eulerAngles += new Vector3(angleDiff * (cameraMoveDuration - i), 0, 0);*/
Camera.main.fieldOfView = shootingFov;
player.transform.eulerAngles = new Vector3(player.transform.eulerAngles.x, transform.eulerAngles.y, player.transform.eulerAngles.z);
......@@ -109,6 +124,7 @@ public class CameraController : MonoBehaviour
player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Head");
// Invisible mouse cursor
helpUI.SetActive(true);
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
......@@ -118,10 +134,11 @@ public class CameraController : MonoBehaviour
/// <returns></returns>
public IEnumerator ZoomOutFromPlayer(Player player)
{
GameManager.inst.isZooming = true;
float startTime = Time.time;
Vector3 posDiff = (previousPos - transform.position) / cameraMoveDuration;
player.laser.SetActive(false);
GameManager.inst.isZooming = true;
helpUI.SetActive(false);
player.anim.SetBool("isShooting", false);
player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Player");
player.head.SetActive(true);
......@@ -136,14 +153,14 @@ public class CameraController : MonoBehaviour
for (i = 0; i < cameraMoveDuration; i += 1)
{
yield return new WaitForSeconds(0.01f);
if (Input.GetMouseButtonDown(0))
if (!StageSelector.inst.gameSettings["zoomAnim"])
break;
transform.position += posDiff;
transform.eulerAngles += angleDiff;
Camera.main.fieldOfView = Mathf.Lerp(shootingFov, mapFov, i / cameraMoveDuration);
}
transform.position += posDiff * (cameraMoveDuration - i);
transform.eulerAngles += angleDiff * (cameraMoveDuration - i);
/*transform.position += posDiff * (cameraMoveDuration - i);
transform.eulerAngles += angleDiff * (cameraMoveDuration - i);*/
Camera.main.fieldOfView = mapFov;
transform.position = previousPos;
......@@ -152,6 +169,7 @@ public class CameraController : MonoBehaviour
GameManager.inst.isZooming = false;
// Visible mouse cursor
helpUI2.SetActive(true);
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
......@@ -171,10 +189,12 @@ public class CameraController : MonoBehaviour
{
if (!GameManager.inst.isPlayerShooting)
{
mapFov = Camera.main.fieldOfView;
CameraMove();
CameraDrag();
CameraScroll();
}
else
else if (!GameManager.inst.isGameOver)
{
float mouseMoveValueX = Input.GetAxis("Mouse X");
float mouseMoveValueY = Input.GetAxis("Mouse Y");
......
......@@ -12,6 +12,8 @@ public class Mannequin : MonoBehaviour, IObject, IBulletInteractor
[Space(15)]
public GameObject scatteredWhite;
public GameObject scatteredBlack;
[Space(15)]
public MeshRenderer[] downside;
public Color Color {
get
......@@ -23,6 +25,10 @@ public class Mannequin : MonoBehaviour, IObject, IBulletInteractor
if (value == Color.black)
{
foreach (var renderer in renderers)
{
renderer.material = mannequinMaterial[0];
}
foreach (var renderer in downside)
{
renderer.material = mannequinMaterial[0];
}
......@@ -34,6 +40,10 @@ public class Mannequin : MonoBehaviour, IObject, IBulletInteractor
{
renderer.material = mannequinMaterial[1];
}
foreach (var renderer in downside)
{
renderer.material = mannequinMaterial[1];
}
//Change mesh to white mannequin
}
else
......
......@@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEngine.Rendering.PostProcessing;
public class GameManager : SingletonBehaviour<GameManager>
{
......@@ -11,14 +12,17 @@ public class GameManager : SingletonBehaviour<GameManager>
/// The index of the current stage.
/// </summary>
public TextAsset currentStage;
public int stageIdx;
public string stageStrIdx;
[Header("UIs in Scene")]
public ClearUIGenerator uiGenerator;
public BulletUIGenerator bulletUIGenerator;
public CommentUIGenerator commentUIGenerator;
public MenuUIController menuUIController;
public Image whiteout;
public GameObject clearUI;
public GameObject clearUInextBtn;
public GameObject buttonUIs;
[Header("Stage Data")]
public bool isGameOver = false;
......@@ -57,6 +61,7 @@ public class GameManager : SingletonBehaviour<GameManager>
public void StartStage()
{
MapManager.inst.LoadMap(currentStage);
menuUIController.titleText.text = "Stage\n" + (stageStrIdx.Replace("_", " - "));
StartCoroutine(Whiteout(false));
}
......@@ -88,23 +93,31 @@ public class GameManager : SingletonBehaviour<GameManager>
public IEnumerator ClearStage()
{
if (isPlayerShooting) Camera.main.gameObject.GetComponent<CameraController>().ZoomOutFromPlayer(PlayerController.inst.currentPlayer);
yield return new WaitForSeconds(0.1f);
if (clearCounter == 0 && !isGameOver)
{
if (isPlayerShooting) yield return StartCoroutine(Camera.main.gameObject.GetComponent<CameraController>().ZoomOutFromPlayer(PlayerController.inst.currentPlayer));
yield return null;
clearUI.SetActive(true);
if (StageSelector.nextStage.Length < 3) clearUInextBtn.SetActive(false);
buttonUIs.SetActive(false);
Debug.Log("Stage Clear!");
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
isGameOver = true;
StageSelector.inst.SaveClearData(stageIdx, true);
StageSelector.inst.SaveClearData(stageStrIdx, true);
}
}
public void GameOver(bool onlyRestart = false)
{
if (!onlyRestart) Debug.Log("Game Over!");
StageSelector.inst.SaveClearData(stageIdx, onlyRestart);
StageSelector.inst.SaveClearData(stageStrIdx, false);
isGameOver = true;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
StopAllCoroutines();
uiGenerator.ResetAllClearUIs();
StartCoroutine(RestartStage());
......@@ -119,27 +132,45 @@ public class GameManager : SingletonBehaviour<GameManager>
public void BackToStageSelect()
{
Destroy(FindObjectOfType<StageSelector>().gameObject);
StageSelector.inst.GetComponent<Canvas>().enabled = true;
StageSelector.inst.RefreshStageUI();
SceneManager.LoadScene("SelectStage");
}
public void LoadNextStage()
{
StageSelector.selectedStage = StageSelector.nextStage;
StageSelector.nextStage++;
StageSelector.inst.stageIdx++;
if (StageSelector.inst.stageIdxs.Count > StageSelector.inst.stageIdx + 1)
{
var tempNext = StageSelector.inst.stageIdxs[StageSelector.inst.stageIdx + 1];
if (tempNext[2] == '1') StageSelector.nextStage = "";
else StageSelector.nextStage = tempNext;
}
else
{
StageSelector.nextStage = "";
}
StartCoroutine(RestartStage());
}
void AdjustSettings()
{
FindObjectOfType<PostProcessVolume>().enabled = StageSelector.inst.gameSettings["postProcessing"];
Camera.main.GetComponent<PostProcessLayer>().enabled = StageSelector.inst.gameSettings["postProcessing"];
}
// Start is called before the first frame update
void Start()
{
if (!MapManager.inst.isMapEditingOn)
{
isGameOver = false;
stageIdx = StageSelector.selectedStage + 1;
currentStage = Resources.Load<TextAsset>("Stages/" + "stage" + (StageSelector.selectedStage + 1));
stageStrIdx = StageSelector.selectedStage;
currentStage = Resources.Load<TextAsset>("Stages/" + "stage" + StageSelector.selectedStage);
if (MapManager.inst.emptyMap != null) StartStage();
AdjustSettings();
//Destroy(FindObjectOfType<StageSelector>().gameObject);
}
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IngameManager : SingletonBehaviour<IngameManager>
{
private int _briefcaseCount = 0;
public int BriefcaseCount {
get { return _briefcaseCount; }
set {
for (int i = 0; i < value - _briefcaseCount; ++i)
{
IngameUIManager.inst.AddBriefcaseUI();
}
for (int i = 0; i < _briefcaseCount - value; ++i)
{
//RemoveBriefcaseUI();
}
_briefcaseCount = value;
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KeyInputManager : MonoBehaviour
{
// Update is called once per frame
void LateUpdate()
{
if (Input.GetKeyDown(KeyCode.R))
{
GameManager.inst.GameOver(true);
}
if (Input.GetKeyDown(KeyCode.Space) && !GameManager.inst.isPlayerMoving && !GameManager.inst.isZooming)
{
if (GameManager.inst.isPlayerShooting)
{
StartCoroutine(Camera.main.GetComponent<CameraController>().ZoomOutFromPlayer(PlayerController.inst.currentPlayer));
}
else if (PlayerController.inst.currentPlayer != null)
{
StartCoroutine(PlayerController.inst.currentPlayer.CountPlayerClick(Time.time - 1f, true));
}
}
}
}
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MonoImporter:
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serializedVersion: 2
......
......@@ -74,8 +74,8 @@ public class MapManager : SingletonBehaviour<MapManager>
currentMap.CreateObject(new Vector2Int((int)temp.xPos, (int)temp.yPos), ObjType.Mannequin, false);
break;
case TileMode.goalFloor:
currentMap.GetFloorAtPos(new Vector2Int((int)temp.xPos, (int)temp.yPos)).isGoalFloor = true;
currentMap.GetFloorAtPos(new Vector2Int((int)temp.xPos, (int)temp.yPos)).RefreshGoal();
currentMap.SetGoalFloor(new Vector2Int((int)temp.xPos, (int)temp.yPos));
//currentMap.GetFloorAtPos(new Vector2Int((int)temp.xPos, (int)temp.yPos)).RefreshGoal();
break;
default:
break;
......@@ -91,6 +91,12 @@ public class MapManager : SingletonBehaviour<MapManager>
currentMap.comments = loadedMapData.comments;
GameManager.inst.commentUIGenerator.SetComment(currentMap.comments);
}
Camera.main.GetComponent<CameraController>().centerPos =
new Vector3((float)(currentMap.maxBorder.x + currentMap.minBorder.x) / 2, 0, (float)(currentMap.maxBorder.y + currentMap.minBorder.y) / 2);
float fov = (Mathf.Max(currentMap.maxBorder.x - currentMap.minBorder.x, currentMap.maxBorder.y - currentMap.minBorder.y) + 1) + 10;
Camera.main.fieldOfView = fov;
Camera.main.GetComponent<CameraController>().minFOV = fov * 0.7f;
Camera.main.GetComponent<CameraController>().maxFOV = fov * 1.5f;
}
public IEnumerator Rebaker()
......
......@@ -24,15 +24,14 @@ public class ClearCondition
{
count += _count;
goal += _goal;
if (((type == ClearType.White || type == ClearType.Black) ? goal == count : goal <= count) && !isDone)
if (((type == ClearType.White || type == ClearType.Black || type == ClearType.NPlayer) ? goal == count : goal <= count) && !isDone)
{
GameManager.inst.clearCounter--;
isDone = true;
//Debug.Log(GameManager.inst.clearCounter);
if (GameManager.inst.clearCounter == 0)
GameManager.inst.StartCoroutine(GameManager.inst.ClearStage());
}
else if (((type == ClearType.White || type == ClearType.Black) ? goal != count : goal > count) && isDone)
else if (((type == ClearType.White || type == ClearType.Black || type == ClearType.NPlayer) ? goal != count : goal > count) && isDone)
{
GameManager.inst.clearCounter++;
isDone = false;
......
......@@ -99,6 +99,18 @@ public class Map : MonoBehaviour
for (int j = yMin; j <= yMax; j++)
CreateFloor(new Vector2Int(i, j));
}
/// <summary>
/// Create floor in rectangular area between pos1 and pos2.
/// </summary>
/// <param name="pos1"></param>
/// <param name="pos2"></param>
public void SetGoalFloor(Vector2Int pos)
{
GetFloorAtPos(pos).isGoalFloor = true;
GetFloorAtPos(pos).RefreshGoal();
if (GameManager.aFloor >= 0) clearConditions[GameManager.aFloor].IsDone(0, 1);
}
/// <summary>
/// Remove floor at position.
/// </summary>
......
......@@ -7,6 +7,7 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
{
[Space(15)]
public GameObject scatteredMirror;
public bool doReflect = false;
public void Break()
{
......@@ -14,13 +15,18 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
MapManager.inst.currentMap.RemoveWall(this.mapPos);
}
public void StartCopy()
{
StartCoroutine(CopyObjects(PlayerController.inst.currentPlayer));
}
public void Interact(Bullet bullet)
{
if (bullet is FakeBullet)
{
doReflect = true;
//Debug.Log("ldPos: " + ldPos + ", rdPos: " + rdPos + ", dir: " + dir);
// Make reflected objects
StartCoroutine(CopyObjects(PlayerController.inst.currentPlayer));
}
}
......@@ -34,24 +40,31 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
//Debug.Log("stPos: " + stPos);
List<Pair> parRay = new List<Pair>
{
new Pair(0, 1)
new Pair(PointToParRay(stPos, ldPos, false), PointToParRay(stPos, rdPos, false))
};
//Debug.Log(parRay[0].l + ", " + parRay[0].r);
int side, i, iBack, stCheck;
int side, i, reflectSide, mapRange;
bool isSameRSide;
if (dir) // horizontal, parallel with x
{
side = (mapPos.y - stPos.y > 0) ? -1 : 1;
reflectSide = (mapPos.x - stPos.x > 0) ? 1 : -1;
if (isSameRSide = mapPos.x == stPos.x) mapRange = Mathf.RoundToInt(mapPos.x);
else mapRange = -reflectSide * (MapManager.inst.currentMap.maxMapSize + 1);
i = side > 0 ? Mathf.CeilToInt(mapPos.y) : Mathf.FloorToInt(mapPos.y);
iBack = side < 0 ? Mathf.CeilToInt(mapPos.y) : Mathf.FloorToInt(mapPos.y);
stCheck = (int)stPos.y;
}
else // vertical, parallel with y
{
side = (mapPos.x - stPos.x > 0) ? -1 : 1;
reflectSide = (mapPos.y - stPos.y > 0) ? 1 : -1;
if (isSameRSide = mapPos.y == stPos.y) mapRange = Mathf.RoundToInt(mapPos.y);
else mapRange = -reflectSide * (MapManager.inst.currentMap.maxMapSize + 1);
i = side > 0 ? Mathf.CeilToInt(mapPos.x) : Mathf.FloorToInt(mapPos.x);
iBack = side < 0 ? Mathf.CeilToInt(mapPos.x) : Mathf.FloorToInt(mapPos.x);
stCheck = (int)stPos.x;
}
//Debug.Log("side: " + side + ", reflectSide: " + reflectSide + ", i: " + i + ", isSameRSide: " + isSameRSide);
//Debug.Log("minRange: " + mapRange);
yield return null;
// check before reflect (check walls and mirrors)
......@@ -60,9 +73,10 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
foreach (var wall in MapManager.inst.currentMap.wallGrid)
{
float wallPos = (dir ? wall.Key.y : wall.Key.x);
if (wall.Value.mapPos != mapPos && (side < 0 ? wallPos < mirrorPos && wallPos > stPosFix : wallPos > mirrorPos && wallPos < stPosFix))
if (wall.Key != mapPos && (side < 0 ? wallPos < mirrorPos && wallPos > stPosFix : wallPos > mirrorPos && wallPos < stPosFix))
{
Pair pair = new Pair(PointToParRay(stPos, wall.Value.ldPos, false), PointToParRay(stPos, wall.Value.rdPos, false));
//Debug.Log(wall.Key);
if (IsInRay(parRay, pair)) SubtractRay(parRay, pair);
yield return null;
}
......@@ -76,15 +90,49 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
floorCountGrid.Add(floor.Key, 0);
}
int minMapRange = -1 * MapManager.inst.currentMap.maxMapSize - 1;
int maxMapRange = MapManager.inst.currentMap.maxMapSize + 1;
for (; Mathf.Abs(i) < maxMapRange; i += side)
// start reflection
Debug.Log("Start Reflection");
if (parRay.Count > 0)
{
// check walls and copy
for (float j = minMapRange + 0.5f; j < maxMapRange + 0.5f; j++)
Vector2Int frontFloorPos = dir ?
new Vector2Int(Mathf.RoundToInt(mapPos.x), Mathf.RoundToInt(mapPos.y + 0.5f * side))
: new Vector2Int(Mathf.RoundToInt(mapPos.x + 0.5f * side), Mathf.RoundToInt(mapPos.y));
if (floorCountGrid.TryGetValue(frontFloorPos, out int frontFloorCount))
{
if (frontFloorCount == 0) floorCountGrid[frontFloorPos]++; // have floor
}
else // no floor on there
{
floorCountGrid.Add(frontFloorPos, -1);
}
}
for (; Mathf.Abs(i) < (MapManager.inst.currentMap.maxMapSize + 1); i += side)
{
yield return null;
bool anotherSide = false;
for (int j = mapRange; Mathf.Abs(j) <= (MapManager.inst.currentMap.maxMapSize + 1); j += reflectSide)
{
// check floors
Vector2Int floorPos = dir ? new Vector2Int(j, i) : new Vector2Int(i, j);
Pair floorPair = new Pair(
PointToParRay(stPos, floorPos + 0.5f * (dir ? new Vector2(reflectSide, -side) : new Vector2(-side, reflectSide)), true),
PointToParRay(stPos, floorPos + 0.5f * (dir ? new Vector2(-reflectSide, side) : new Vector2(side, -reflectSide)), true));
if (IsInRay(parRay, floorPair))
{
Vector2 wallPos = dir ? new Vector2(j, i) : new Vector2(i, j);
int floorCount;
if (floorCountGrid.TryGetValue(floorPos, out floorCount))
{
if (floorCount == 0) floorCountGrid[floorPos]++; // have floor
}
else // no floor on there
{
floorCountGrid.Add(floorPos, -1);
}
}
// check walls and copy
Vector2 wallPos = dir ? new Vector2(j + 0.5f * reflectSide, i) : new Vector2(i, j + 0.5f * reflectSide);
//Debug.Log(wallPos);
Vector2 oppoPos = GetOpposite(wallPos);
Pair wallPair = dir ?
(new Pair(PointToParRay(stPos, wallPos + new Vector2(0, -0.5f), true), PointToParRay(stPos, wallPos + new Vector2(0, 0.5f), true))) :
......@@ -102,29 +150,29 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
if (copyWallGrid.ContainsKey(oppoPos)) MapManager.inst.currentMap.RemoveWall(oppoPos);
}
}
}
for (int j = minMapRange + 1; j < maxMapRange; j++)
{
// check floors
Vector2Int floorPos = dir ? new Vector2Int(j, i) : new Vector2Int(i, j);
if (IsInRay(parRay, PointToParRay(stPos, floorPos, true)))
if (isSameRSide && Mathf.Abs(j) == (MapManager.inst.currentMap.maxMapSize + 1))
{
int floorCount;
if (floorCountGrid.TryGetValue(floorPos, out floorCount))
if (anotherSide)
{
if (floorCount == 0) floorCountGrid[floorPos]++; // have floor
reflectSide *= -1;
anotherSide = false;
break;
}
else // no floor on there
else
{
floorCountGrid.Add(floorPos, -1);
anotherSide = true;
reflectSide *= -1;
j = mapRange - reflectSide;
}
}
}
float iMid = i + 0.5f * side;
// check walls and copy
for (int j = minMapRange; j < maxMapRange; j++)
for (int j = mapRange; Mathf.Abs(j) <= (MapManager.inst.currentMap.maxMapSize + 1); j += reflectSide)
{
Vector2 wallPos = dir ? new Vector2(j, iMid) : new Vector2(iMid, j);
//Debug.Log(wallPos);
Vector2 oppoPos = GetOpposite(wallPos);
Pair wallPair = !dir ?
(new Pair(PointToParRay(stPos, wallPos + new Vector2(0, -0.5f), true), PointToParRay(stPos, wallPos + new Vector2(0, 0.5f), true))) :
......@@ -142,11 +190,27 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
if (copyWallGrid.ContainsKey(oppoPos)) MapManager.inst.currentMap.RemoveWall(oppoPos);
}
}
if (isSameRSide && Mathf.Abs(j) == (MapManager.inst.currentMap.maxMapSize + 1))
{
if (anotherSide)
{
reflectSide *= -1;
anotherSide = false;
break;
}
else
{
anotherSide = true;
reflectSide *= -1;
j = mapRange - reflectSide;
}
}
}
// check floors
for (int j = minMapRange; j < maxMapRange; j++)
for (int j = mapRange; Mathf.Abs(j) <= (MapManager.inst.currentMap.maxMapSize + 1); j += reflectSide)
{
Vector2 crossPoint = dir ? new Vector2(j + 0.5f, iMid) : new Vector2(iMid, j + 0.5f);
Vector2 crossPoint = dir ? new Vector2(j + 0.5f * reflectSide, iMid) : new Vector2(iMid, j + 0.5f * reflectSide);
if (IsInRayWeak(parRay, PointToParRay(stPos, crossPoint, true)))
{
Vector2Int[] floorPoses =
......@@ -169,9 +233,28 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
}
}
}
if (isSameRSide && Mathf.Abs(j) == (MapManager.inst.currentMap.maxMapSize + 1))
{
if (anotherSide)
{
reflectSide *= -1;
anotherSide = false;
break;
}
else
{
anotherSide = true;
reflectSide *= -1;
j = mapRange - reflectSide;
}
}
}
yield return null;
if (parRay.Count == 0) break;
}
while (!doReflect) yield return null;
// copy floors
foreach (var floorCount in floorCountGrid)
{
......@@ -238,22 +321,10 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
foreach (Pair pair in _parRay)
{
if (pair.r < _sub.l || pair.l > _sub.r) continue;
float[] arr = { pair.l, pair.r, _sub.l, _sub.r };
List<float> arr = new List<float>()
{ pair.l, pair.r, _sub.l, _sub.r };
for (int i = 0; i < 4; i++) // sort arr
{
int smallest = i;
for (int j = i + 1; j < 4; j++)
{
if (arr[smallest] > arr[j])
{
smallest = j;
}
}
float temp = arr[i];
arr[i] = arr[smallest];
arr[smallest] = temp;
}
arr.Sort();
// subtract
if (arr[0] == _sub.l && arr[2] == _sub.r)
......@@ -269,6 +340,10 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
toAdd = new Pair(_sub.r, pair.r);
pair.r = _sub.l;
}
else if (arr[0] == _sub.l && arr[3] == _sub.r)
{
pair.r = pair.l;
}
}
if (toAdd != null) _parRay.Add(toAdd);
for (int i = 0; i < _parRay.Count; i++)
......@@ -366,15 +441,15 @@ public class Mirror : Wall, IBulletInteractor, IBreakable
{
if (dir)
{
float px = (_chPos.x-_stPos.x)*(ldPos.y-_stPos.y)/(_isRefl ? 2*ldPos.y-_chPos.y-_stPos.y : _chPos.y-_stPos.y) + _stPos.x;
float px = (_chPos.x - _stPos.x) * (mapPos.y - _stPos.y) / (_isRefl ? 2 * mapPos.y - _chPos.y - _stPos.y : _chPos.y - _stPos.y) + _stPos.x;
//Debug.Log("chPos: " + _chPos + ", output: " + (px - ldPos.x));
return px - ldPos.x;
return px;
}
else
{
float py = (_chPos.y - _stPos.y) * (ldPos.x - _stPos.x) / (_isRefl ? 2 * ldPos.x - _chPos.x - _stPos.x : _chPos.x - _stPos.x) + _stPos.y;
float py = (_chPos.y - _stPos.y) * (mapPos.x - _stPos.x) / (_isRefl ? 2 * mapPos.x - _chPos.x - _stPos.x : _chPos.x - _stPos.x) + _stPos.y;
//Debug.Log("chPos: " + _chPos + ", output: " + (py - ldPos.y));
return py - ldPos.y;
return py;
}
}
}
......@@ -2,6 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using cakeslice;
public class Player : MonoBehaviour
{
......@@ -23,6 +24,9 @@ public class Player : MonoBehaviour
public GameObject selectPointer;
public VLight aimLight;
public bool canShoot = false;
public Collider lastCol = null;
private Collider beforeRay = null;
private GameObject currentBullet;
private float lastShoot;
......@@ -47,6 +51,7 @@ public class Player : MonoBehaviour
GetComponent<NavMeshAgent>().enabled = false;
GetComponent<NavMeshObstacle>().enabled = true;
selectPointer.SetActive(false);
OffAllOutline();
StartCoroutine(MapManager.inst.Rebaker());
PlayerController.inst.currentPlayer = null;
}
......@@ -96,26 +101,43 @@ public class Player : MonoBehaviour
/// </summary>
/// <param name="startTime">Start time of the timer.</param>
/// <returns></returns>
public IEnumerator CountPlayerClick(float startTime)
public IEnumerator CountPlayerClick(float startTime, bool direct = false)
{
float time = Time.time;
float endTime = startTime + 1.5f;
float doubleClickDelay = 0.2f;
float endTime = startTime + 1f;
bool doubleClicked = direct;
bool isHoldExit = false;
aimLight.gameObject.SetActive(true);
while (time <= endTime)
while (time <= endTime && !direct)
{
yield return null;
aimLight.lightMultiplier += 3 * Time.deltaTime;
aimLight.spotAngle -= 40 * Time.deltaTime;
aimLight.lightMultiplier += 10 * Time.deltaTime;
aimLight.spotAngle -= 60 * Time.deltaTime;
time = Time.time;
if (!Input.GetMouseButton(0))
{
isHoldExit = true;
break;
}
}
if (isHoldExit)
{
while (time + doubleClickDelay > Time.time)
{
yield return null;
aimLight.lightMultiplier *= 0.8f;
if (Input.GetMouseButtonDown(0))
{
doubleClicked = true;
break;
}
}
aimLight.lightMultiplier = 0;
aimLight.spotAngle = 60;
aimLight.gameObject.SetActive(false);
break;
}
}
if (time > endTime)
if ((!isHoldExit && time > endTime) || doubleClicked)
{
aimLight.lightMultiplier = 0;
aimLight.spotAngle = 60;
......@@ -123,14 +145,16 @@ public class Player : MonoBehaviour
GameManager.inst.isPlayerShooting = true;
StartCoroutine(Camera.main.GetComponent<CameraController>().ZoomInAtPlayer(this));
}
PlayerController.inst.zoomReady = null;
}
public void Shoot(BulletCode bulletCode)
{
OffAllOutline();
Bullet newBullet = MapManager.inst.bulletFactory.MakeBullet(bulletCode);
newBullet.transform.position = shootingFinger.transform.position;
newBullet.transform.LookAt(shootingArm.transform.forward + newBullet.transform.position);
newBullet.Init(shootingArm.transform.forward * 3);
newBullet.Init(shootingArm.transform.forward * 3, lastCol);
currentBullet = newBullet.gameObject;
PlayerController.inst.bulletList.RemoveAt(0);
GameManager.inst.bulletUIGenerator.RemoveBulletUI();
......@@ -138,6 +162,40 @@ public class Player : MonoBehaviour
lastShoot = Time.time;
anim.SetTrigger("shoot");
}
public void OffAllOutline()
{
canShoot = false;
if (beforeRay != null) lastCol = beforeRay;
laser.GetComponent<LineRenderer>().startColor = Color.red;
laser.GetComponent<LineRenderer>().endColor = Color.red;
if (beforeRay != null)
{
if (beforeRay.tag.Equals("wall"))
{
beforeRay.GetComponent<Outline>().enabled = false;
}
else if (beforeRay.tag.Equals("Mirror"))
{
beforeRay.GetComponent<Outline>().enabled = false;
}
else if (beforeRay.tag.Equals("CameraTurret"))
{
foreach (var comp in beforeRay.GetComponentsInChildren<Outline>())
{
comp.enabled = false;
}
}
else if (beforeRay.tag.Equals("Mannequin"))
{
foreach (var comp in beforeRay.GetComponentsInChildren<Outline>())
{
comp.enabled = false;
}
}
beforeRay = null;
}
}
// Start is called before the first frame update
void Start()
{
......@@ -148,11 +206,93 @@ public class Player : MonoBehaviour
// Update is called once per frame
void Update()
{
if (PlayerController.inst.currentPlayer == this && GameManager.inst.isPlayerShooting && !GameManager.inst.isZooming)
if (!GameManager.inst.isGameOver && PlayerController.inst.currentPlayer == this && GameManager.inst.isPlayerShooting && !GameManager.inst.isZooming)
{
laser.transform.position = shootingFinger.transform.position;
if (currentBullet == null && lastShoot + 1f < Time.time) laser.SetActive(true);
if (currentBullet == null && lastShoot + 1f < Time.time)
{
laser.SetActive(true);
Ray ray = new Ray(shootingFinger.transform.position, shootingArm.transform.forward);
int layerMask = (-1) - (1 << LayerMask.NameToLayer("Scattered"));
RaycastHit hit;
bool isHit = Physics.Raycast(ray, out hit, float.MaxValue, layerMask);
if (isHit && PlayerController.inst.bulletList.Count > 0 && beforeRay != hit.collider)
{
OffAllOutline();
beforeRay = hit.collider;
if (PlayerController.inst.bulletList[0] == BulletCode.True)
{
if (beforeRay.tag.Equals("Mirror"))
{
beforeRay.GetComponent<Outline>().enabled = true;
canShoot = true;
laser.GetComponent<LineRenderer>().startColor = Color.green;
laser.GetComponent<LineRenderer>().endColor = Color.green;
}
else if (beforeRay.tag.Equals("CameraTurret"))
{
foreach (var comp in beforeRay.GetComponentsInChildren<Outline>())
{
comp.enabled = true;
}
canShoot = true;
laser.GetComponent<LineRenderer>().startColor = Color.green;
laser.GetComponent<LineRenderer>().endColor = Color.green;
}
else if (beforeRay.tag.Equals("Mannequin") && beforeRay.GetComponent<Mannequin>().isWhite == false)
{
foreach (var comp in beforeRay.GetComponentsInChildren<Outline>())
{
comp.enabled = true;
}
canShoot = true;
laser.GetComponent<LineRenderer>().startColor = Color.green;
laser.GetComponent<LineRenderer>().endColor = Color.green;
}
}
else if (PlayerController.inst.bulletList[0] == BulletCode.False)
{
if (beforeRay.tag.Equals("Mirror"))
{
beforeRay.GetComponent<Outline>().enabled = true;
canShoot = true;
laser.GetComponent<LineRenderer>().startColor = Color.green;
laser.GetComponent<LineRenderer>().endColor = Color.green;
}
else if (beforeRay.tag.Equals("Mannequin") && beforeRay.GetComponent<Mannequin>().isWhite == true)
{
foreach (var comp in beforeRay.GetComponentsInChildren<Outline>())
{
comp.enabled = true;
}
canShoot = true;
laser.GetComponent<LineRenderer>().startColor = Color.green;
laser.GetComponent<LineRenderer>().endColor = Color.green;
}
}
else if (PlayerController.inst.bulletList[0] == BulletCode.Mirror)
{
if (beforeRay.tag.Equals("wall"))
{
beforeRay.GetComponent<Outline>().enabled = true;
canShoot = true;
laser.GetComponent<LineRenderer>().startColor = Color.green;
laser.GetComponent<LineRenderer>().endColor = Color.green;
}
}
}
else if (!isHit)
{
OffAllOutline();
beforeRay = null;
}
}
}
else if (laser.activeSelf)
{
OffAllOutline();
laser.SetActive(false);
}
else if (laser.activeSelf) laser.SetActive(false);
}
}
......@@ -25,6 +25,8 @@ public class PlayerController : SingletonBehaviour<PlayerController>
public event Action<Vector2Int> OnPlayerMove;
public Coroutine zoomReady = null;
public GameObject CreatePlayer(Floor floor)
{
foreach (var obj in MapManager.inst.players)
......@@ -164,7 +166,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
//Control player only if camera is not zooming in to or out from the current player
if (!GameManager.inst.isZooming && !GameManager.inst.isBulletFlying)
{
if (Input.GetMouseButtonDown(0))
if (Input.GetMouseButtonDown(0) && zoomReady == null)
{
//Move the current player.
if (!GameManager.inst.isPlayerMoving && !GameManager.inst.isPlayerShooting)
......@@ -178,7 +180,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
currentPlayer.ResetCurrentPlayer();
currentPlayer = hit.transform.gameObject.GetComponent<Player>();
StartCoroutine(currentPlayer.SetCurrentPlayer());
StartCoroutine(currentPlayer.CountPlayerClick(Time.time));
zoomReady = StartCoroutine(currentPlayer.CountPlayerClick(Time.time));
//Debug.Log(hit.collider.gameObject.tag);
}
else if (Physics.Raycast(mouseRay, out hit, float.MaxValue, layerMask) && hit.collider.gameObject.tag.Equals("floor"))
......@@ -195,7 +197,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
}
else if (GameManager.inst.isPlayerShooting && currentPlayer.laser.activeSelf)
{
if (bulletList.Count > 0)
if (bulletList.Count > 0 && currentPlayer.canShoot)
{
currentPlayer.Shoot(bulletList[0]);
}
......@@ -210,6 +212,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
else if (Input.GetMouseButtonDown(1) && GameManager.inst.isPlayerShooting)
{
StartCoroutine(Camera.main.GetComponent<CameraController>().ZoomOutFromPlayer(currentPlayer));
currentPlayer.OffAllOutline();
currentPlayer.shootingArm.rotation = currentPlayer.armRotation;
}
}
......
......@@ -8,14 +8,29 @@ using Newtonsoft.Json;
public class StageSelector : SingletonBehaviour<StageSelector>
{
public static int selectedStage;
public static int nextStage;
public bool isLoaded = false;
public static string selectedStage;
public static string nextStage;
public TextAsset[] stage;
public List<string> stageIdxs = new List<string>();
public int stageIdx;
public Dictionary<string, bool> gameSettings = new Dictionary<string, bool>()
{
{ "postProcessing", true },
{ "sound", true },
{ "zoomAnim", true }
};
[Header("맵 추가시 반드시 바꿔줘야하는 값.각 카테고리마다의 스테이지 수")]
public int[] categoryCounts; // 맵 추가시 반드시 바꿔줘야하는 값. 각 카테고리마다의 스테이지 수
public string[] categoryTitles; // 카테고리 추가시 추가해줘야하는 값, Length가 위의 Length와 같아야함.
public ClearData playerData;
[Header("UI Settings")]
public GameObject buttonUI;
public GameObject titleUI;
public Transform scrollTransform;
public Sprite tutorialFalse;
public Color tutorialFalseColor = new Color(1f, 0.9921569f, 0.8666667f);
public Sprite tutorialTrue;
......@@ -24,86 +39,147 @@ public class StageSelector : SingletonBehaviour<StageSelector>
public Color mainFalseColor = Color.white;
public Sprite mainTrue;
public Color mainTrueColor = new Color(0.1921569f, 1f, 0.3843138f);
int tutorialCount = 12;
int maxRow = 8; // y-=155
Vector3 tutorialPoint = new Vector3(-470, 265); // x+=160
Vector3 mainPoint = new Vector3(-470, -138);
List<Button> buttons = new List<Button>();
private Vector3 generatePoint = new Vector3(-470, -220); // x+=160
private Vector3 titleGeneratePoint = new Vector3(-770, -220);
private List<Image> buttons = new List<Image>();
[Header("기타 다른 메뉴세팅들")]
public GameObject mainScreen;
public GameObject optionScreen;
public void GenerateStageUI()
{
int isColorSel = 1;
int stageIdxCounter = 0;
for (int i = 0; i < categoryCounts.Length; i++) // "Stagei-j"
{
var nameInst = Instantiate(titleUI, scrollTransform);
nameInst.transform.localPosition = titleGeneratePoint;
nameInst.GetComponent<Text>().text = categoryTitles[i];
if (isColorSel < 0) nameInst.GetComponent<Text>().color = tutorialTrueColor;
else nameInst.GetComponent<Text>().color = mainTrueColor;
int rowCount = 0;
for (int i = 0; i < tutorialCount; i++)
for (int j = 0; j < categoryCounts[i]; j++)
{
var uiInst = Instantiate(buttonUI, transform);
var uiInst = Instantiate(buttonUI, scrollTransform);
buttons.Add(uiInst.GetComponent<Image>());
var uiText = uiInst.GetComponentInChildren<Text>();
buttons.Add(uiInst.GetComponent<Button>());
uiInst.transform.localPosition = tutorialPoint;
uiText.text = (i + 1).ToString();
if (playerData.isCleared.ContainsKey(i + 1) && playerData.isCleared[i + 1])
string uiStage = (i + 1) + "_" + (j + 1);
stageIdxs.Add(uiStage);
string nextStage = (j + 1 < categoryCounts[i]) ? ((i + 1) + "_" + (j + 2)) : "";
int _stageidx = stageIdxCounter++;
uiInst.GetComponent<Button>().onClick.AddListener(() => StartSelectedStage(uiStage, nextStage, _stageidx));
uiInst.transform.localPosition = generatePoint;
uiText.text = (j + 1).ToString();
if (playerData.isCleared.ContainsKey(uiStage) && playerData.isCleared[uiStage])
{
if (isColorSel < 0)
{
uiInst.GetComponent<Image>().sprite = tutorialTrue;
uiText.color = tutorialTrueColor;
}
else
{
uiInst.GetComponent<Image>().sprite = mainTrue;
uiText.color = mainTrueColor;
}
}
else
{
if (isColorSel < 0)
{
uiInst.GetComponent<Image>().sprite = tutorialFalse;
uiText.color = tutorialFalseColor;
}
else
{
uiInst.GetComponent<Image>().sprite = mainFalse;
uiText.color = mainFalseColor;
}
}
if ((rowCount + 1) / maxRow > 0)
{
tutorialPoint += new Vector3(-160 * (maxRow - 1), -155);
generatePoint += new Vector3(-160 * (maxRow - 1), -155);
titleGeneratePoint.y -= 155;
rowCount = 0;
}
else tutorialPoint += new Vector3(160, 0);
else generatePoint += new Vector3(160, 0);
rowCount++;
}
rowCount = 0;
for (int i = tutorialCount; i < stage.Length; i++)
generatePoint.x = -470;
generatePoint.y -= 180;
titleGeneratePoint.y -= 180;
isColorSel *= -1;
}
}
public void RefreshStageUI()
{
var uiInst = Instantiate(buttonUI, transform);
var uiText = uiInst.GetComponentInChildren<Text>();
buttons.Add(uiInst.GetComponent<Button>());
uiInst.transform.localPosition = mainPoint;
uiText.text = (i - tutorialCount + 1).ToString();
if (playerData.isCleared.ContainsKey(i + 1) && playerData.isCleared[i + 1])
int isColorSel = 1;
for (int i = 0; i < categoryCounts.Length; i++)
{
uiInst.GetComponent<Image>().sprite = mainTrue;
uiText.color = mainTrueColor;
}
else
for (int j = 0; j < categoryCounts[i]; j++)
{
uiInst.GetComponent<Image>().sprite = mainFalse;
uiText.color = mainFalseColor;
string uiStage = (i + 1) + "_" + (j + 1);
int uiIdx = -1;
for (int k = 0; k < stageIdxs.Count; k++)
{
if (stageIdxs[k] == uiStage)
{
uiIdx = k;
break;
}
}
if ((rowCount + 1) / maxRow > 0)
if (uiIdx >= 0)
{
mainPoint += new Vector3(-160 * (maxRow - 1), -155);
rowCount = 0;
if (playerData.isCleared.ContainsKey(uiStage) && playerData.isCleared[uiStage])
{
if (isColorSel < 0)
{
buttons[uiIdx].sprite = tutorialTrue;
buttons[uiIdx].GetComponentInChildren<Text>().color = tutorialTrueColor;
}
else mainPoint += new Vector3(160, 0);
rowCount++;
else
{
buttons[uiIdx].sprite = mainTrue;
buttons[uiIdx].GetComponentInChildren<Text>().color = mainTrueColor;
}
for (int i = 0; i < stage.Length; i++)
}
else
{
int _i = i;
buttons[i].onClick.AddListener(() => StartSelectedStage(_i));
if (isColorSel < 0)
{
buttons[uiIdx].sprite = tutorialFalse;
buttons[uiIdx].GetComponentInChildren<Text>().color = tutorialFalseColor;
}
else
{
buttons[uiIdx].sprite = mainFalse;
buttons[uiIdx].GetComponentInChildren<Text>().color = mainFalseColor;
}
}
}
}
isColorSel *= -1;
}
}
public void StartSelectedStage(int stageNum)
public void StartSelectedStage(string stageStr, string nextStr, int stageIdx)
{
selectedStage = stageNum;
nextStage = stageNum + 1;
selectedStage = stageStr;
nextStage = nextStr;
this.stageIdx = stageIdx;
gameObject.GetComponent<Canvas>().enabled = false;
SceneManager.LoadScene("PlayStage");
}
public void SaveClearData(int stage = -1, bool isClear = false)
public void SaveClearData(string stage = "", bool isClear = false)
{
if (stage != -1)
if (stage != "")
{
if (playerData.isCleared.ContainsKey(stage))
{
......@@ -132,14 +208,36 @@ public class StageSelector : SingletonBehaviour<StageSelector>
}
}
public void ResetClearData()
{
Debug.Log("Reset Clear Data");
playerData = new ClearData();
SaveClearData();
RefreshStageUI();
}
public class ClearData
{
public Dictionary<int, bool> isCleared = new Dictionary<int, bool>();
public Dictionary<string, bool> isCleared = new Dictionary<string, bool>();
}
public void ToggleSetting(string key)
{
if (gameSettings.ContainsKey(key))
{
gameSettings[key] = !gameSettings[key];
}
else Debug.LogError("gameSettings have no key with name " + key);
}
void Awake()
{
if (!inst.isLoaded)
{
DontDestroyOnLoad(this);
isLoaded = true;
}
else Destroy(gameObject);
stage = Resources.LoadAll<TextAsset>("Stages");
LoadClearData();
}
......@@ -148,6 +246,6 @@ public class StageSelector : SingletonBehaviour<StageSelector>
void Start()
{
GenerateStageUI();
selectedStage = 0;
selectedStage = "0_0";
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BulletHoverUI : MonoBehaviour
{
public GameObject hoverUI;
public Text headerText;
public Text bodyText;
public void OnMouseEnter()
{
hoverUI.SetActive(true);
}
public void OnMouseExit()
{
hoverUI.SetActive(false);
}
}
fileFormatVersion: 2
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......@@ -35,12 +35,26 @@ public class BulletUIGenerator : MonoBehaviour
{
case BulletCode.True:
bulletUIInst.GetComponent<Image>().sprite = truthBullet;
bulletUIInst.GetComponent<BulletHoverUI>().headerText.text = "진실탄";
bulletUIInst.GetComponent<BulletHoverUI>().headerText.color = Color.green;
if (GameManager.inst.stageStrIdx[0].Equals('1')) bulletUIInst.GetComponent<BulletHoverUI>().bodyText.text = "거울을 파괴함";
else if (GameManager.inst.stageStrIdx[0].Equals('2')) bulletUIInst.GetComponent<BulletHoverUI>().bodyText.text = "거울을 파괴함\n초록 서류가방에서 제공";
else if (GameManager.inst.stageStrIdx[0].Equals('3')) bulletUIInst.GetComponent<BulletHoverUI>().bodyText.text = "거울, 터렛을 파괴함\n초록 서류가방에서 제공";
else bulletUIInst.GetComponent<BulletHoverUI>().bodyText.text = "거울, 터렛을 파괴함\n초록 서류가방에서 제공\n검은 마네킹을 희게 만듦";
break;
case BulletCode.False:
bulletUIInst.GetComponent<Image>().sprite = falseBullet;
bulletUIInst.GetComponent<BulletHoverUI>().headerText.text = "거짓탄";
bulletUIInst.GetComponent<BulletHoverUI>().headerText.color = Color.red;
if (GameManager.inst.stageStrIdx[0].Equals('1')) bulletUIInst.GetComponent<BulletHoverUI>().bodyText.text = "거울의 상을 실제로 만듦";
else if (GameManager.inst.stageStrIdx[0].Equals('2') || GameManager.inst.stageStrIdx[0].Equals('3')) bulletUIInst.GetComponent<BulletHoverUI>().bodyText.text = "거울의 상을 실제로 만듦\n빨간 서류가방에서 제공";
else bulletUIInst.GetComponent<BulletHoverUI>().bodyText.text = "거울의 상을 실제로 만듦\n빨간 서류가방에서 제공\n흰 마네킹을 검게 만듦";
break;
case BulletCode.Mirror:
bulletUIInst.GetComponent<Image>().sprite = mirrBullet;
bulletUIInst.GetComponent<BulletHoverUI>().headerText.text = "거울탄";
bulletUIInst.GetComponent<BulletHoverUI>().headerText.color = new Color(0.1f,0.1f,0.1f,1);
bulletUIInst.GetComponent<BulletHoverUI>().bodyText.text = "일반 벽을 거울로 만듦\n회색 서류가방에서 제공";
break;
default:
Debug.Log("이상한 불릿 코드임");
......
......@@ -49,6 +49,8 @@ public class ClearStatusUI : MonoBehaviour
}
public void RefreshClearCondition()
{
if (!GameManager.inst.isGameOver)
{
if (assignedCondition.type == ClearType.AllCase || assignedCondition.type == ClearType.AllFloor || assignedCondition.type == ClearType.AllTurret)
{
......@@ -73,4 +75,5 @@ public class ClearStatusUI : MonoBehaviour
checkerText.color = notClearedColor;
}
}
}
}
......@@ -8,6 +8,7 @@ public class CommentUIGenerator : MonoBehaviour
public GameObject commentUI;
public Text comment;
public string commentString = "";
public GameObject descBtn;
public bool isViewed = false;
private Coroutine currentFadeOut;
......@@ -17,15 +18,27 @@ public class CommentUIGenerator : MonoBehaviour
commentString = commentStr;
comment.text = commentString;
commentUI.SetActive(true);
descBtn.SetActive(true);
currentFadeOut = StartCoroutine(FadeOut());
}
public void ViewComment()
{
if (!isViewed)
{
StopCoroutine(currentFadeOut);
commentUI.GetComponent<Image>().color = new Color(0.2358491f, 0.2358491f, 0.2358491f, 1);
comment.color = new Color(1, 1, 1, 1);
}
commentUI.SetActive(true);
isViewed = true;
}
public void HideComment()
{
commentUI.SetActive(false);
}
IEnumerator FadeOut()
{
yield return new WaitForSeconds(5f);
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MainScreenControl : MonoBehaviour
{
public GameObject mainScreen;
public GameObject settingMenu;
public GameObject offMenu;
public bool isSettingMenuOn = false;
public bool isTurnOffMenuOn = false;
IEnumerator Darker(bool showMain)
{
Image backImg = mainScreen.GetComponent<Image>();
Image[] textImgs = mainScreen.GetComponentsInChildren<Image>();
textImgs[0] = textImgs[2];
float startTime = Time.time;
Color alphaPos = new Color(0, 0, 0, 1);
Color colorPos = new Color(1, 1, 1, 0);
yield return null;
if (showMain)
{
mainScreen.SetActive(true);
while (startTime + 1 > Time.time)
{
backImg.color += Time.deltaTime * alphaPos;
yield return new WaitForEndOfFrame();
}
while (startTime + 1.5f > Time.time)
{
backImg.color += Time.deltaTime * colorPos * 2;
foreach (var text in textImgs) text.color += Time.deltaTime * (colorPos + alphaPos) * 2;
yield return new WaitForEndOfFrame();
}
backImg.color = colorPos + alphaPos;
foreach (var text in textImgs) text.color = colorPos + alphaPos;
}
else
{
while (startTime + 1 > Time.time)
{
backImg.color -= Time.deltaTime * colorPos;
textImgs[1].color -= Time.deltaTime * colorPos;
yield return new WaitForEndOfFrame();
}
while (startTime + 1.5f > Time.time)
{
textImgs[0].color -= Time.deltaTime * colorPos * 2;
yield return new WaitForEndOfFrame();
}
foreach (var text in textImgs) text.color = 0 * colorPos;
yield return new WaitForSeconds(0.5f);
startTime = Time.time;
while (startTime + 0.5f > Time.time)
{
backImg.color -= Time.deltaTime * alphaPos * 2;
yield return new WaitForEndOfFrame();
}
backImg.color = 0 * colorPos;
mainScreen.SetActive(false);
}
}
public void ShowMainScreen()
{
StartCoroutine(Darker(true));
}
public void HideMainScreen()
{
StartCoroutine(Darker(false));
}
public void ToggleTurnOffMenu(bool forceOff = false)
{
offMenu.SetActive(!(forceOff || isTurnOffMenuOn));
isTurnOffMenuOn = !(forceOff || isTurnOffMenuOn);
}
public void TurnOff()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
public void ToggleSettingMenu(bool forceOff = false)
{
settingMenu.SetActive(!(forceOff || isSettingMenuOn));
isSettingMenuOn = !(forceOff || isSettingMenuOn);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MenuUIController : MonoBehaviour
{
public bool isMenuOn = false;
public GameObject menuObject;
public Text titleText;
[SerializeField]
private bool wasCursorLocked = false;
public void ToggleMenu(bool forceClose = false)
{
menuObject.SetActive(!(forceClose || isMenuOn));
isMenuOn = !(forceClose || isMenuOn);
if (wasCursorLocked)
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
wasCursorLocked = false;
GameManager.inst.isGameOver = false;
}
else if (Cursor.lockState == CursorLockMode.Locked)
{
wasCursorLocked = true;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
GameManager.inst.isGameOver = true;
}
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
ToggleMenu();
}
}
}
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......@@ -12,7 +12,7 @@ PlayerSettings:
targetDevice: 2
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: DefaultCompany
companyName: CatDog
productName: man-in-the-mirror
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
......@@ -42,8 +42,8 @@ PlayerSettings:
m_SplashScreenLogos: []
m_VirtualRealitySplashScreen: {fileID: 0}
m_HolographicTrackingLossScreen: {fileID: 0}
defaultScreenWidth: 1024
defaultScreenHeight: 768
defaultScreenWidth: 1920
defaultScreenHeight: 1080
defaultScreenWidthWeb: 960
defaultScreenHeightWeb: 600
m_StereoRenderingPath: 0
......@@ -53,7 +53,7 @@ PlayerSettings:
iosShowActivityIndicatorOnLoading: -1
androidShowActivityIndicatorOnLoading: -1
iosAppInBackgroundBehavior: 0
displayResolutionDialog: 1
displayResolutionDialog: 2
iosAllowHTTPDownload: 1
allowedAutorotateToPortrait: 1
allowedAutorotateToPortraitUpsideDown: 1
......@@ -70,7 +70,7 @@ PlayerSettings:
defaultIsNativeResolution: 1
macRetinaSupport: 1
runInBackground: 1
captureSingleScreen: 0
captureSingleScreen: 1
muteOtherAudioSources: 0
Prepare IOS For Recording: 0
Force IOS Speakers When Recording: 0
......@@ -91,9 +91,9 @@ PlayerSettings:
xboxEnableKinectAutoTracking: 0
xboxEnableFitness: 0
visibleInBackground: 1
allowFullscreenSwitch: 1
allowFullscreenSwitch: 0
graphicsJobMode: 0
fullscreenMode: 1
fullscreenMode: 2
xboxSpeechDB: 0
xboxEnableHeadOrientation: 0
xboxEnableGuest: 0
......@@ -114,11 +114,11 @@ PlayerSettings:
switchNVNOtherPoolsGranularity: 16777216
vulkanEnableSetSRGBWrite: 0
m_SupportedAspectRatios:
4:3: 1
5:4: 1
16:10: 1
4:3: 0
5:4: 0
16:10: 0
16:9: 1
Others: 1
Others: 0
bundleVersion: 0.1
preloadedAssets: []
metroInputSource: 0
......@@ -272,7 +272,14 @@ PlayerSettings:
AndroidValidateAppBundleSize: 1
AndroidAppBundleSizeToValidate: 100
resolutionDialogBanner: {fileID: 0}
m_BuildTargetIcons: []
m_BuildTargetIcons:
- m_BuildTarget:
m_Icons:
- serializedVersion: 2
m_Icon: {fileID: 2800000, guid: b67152367e43ad94980ecf339e4ac4c2, type: 3}
m_Width: 128
m_Height: 128
m_Kind: 0
m_BuildTargetPlatformIcons: []
m_BuildTargetBatching:
- m_BuildTarget: Standalone
......
......@@ -40,7 +40,8 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
excludedTargetPlatforms:
- Standalone
- serializedVersion: 2
name: Low
pixelLightCount: 0
......@@ -75,7 +76,8 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
excludedTargetPlatforms:
- Standalone
- serializedVersion: 2
name: Medium
pixelLightCount: 1
......@@ -110,7 +112,8 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
excludedTargetPlatforms:
- Standalone
- serializedVersion: 2
name: High
pixelLightCount: 2
......@@ -145,9 +148,10 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
excludedTargetPlatforms:
- Standalone
- serializedVersion: 2
name: Very High
name: Recommend
pixelLightCount: 3
shadows: 2
shadowResolution: 2
......
......@@ -9,6 +9,9 @@ TagManager:
- wallSign
- briefcase
- CameraLight
- CameraTurret
- Mannequin
- Mirror
layers:
- Default
- TransparentFX
......
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