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nippon culture research center
another world in jucheland
Commits
17fb68f3
Commit
17fb68f3
authored
Mar 02, 2019
by
18김민수
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Plain Diff
First proto build ver.
parent
346921a8
Changes
21
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21 changed files
with
2721 additions
and
1720 deletions
+2721
-1720
EventCore.cs
ISEKAI/Assets/ISEKAI_Model/Core/EventCore.cs
+2
-0
Game.cs
ISEKAI/Assets/ISEKAI_Model/Core/Game.cs
+6
-5
EndingGameManager.cs
...ets/ISEKAI_VIEW/Minigames/EndingGame/EndingGameManager.cs
+26
-0
EndingGameUnit.cs
...Assets/ISEKAI_VIEW/Minigames/EndingGame/EndingGameUnit.cs
+68
-37
Castle.cs
...I/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Castle.cs
+46
-0
Castle.cs.meta
...ets/ISEKAI_VIEW/Minigames/EndingGame/Units/Castle.cs.meta
+11
-0
NKSoldier.cs
...ssets/ISEKAI_VIEW/Minigames/EndingGame/Units/NKSoldier.cs
+7
-1
Block.cs
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Block.cs
+4
-2
Grid.cs
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Grid.cs
+1
-1
TetrisGameManager.cs
...ets/ISEKAI_VIEW/Minigames/TetrisGame/TetrisGameManager.cs
+15
-1
CastlePrefab.prefab
ISEKAI/Assets/Prefabs/EndingGameUnits/CastlePrefab.prefab
+398
-0
CastlePrefab.prefab.meta
...I/Assets/Prefabs/EndingGameUnits/CastlePrefab.prefab.meta
+7
-0
UnitPrefabs.prefab
ISEKAI/Assets/Prefabs/EndingGameUnits/UnitPrefabs.prefab
+1787
-1667
UnitPrefabs.prefab.meta
...AI/Assets/Prefabs/EndingGameUnits/UnitPrefabs.prefab.meta
+1
-1
castle.jpg
ISEKAI/Assets/Resources/Sprites/EndingGame/castle.jpg
+0
-0
castle.jpg.meta
ISEKAI/Assets/Resources/Sprites/EndingGame/castle.jpg.meta
+88
-0
gameover.png
ISEKAI/Assets/Resources/Sprites/TetrisGame/gameover.png
+0
-0
gameover.png.meta
ISEKAI/Assets/Resources/Sprites/TetrisGame/gameover.png.meta
+88
-0
EndingGameScene.unity
ISEKAI/Assets/Scenes/EndingGameScene.unity
+5
-1
TetrisGame.unity
ISEKAI/Assets/Scenes/TetrisGame.unity
+160
-3
TownScene.unity
ISEKAI/Assets/Scenes/TownScene.unity
+1
-1
No files found.
ISEKAI/Assets/ISEKAI_Model/Core/EventCore.cs
View file @
17fb68f3
...
@@ -97,6 +97,8 @@ namespace ISEKAI_Model
...
@@ -97,6 +97,8 @@ namespace ISEKAI_Model
*/
*/
for
(
int
i
=
0
;
i
<
HowManySeasonsHavePassed
(
beforeSeason
,
game
.
turn
.
season
);
i
++)
for
(
int
i
=
0
;
i
<
HowManySeasonsHavePassed
(
beforeSeason
,
game
.
turn
.
season
);
i
++)
game
.
Proceed
();
game
.
Proceed
();
game
.
OccurEvents
();
}
}
private
int
HowManySeasonsHavePassed
(
Season
before
,
Season
after
)
private
int
HowManySeasonsHavePassed
(
Season
before
,
Season
after
)
...
...
ISEKAI/Assets/ISEKAI_Model/Core/Game.cs
View file @
17fb68f3
...
@@ -12,6 +12,7 @@ namespace ISEKAI_Model
...
@@ -12,6 +12,7 @@ namespace ISEKAI_Model
turn
=
new
Turn
();
turn
=
new
Turn
();
town
=
new
Town
();
town
=
new
Town
();
_InitEvents
();
_InitEvents
();
OccurEvents
();
Proceed
();
Proceed
();
}
}
public
int
remainAP
=>
3
-
((
turn
.
monthNumber
+
1
)
%
3
);
// remaining AP of the game.
public
int
remainAP
=>
3
-
((
turn
.
monthNumber
+
1
)
%
3
);
// remaining AP of the game.
...
@@ -24,8 +25,8 @@ namespace ISEKAI_Model
...
@@ -24,8 +25,8 @@ namespace ISEKAI_Model
public
bool
isArrowWeaponActivated
=
false
;
public
bool
isArrowWeaponActivated
=
false
;
public
bool
isBowActivated
=
false
;
public
bool
isBowActivated
=
false
;
public
bool
isRifleActivated
=
false
;
public
bool
isRifleActivated
=
false
;
public
int
castleH
ealth
=
-
1
;
// -1 if castle is not activated.
public
int
castleH
P
=
0
;
public
Dictionary
<
string
,
List
<(
int
,
int
)>>
choiceHistories
=
new
Dictionary
<
string
,
List
<(
int
,
int
)>>();
// <item1>th choice, selected <item2>th branch. (0-based)
public
Dictionary
<
string
,
List
<(
int
,
int
)>>
choiceHistories
=
new
Dictionary
<
string
,
List
<(
int
,
int
)>>();
// <item1>th choice, selected <item2>th branch. (0-based)
public
List
<
EventCore
>
allEventsList
=
new
List
<
EventCore
>();
public
List
<
EventCore
>
allEventsList
=
new
List
<
EventCore
>();
...
@@ -87,7 +88,7 @@ namespace ISEKAI_Model
...
@@ -87,7 +88,7 @@ namespace ISEKAI_Model
if
(
turn
.
IsFormerSeason
())
if
(
turn
.
IsFormerSeason
())
{
{
//turn.MoveToNextSeason();
//turn.MoveToNextSeason();
_
OccurEvents
();
//
OccurEvents();
}
}
else
else
{
{
...
@@ -109,7 +110,7 @@ namespace ISEKAI_Model
...
@@ -109,7 +110,7 @@ namespace ISEKAI_Model
//remainAP = maxAP;
//remainAP = maxAP;
town
.
AddFoodProduction
();
town
.
AddFoodProduction
();
town
.
ApplyResourcesChange
();
town
.
ApplyResourcesChange
();
_
OccurEvents
();
//
OccurEvents();
_SetAllEventActivable
();
_SetAllEventActivable
();
}
}
private
void
_DoPostTurnBehavior
()
private
void
_DoPostTurnBehavior
()
...
@@ -205,7 +206,7 @@ namespace ISEKAI_Model
...
@@ -205,7 +206,7 @@ namespace ISEKAI_Model
e
.
isRemovedLastTurn
=
false
;
e
.
isRemovedLastTurn
=
false
;
}
}
p
rivate
void
_OccurEvents
()
// Not recommended to call manually. Only called by Proceed().
p
ublic
void
OccurEvents
()
{
{
foreach
(
EventCore
e
in
allEventsList
)
foreach
(
EventCore
e
in
allEventsList
)
{
{
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/EndingGameManager.cs
View file @
17fb68f3
...
@@ -15,6 +15,7 @@ public class EndingGameManager : MonoBehaviour
...
@@ -15,6 +15,7 @@ public class EndingGameManager : MonoBehaviour
{
{
game
=
GameManager
.
instance
.
game
;
game
=
GameManager
.
instance
.
game
;
/*
/*
game = new Game();
game.town.remainFoodAmount += 1000;
game.town.remainFoodAmount += 1000;
game.isIronActivated = true;
game.isIronActivated = true;
game.isHorseActivated = true;
game.isHorseActivated = true;
...
@@ -23,6 +24,7 @@ public class EndingGameManager : MonoBehaviour
...
@@ -23,6 +24,7 @@ public class EndingGameManager : MonoBehaviour
game.isArrowWeaponActivated = true;
game.isArrowWeaponActivated = true;
game.isBowActivated = false;
game.isBowActivated = false;
game.isRifleActivated = true;
game.isRifleActivated = true;
game.castleHP = 300;
*/
*/
InitGameInfo
();
InitGameInfo
();
UpdatePanel
();
UpdatePanel
();
...
@@ -34,6 +36,10 @@ public class EndingGameManager : MonoBehaviour
...
@@ -34,6 +36,10 @@ public class EndingGameManager : MonoBehaviour
public
bool
isInWave
=
false
;
public
bool
isInWave
=
false
;
public
bool
isCastleExists
=
false
;
public
GameObject
castle
;
public
Transform
castlePrefab
;
public
Transform
unitPrefab
;
public
Transform
unitPrefab
;
public
Game
game
;
public
Game
game
;
public
Queue
<
string
>
productionQueue
=
new
Queue
<
string
>();
public
Queue
<
string
>
productionQueue
=
new
Queue
<
string
>();
...
@@ -108,6 +114,25 @@ public class EndingGameManager : MonoBehaviour
...
@@ -108,6 +114,25 @@ public class EndingGameManager : MonoBehaviour
if
(!
game
.
isIronActivated
||
!
game
.
isHorseActivated
)
if
(!
game
.
isIronActivated
||
!
game
.
isHorseActivated
)
knightButton
.
gameObject
.
SetActive
(
false
);
knightButton
.
gameObject
.
SetActive
(
false
);
if
(
game
.
castleHP
>
0
)
{
castle
=
Instantiate
(
castlePrefab
,
new
Vector2
(-
10
,
0
),
Quaternion
.
identity
).
gameObject
;
castle
.
GetComponent
<
EndingGameUnit
>().
endingGame
=
this
;
castle
.
GetComponent
<
EndingGameUnit
>().
endingGameManager
=
this
;
Debug
.
Log
(
castle
.
name
);
castle
.
GetComponent
<
EndingGameUnit
>().
hp
=
game
.
castleHP
;
switch
(
archerUnit
)
{
case
"궁병"
:
castle
.
GetComponent
<
EndingGameUnit
>().
attackPower
=
6
;
break
;
case
"석궁병"
:
castle
.
GetComponent
<
EndingGameUnit
>().
attackPower
=
10
;
break
;
case
"석궁병(철)"
:
castle
.
GetComponent
<
EndingGameUnit
>().
attackPower
=
20
;
break
;
default
:
castle
.
GetComponent
<
EndingGameUnit
>().
attackPower
=
0
;
break
;
}
isCastleExists
=
true
;
}
_InitWaves
();
_InitWaves
();
}
}
...
@@ -138,6 +163,7 @@ public class EndingGameManager : MonoBehaviour
...
@@ -138,6 +163,7 @@ public class EndingGameManager : MonoBehaviour
{
{
var
unitObject
=
Instantiate
(
unitPrefab
.
GetChild
(
_GetUnitNumber
(
unitName
)),
new
Vector3
(
AllyStartPosition
,
-
4f
,
0
),
Quaternion
.
identity
);
var
unitObject
=
Instantiate
(
unitPrefab
.
GetChild
(
_GetUnitNumber
(
unitName
)),
new
Vector3
(
AllyStartPosition
,
-
4f
,
0
),
Quaternion
.
identity
);
unitObject
.
GetComponent
<
EndingGameUnit
>().
endingGame
=
this
;
unitObject
.
GetComponent
<
EndingGameUnit
>().
endingGame
=
this
;
unitObject
.
GetComponent
<
EndingGameUnit
>().
endingGameManager
=
this
;
unitObject
.
GetComponent
<
EndingGameUnit
>().
frontUnit
=
_justMadeAllyUnit
;
unitObject
.
GetComponent
<
EndingGameUnit
>().
frontUnit
=
_justMadeAllyUnit
;
unitObject
.
gameObject
.
SetActive
(
true
);
unitObject
.
gameObject
.
SetActive
(
true
);
unitObject
.
GetChild
(
0
).
GetComponent
<
TextMesh
>().
text
=
"HP: "
+
unitObject
.
GetComponent
<
EndingGameUnit
>().
hp
;
unitObject
.
GetChild
(
0
).
GetComponent
<
TextMesh
>().
text
=
"HP: "
+
unitObject
.
GetComponent
<
EndingGameUnit
>().
hp
;
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/EndingGameUnit.cs
View file @
17fb68f3
...
@@ -33,8 +33,22 @@ public abstract class EndingGameUnit : MonoBehaviour
...
@@ -33,8 +33,22 @@ public abstract class EndingGameUnit : MonoBehaviour
public
EndingGameUnit
attackTarget
{
get
public
EndingGameUnit
attackTarget
{
get
{
{
GameObject
potentialTarget
;
//= endingGame.deployedEnemyUnits.FirstOrDefault();
GameObject
potentialTarget
;
//= endingGame.deployedEnemyUnits.FirstOrDefault();
if
(
isAllyUnit
)
potentialTarget
=
endingGame
.
deployedEnemyUnits
.
FirstOrDefault
();
if
(
isAllyUnit
)
else
potentialTarget
=
endingGame
.
deployedAllyUnits
.
FirstOrDefault
();
potentialTarget
=
endingGame
.
deployedEnemyUnits
.
FirstOrDefault
();
else
{
if
(
endingGame
.
isCastleExists
)
{
var
maybeFirstUnit
=
endingGame
.
deployedAllyUnits
.
FirstOrDefault
();
if
(
maybeFirstUnit
!=
null
&&
maybeFirstUnit
.
transform
.
position
.
x
>
-
10
)
potentialTarget
=
maybeFirstUnit
;
else
potentialTarget
=
endingGame
.
castle
;
}
else
potentialTarget
=
endingGame
.
deployedAllyUnits
.
FirstOrDefault
();
}
if
(
potentialTarget
==
null
)
if
(
potentialTarget
==
null
)
return
null
;
return
null
;
...
@@ -47,49 +61,58 @@ public abstract class EndingGameUnit : MonoBehaviour
...
@@ -47,49 +61,58 @@ public abstract class EndingGameUnit : MonoBehaviour
public
virtual
void
Update
()
public
virtual
void
Update
()
{
{
if
(
attackTarget
!=
null
&&
!
isInBattleStat
e
)
if
(
endingGame
.
isInWav
e
)
{
{
InvokeRepeating
(
"Attack"
,
0.5f
,
attackSpeed
);
if
(
attackTarget
!=
null
&&
!
isInBattleState
)
isInBattleState
=
true
;
{
}
InvokeRepeating
(
"Attack"
,
0.5f
,
attackSpeed
);
isInBattleState
=
true
;
}
if
(
attackTarget
==
null
)
if
(
attackTarget
==
null
)
{
{
isInBattleState
=
false
;
isInBattleState
=
false
;
CancelInvoke
(
"Attack"
);
CancelInvoke
(
"Attack"
);
}
}
int
moveSpeed
;
int
moveSpeed
;
if
(!
isTooCloseFrontUnit
)
if
(!
isTooCloseFrontUnit
)
{
if
(
isAllyUnit
)
{
{
moveSpeed
=
speed
;
if
(
isAllyUnit
)
if
(
endingGame
.
deployedEnemyUnits
.
FirstOrDefault
()
!=
null
)
{
{
if
(
endingGame
.
deployedEnemyUnits
.
First
().
transform
.
position
.
x
-
transform
.
position
.
x
moveSpeed
=
speed
;
>=
(
unitSize
+
endingGame
.
deployedEnemyUnits
.
First
().
GetComponent
<
EndingGameUnit
>().
unitSize
)
/
2
)
if
(
endingGame
.
deployedEnemyUnits
.
FirstOrDefault
()
!=
null
)
{
if
(
endingGame
.
deployedEnemyUnits
.
First
().
transform
.
position
.
x
-
transform
.
position
.
x
>=
(
unitSize
+
endingGame
.
deployedEnemyUnits
.
First
().
GetComponent
<
EndingGameUnit
>().
unitSize
)
/
2
)
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
}
else
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
}
}
else
else
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
}
else
{
moveSpeed
=
-
speed
;
if
(
endingGame
.
deployedAllyUnits
.
FirstOrDefault
()
!=
null
)
{
{
if
(-
endingGame
.
deployedAllyUnits
.
First
().
transform
.
position
.
x
+
transform
.
position
.
x
moveSpeed
=
-
speed
;
>=
unitSize
+
endingGame
.
deployedAllyUnits
.
First
().
GetComponent
<
EndingGameUnit
>().
unitSize
)
var
maybeFirstUnit
=
endingGame
.
deployedAllyUnits
.
FirstOrDefault
();
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
if
(
endingGame
.
isCastleExists
)
{
if
(
transform
.
position
.
x
>
-
5
)
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
}
else
if
(
endingGame
.
deployedAllyUnits
.
FirstOrDefault
()
!=
null
)
{
if
(-
endingGame
.
deployedAllyUnits
.
First
().
transform
.
position
.
x
+
transform
.
position
.
x
>=
unitSize
+
endingGame
.
deployedAllyUnits
.
First
().
GetComponent
<
EndingGameUnit
>().
unitSize
)
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
}
else
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
}
}
else
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
}
}
}
}
}
}
public
void
Attack
()
public
void
Attack
()
...
@@ -105,16 +128,24 @@ public abstract class EndingGameUnit : MonoBehaviour
...
@@ -105,16 +128,24 @@ public abstract class EndingGameUnit : MonoBehaviour
if
(
isAllyUnit
)
if
(
isAllyUnit
)
{
{
endingGame
.
deployedEnemyUnits
.
Dequeue
();
endingGame
.
deployedEnemyUnits
.
Dequeue
();
if
(
endingGame
Manager
.
isInWave
&&
endingGame
.
deployedEnemyUnits
.
Count
==
0
)
if
(
endingGame
.
isInWave
&&
endingGame
.
deployedEnemyUnits
.
Count
==
0
)
{
{
endingGame
Manager
.
isInWave
=
false
;
endingGame
.
isInWave
=
false
;
endingGame
Manager
.
TurnOnAndOffNextWaveButton
();
endingGame
.
TurnOnAndOffNextWaveButton
();
endingGame
Manager
.
CleanUp
();
endingGame
.
CleanUp
();
}
}
}
}
else
else
{
if
(
attackTarget
.
unitName
==
"성벽"
)
{
Destroy
(
attackTarget
);
endingGame
.
isCastleExists
=
false
;
}
else
endingGame
.
deployedAllyUnits
.
Dequeue
();
endingGame
.
deployedAllyUnits
.
Dequeue
();
}
}
}
}
}
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Castle.cs
0 → 100644
View file @
17fb68f3
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
Castle
:
EndingGameUnit
{
public
override
int
unitNumber
=>
12
;
public
override
string
unitName
{
get
{
return
"성벽"
;
}
}
public
override
int
attackSpeed
{
get
{
switch
(
endingGameManager
.
archerUnit
)
{
case
"궁병"
:
return
1
;
case
"석궁병"
:
return
3
;
case
"석궁병(철)"
:
return
4
;
default
:
return
99999
;
}
}
}
public
override
int
attackRange
{
get
{
switch
(
endingGameManager
.
archerUnit
)
{
case
"궁병"
:
return
15
;
case
"석궁병"
:
return
5
;
case
"석궁병(철)"
:
return
15
;
default
:
return
0
;
}
}
}
public
override
bool
isAllyUnit
=>
true
;
public
override
void
Update
()
{
if
(
endingGame
.
isInWave
)
{
if
(
attackTarget
!=
null
&&
!
isInBattleState
)
{
InvokeRepeating
(
"Attack"
,
0.5f
,
attackSpeed
);
isInBattleState
=
true
;
}
if
(
attackTarget
==
null
)
{
isInBattleState
=
false
;
CancelInvoke
(
"Attack"
);
}
}
}
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Castle.cs.meta
0 → 100644
View file @
17fb68f3
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ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/NKSoldier.cs
View file @
17fb68f3
...
@@ -29,7 +29,13 @@ public class NKSoldier : EndingGameUnit
...
@@ -29,7 +29,13 @@ public class NKSoldier : EndingGameUnit
if
(!
isTooCloseFrontUnit
)
if
(!
isTooCloseFrontUnit
)
{
{
moveSpeed
=
-
speed
;
moveSpeed
=
-
speed
;
if
(
endingGame
.
deployedAllyUnits
.
FirstOrDefault
()
!=
null
)
if
(
endingGame
.
isCastleExists
)
{
if
(
transform
.
position
.
x
>
-
5
)
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
}
else
if
(
endingGame
.
deployedAllyUnits
.
FirstOrDefault
()
!=
null
)
{
{
if
(-
endingGame
.
deployedAllyUnits
.
First
().
transform
.
position
.
x
+
transform
.
position
.
x
if
(-
endingGame
.
deployedAllyUnits
.
First
().
transform
.
position
.
x
+
transform
.
position
.
x
>=
unitSize
+
endingGame
.
deployedAllyUnits
.
First
().
GetComponent
<
EndingGameUnit
>().
unitSize
)
>=
unitSize
+
endingGame
.
deployedAllyUnits
.
First
().
GetComponent
<
EndingGameUnit
>().
unitSize
)
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Block.cs
View file @
17fb68f3
...
@@ -5,10 +5,11 @@ using UnityEngine;
...
@@ -5,10 +5,11 @@ using UnityEngine;
public
class
Block
:
MonoBehaviour
public
class
Block
:
MonoBehaviour
{
{
float
lastFall
=
0
;
float
lastFall
=
0
;
public
TetrisGameManager
tetrisGameManager
;
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
{
{
tetrisGameManager
=
FindObjectOfType
<
TetrisGameManager
>();
if
(!
isValidGridPos
())
if
(!
isValidGridPos
())
{
{
Debug
.
Log
(
"GAME OVER"
);
Debug
.
Log
(
"GAME OVER"
);
...
@@ -85,7 +86,7 @@ public class Block : MonoBehaviour
...
@@ -85,7 +86,7 @@ public class Block : MonoBehaviour
Grid
.
deleteFullRows
();
Grid
.
deleteFullRows
();
// Spawn next Group
// Spawn next Group
FindObjectOfType
<
TetrisGameManager
>()
.
makeNextBlock
();
tetrisGameManager
.
makeNextBlock
();
// Disable script
// Disable script
enabled
=
false
;
enabled
=
false
;
...
@@ -131,4 +132,5 @@ public class Block : MonoBehaviour
...
@@ -131,4 +132,5 @@ public class Block : MonoBehaviour
}
}
}
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Grid.cs
View file @
17fb68f3
...
@@ -41,7 +41,7 @@ public class Grid : MonoBehaviour
...
@@ -41,7 +41,7 @@ public class Grid : MonoBehaviour
{
{
Destroy
(
grid
[
x
,
y
].
gameObject
);
Destroy
(
grid
[
x
,
y
].
gameObject
);
grid
[
x
,
y
]
=
null
;
grid
[
x
,
y
]
=
null
;
TetrisGameManager
.
score
++
;
GameManager
.
instance
.
game
.
castleHP
+=
10
;
GameObject
.
Find
(
"Score"
).
GetComponent
<
Text
>().
text
=
"Score: "
+
TetrisGameManager
.
score
;
GameObject
.
Find
(
"Score"
).
GetComponent
<
Text
>().
text
=
"Score: "
+
TetrisGameManager
.
score
;
}
}
}
}
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/TetrisGameManager.cs
View file @
17fb68f3
using
System.Collections
;
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine
;
using
UnityEngine.SceneManagement
;
public
class
TetrisGameManager
:
MonoBehaviour
public
class
TetrisGameManager
:
MonoBehaviour
{
{
public
GameObject
[]
blockPrefabs
;
public
GameObject
[]
blockPrefabs
;
public
GameObject
gameOverScreen
;
public
EventManager
eventManager
;
public
static
int
score
=
0
;
public
static
int
score
=
0
;
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
{
{
eventManager
=
GameObject
.
Find
(
"EventManager"
).
GetComponent
<
EventManager
>();
makeNextBlock
();
makeNextBlock
();
}
}
...
@@ -19,4 +22,15 @@ public class TetrisGameManager : MonoBehaviour
...
@@ -19,4 +22,15 @@ public class TetrisGameManager : MonoBehaviour
int
i
=
Random
.
Range
(
0
,
blockPrefabs
.
Length
);
int
i
=
Random
.
Range
(
0
,
blockPrefabs
.
Length
);
Instantiate
(
blockPrefabs
[
i
],
transform
.
position
,
Quaternion
.
identity
);
Instantiate
(
blockPrefabs
[
i
],
transform
.
position
,
Quaternion
.
identity
);
}
}
private
IEnumerator
_StartGameClosingProcess
()
{
eventManager
.
ExecuteOneScript
();
gameOverScreen
.
SetActive
(
true
);
yield
return
new
WaitForSeconds
(
3f
);
eventManager
.
SetActiveEventSceneThings
(
true
);
SceneManager
.
SetActiveScene
(
eventManager
.
gameObject
.
scene
);
SceneManager
.
UnloadSceneAsync
(
gameObject
.
scene
);
}
}
}
ISEKAI/Assets/Prefabs/EndingGameUnits/CastlePrefab.prefab
0 → 100644
View file @
17fb68f3
This diff is collapsed.
Click to expand it.
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View file @
17fb68f3
This diff is collapsed.
Click to expand it.
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View file @
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...
ISEKAI/Assets/Resources/Sprites/EndingGame/castle.jpg
0 → 100644
View file @
17fb68f3
98.5 KB
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17fb68f3
...
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...
...
ISEKAI/Assets/Scenes/TetrisGame.unity
View file @
17fb68f3
...
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