Commit ed58af61 authored by 18김민수's avatar 18김민수

Mining game update

parent 4d88ed46
......@@ -33,9 +33,9 @@ Load Character "Character\Professor\a\normal" -center
## "교수" "「 ━━【쟝∙피에르∙라∙로셸】이 이름이었지 학생? 내가 과제로 준 부분을 읽어왔겠지? 그 부분을 이 강의를 듣는 모든 이들을 위해 요약 해주게나。」" -center
# "그렇다。"
# "내 이름은【쟝∙피에르∙라∙로셸】이다。"
# "파리 대학의 교수 밑에서 지혜의『도Truth』 를 배우는 평범한 18살의 대학생이다。"
# "파리 대학의 교수 밑에서 지혜의『{도:Truth}』 를 배우는 평범한 18살의 대학생이다。"
# "제일 먼저 떠오르는 기억은 바로 한 교수의 천체자연철학 강의였다。그렇다, 분명 몇 시간 전만 해도 나는 파리대학 천체학의 으뜸인 분에게 직접 강의를 듣고 있었을 터━━"
## "나" "「 네,【데De∙까Ca엘e로lo】∙『천체에 대하여』라는【아리철스토학텔레자스】의 저서에서, 이 『천Celestial계Sphere』와『지Terres상trial계Sphere』의【우U니ni타ta스s】∙『하나됨』을 증명하는 내용입니다。여기서 『철학자』는━━ 」"
## "나" "「 네,【데De∙까Ca엘e로lo】∙『천체에 대하여』라는【 아 {리:철} 스 {토:학} 텔 {레:자} 스 】의 저서에서, 이 『 {천:Celestial} {계:Sphere} 』와『지Terres상trial계Sphere』의【우U니ni타ta스s】∙『하나됨』을 증명하는 내용입니다。여기서 『철학자』는━━ 」"
## "교수" "「 그 정도면 충분하니 자리에 다시 앉게나。위대한【아리철스토학텔레자스】는 안타깝게도 『이거교도짓』 였기 때문에, 이러한 문제들에 한해서 전지전능한 『신DEUS』의 능력을 자주 망각하여 이러한 오류들을 범하지。」" -center
## "교수" "【아리철스토학텔레자스】에 의하면 우리가 살고 있는 이 세계는 오직 하나 밖에 없으며 다수의 세계가 있는 것은 논리적으로 허용되지 않는다네。」" -center
## "나" "「 질문이 있습니다。그렇다면, 이 난제에 대해선 【아리철스토학텔레자스】가 거짓을 말했다는 것인가요? 」"
......
......@@ -118,6 +118,7 @@ public class EventManager : MonoBehaviour
if (c.choiceDependency.Item2 != choiceBranch)
{
ExecuteOneScript();
return;
}
}
}
......@@ -134,6 +135,7 @@ public class EventManager : MonoBehaviour
if(choiceHistory[i] != (choiceDependencyNum, choiceBranchDependencyNum)) //if dependency not match, return
{
ExecuteOneScript();
return;
}
else
{
......@@ -312,6 +314,8 @@ public class EventManager : MonoBehaviour
background = Resources.Load<Sprite>(loadBackground.filePath);
spriteBackground.GetComponent<SpriteRenderer>().sprite = background;
spriteBackground.GetComponent<SpriteRenderer>().sortingOrder =
spriteCG.GetComponent<SpriteRenderer>().sortingOrder + 1;
spriteBackground.SetActive(true);
......@@ -360,6 +364,8 @@ public class EventManager : MonoBehaviour
//Debug.Log("hi");
spriteCG.GetComponent<SpriteRenderer>().sortingLayerName = "background";
spriteCG.GetComponent<SpriteRenderer>().sortingOrder =
spriteBackground.GetComponent<SpriteRenderer>().sortingOrder + 1;
UI.SetActive(true);
ExecuteOneScript();
......
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cart : MonoBehaviour
{
public Cart nextCart = null;
public int x;
public int y;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameTile : MonoBehaviour
{
public int state;
public bool isBodyOnIt = false;
public void SetSpriteOfState()
{
for (int i = 0; i < 3; i++)
transform.GetChild(i).gameObject.SetActive(false);
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using System.Collections;
using System.Linq;
using System;
using System.Collections.Generic;
using UnityEngine;
public class MiningGameManager : MonoBehaviour
{
private enum Direction
{
North, South, West, East
}
public Transform gameTilePrefab;
public Transform cartPrefab;
public GameObject gameOverSprite;
public bool isGamePlayed = true;
public const int height = 9, width = 16;
public float movingDelay = 1f;
public float ironProducingDelay = 7f;
public GameTile[,] gameField = new GameTile[width, height]; // 1 if edge, 0 if blank, 2 if item.
public List<Cart> carts = new List<Cart>();
private Direction _direction = Direction.East;
public int score = 0;
public Vector2 direction { get
{
switch ((int)_direction)
{
case 0:
return new Vector2(0, 1);
case 1:
return new Vector2(0, -1);
case 2:
return new Vector3(-1, 0);
case 3:
return new Vector2(1, 0);
default:
throw new InvalidOperationException("EREOREJQAsdng");
}
}
}
private void Start()
{
InitGame();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.UpArrow))
_direction = Direction.North;
else if(Input.GetKeyDown(KeyCode.DownArrow))
_direction = Direction.South;
else if (Input.GetKeyDown(KeyCode.LeftArrow))
_direction = Direction.West;
else if (Input.GetKeyDown(KeyCode.RightArrow))
_direction = Direction.East;
}
public void InitGame()
{
for (int i = 0; i < width; i++)
for (int j = 0; j < height; j++)
{
gameField[i, j] = Instantiate(gameTilePrefab, new Vector3(i, j, 0), Quaternion.identity).gameObject.GetComponent<GameTile>();
if (i == 0 || j == 0 || i == width - 1|| j == height - 1)
gameField[i, j].state = 1;
else
gameField[i, j].state = 0;
gameField[i, j].SetSpriteOfState();
}
MakeCart(1, 4);
StartCoroutine(_CartMovement());
StartCoroutine(_IronProducing());
}
public void ProceedCarts()
{
}
private void _MoveCarts()
{
for (int i = carts.Count - 1; i >= 0; --i)
{
Cart c = carts[i];
gameField[c.x, c.y].isBodyOnIt = false;
if (c.nextCart == null)
{
c.x += (int)direction.x;
c.y += (int)direction.y;
}
else
{
c.x = c.nextCart.x;
c.y = c.nextCart.y;
}
foreach(Cart cart in carts)
{
gameField[cart.x, cart.y].isBodyOnIt = true;
}
c.transform.position = new Vector3(c.x, c.y);
}
if (gameField[carts.First().x, carts.First().y].state == 2)
{
score++;
gameField[carts.First().x, carts.First().y].state = 0;
gameField[carts.First().x, carts.First().y].SetSpriteOfState();
Vector2 toMake = new Vector2();
if (carts.Count == 1)
{
toMake.x = carts[0].x - direction.x;
toMake.y = carts[0].y - direction.y;
}
else
{
toMake.x = carts[carts.Count - 1].x - (carts[carts.Count - 2].x - carts[carts.Count - 1].x);
toMake.y = carts[carts.Count - 1].y - (carts[carts.Count - 2].y - carts[carts.Count - 1].y);
}
MakeCart((int)toMake.x, (int)toMake.y);
}
if (carts.FindAll(c => c.x == carts.First().x && c.y == carts.First().y).Count > 1 || gameField[carts.First().x, carts.First().y].state == 1)
GameOver();
}
private IEnumerator _CartMovement()
{
while(isGamePlayed)
{
_MoveCarts();
yield return new WaitForSeconds(movingDelay);
}
}
private IEnumerator _IronProducing()
{
while(isGamePlayed)
{
MakeNewIron();
yield return new WaitForSeconds(ironProducingDelay);
}
}
public void MakeNewIron()
{
System.Random r = new System.Random();
int x = r.Next() % (width - 2) + 1; // 1 <= x <= 30
int y = r.Next() % (height - 2) + 1; // 1 <= y <= 15
if (gameField[x, y].state != 0 || gameField[x, y].isBodyOnIt)
MakeNewIron();
else
{
gameField[x, y].state = 2;
gameField[x, y].SetSpriteOfState();
return;
}
}
public void GameOver()
{
isGamePlayed = false;
gameOverSprite.SetActive(true);
}
public void MakeCart(int x, int y)
{
Transform cart = Instantiate(cartPrefab, new Vector3(x, y), Quaternion.identity);
cart.GetComponent<Cart>().x = x;
cart.GetComponent<Cart>().y = y;
if (carts.Count == 0)
cart.gameObject.GetComponent<Cart>().nextCart = null;
else
cart.gameObject.GetComponent<Cart>().nextCart = carts[carts.Count - 1];
carts.Add(cart.gameObject.GetComponent<Cart>());
gameField[x, y].isBodyOnIt = true;
}
}
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// BEGIN MIT LICENSE BLOCK //
//
// Copyright (c) 2017 dskjal
// This software is released under the MIT License.
// http://opensource.org/licenses/mit-license.php
//
// END MIT LICENSE BLOCK //
/*
* *注意*
* 改行の処理はしてない.ルビを必要とする部分が途中で改行されないよう処理する必要がある.
* http://dskjal.com/unity/detect-unity-ugui-break-pos.html を参照.
*/
/*
* 設定方法
* uGUI の Text にこのスクリプトをつける.
* テキストのセンタリング設定をした uGUI の Text のプレハブを作り TextPrefab にセット
* プレハブのフォントサイズをテキストのフォントサイズの 1/2 ぐらいにする
*/
using System.Collections.Generic;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
[RequireComponent(typeof(Text), typeof(RectTransform))]
public class RubyText : MonoBehaviour
......@@ -29,74 +12,62 @@ public class RubyText : MonoBehaviour
RectTransform rt;
public GameObject TextPrefab; // テキストはセンタリングしておくこと
public Rect position;
public float yOffset = 10;
private Regex rubyRex = new Regex("\\{(.*?):(.*?)\\}");
List<(int, int)> rubyIndex = new List<(int, int)>();
List<string> rubyText = new List<string>();
string cleanText; // base text, without any furigana or markup
List<int> furiCharIndex = new List<int>(); // char index (in base text) where furigana appears
List<int> furiCharLen = new List<int>(); // length of base text the furigana is over
List<string> furiText = new List<string>(); // actual text of the furigana
class RubyPos
void LateUpdate()
{
public int start; // ルビの開始インデックス
public int end; // ルビの終了インデックス
public string ruby; // ルビ
text = GetComponent<Text>();
rt = GetComponent<RectTransform>();
public RubyPos(int start, int end, string ruby)
cleanText = text.text;
while (true)
{
this.start = start;
this.end = end;
this.ruby = ruby;
Match match = rubyRex.Match(cleanText);
if (!match.Success) break;
furiCharIndex.Add(match.Index);
furiText.Add(match.Groups[2].ToString());
furiCharLen.Add(match.Groups[1].Length);
cleanText = cleanText.Substring(0, match.Index) + match.Groups[1]
+ cleanText.Substring(match.Index + match.Length);
}
}
void Awake()
{
text = GetComponent<Text>();
rt = GetComponent<RectTransform>();
text.text = "이 『 천 계 』와『 지 상 계 』의【 우 니 타 스 ";
RubyPos[] rubyPos = new RubyPos[] {
new RubyPos(5, 5, "Celestial"),
new RubyPos(8, 8, "Sphere"),
new RubyPos(16, 16, "Terres"),
new RubyPos(19, 19, "trial"),
new RubyPos(22, 22, "Sphere")
};
text.text = cleanText;
var generator = new TextGenerator();
// テキストのレンダリング位置の計算
generator.Populate(text.text, text.GetGenerationSettings(rt.sizeDelta));
// 各文字のレンダリング位置を記録した文字配列の取得
var charArray = generator.GetCharactersArray();
foreach (var ruby in rubyPos)
var cleanCharArray = generator.GetCharactersArray();
Debug.Log(cleanCharArray == null);
for (int i = 0; i < furiCharIndex.Count; i++)
{
var start = charArray[ruby.start].cursorPos;
var end = charArray[ruby.end].cursorPos;
end.x += charArray[ruby.end].charWidth;
Debug.Log("furiCharIndex: " + furiCharIndex[i]);
Debug.Log("cleanCharArray Length: " + cleanCharArray.Length);
PlaceRuby(start.x + (end.x - start.x) / 2f, start.y, ruby.ruby);
}
}
Vector2 leftPos = cleanCharArray[furiCharIndex[i]].cursorPos;
Vector2 rightPos = cleanCharArray[furiCharIndex[i] + furiCharLen[i]].cursorPos;
int[] getRubyIndex(string str)
if (rightPos.x <= leftPos.x)
{
int[] rubyIndex;
rubyIndex = new int[2];
return rubyIndex;
rightPos = new Vector2(position.x + position.width, leftPos.y);
}
var o = GameObject.Instantiate(TextPrefab, GetComponent<Transform>());
// TextPrefab をインスタンス化して配置する
void PlaceRuby(float x, float y, string text)
{
var o = GameObject.Instantiate(TextPrefab);
o.name = text;
o.transform.SetParent(this.transform);
var prt = o.GetComponent<RectTransform>();
prt.localPosition = new Vector3(x, y + 10f, 0f);
o.GetComponent<Text>().text = text;
prt.localPosition = new Vector3((leftPos.x + rightPos.x) / 2, leftPos.y + yOffset, 0);
o.GetComponent<Text>().text = furiText[i];
}
}
}
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