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nippon culture research center
another world in jucheland
Commits
f8f8a00c
Commit
f8f8a00c
authored
Feb 15, 2019
by
18김민수
Browse files
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Plain Diff
Tetris & Event update
parent
ed58af61
Changes
73
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73 changed files
with
4756 additions
and
26 deletions
+4756
-26
EventCore.cs
ISEKAI/Assets/ISEKAI_Model/Core/EventCore.cs
+1
-0
Game.cs
ISEKAI/Assets/ISEKAI_Model/Core/Game.cs
+11
-1
IMinigamePlayable.cs
ISEKAI/Assets/ISEKAI_Model/Core/IMinigamePlayable.cs
+1
-1
Town.cs
ISEKAI/Assets/ISEKAI_Model/Core/Town.cs
+2
-1
Blesphemy_1.cs
ISEKAI/Assets/ISEKAI_Model/Events/Blesphemy_1.cs
+50
-0
Blesphemy_1.cs.meta
ISEKAI/Assets/ISEKAI_Model/Events/Blesphemy_1.cs.meta
+11
-0
Blesphemy_2.cs
ISEKAI/Assets/ISEKAI_Model/Events/Blesphemy_2.cs
+50
-0
Blesphemy_2.cs.meta
ISEKAI/Assets/ISEKAI_Model/Events/Blesphemy_2.cs.meta
+11
-0
DeadEnd.cs
ISEKAI/Assets/ISEKAI_Model/Events/DeadEnd.cs
+26
-0
DeadEnd.cs.meta
ISEKAI/Assets/ISEKAI_Model/Events/DeadEnd.cs.meta
+11
-0
Ending.cs
ISEKAI/Assets/ISEKAI_Model/Events/Ending.cs
+32
-0
Ending.cs.meta
ISEKAI/Assets/ISEKAI_Model/Events/Ending.cs.meta
+11
-0
Mine_1.cs
ISEKAI/Assets/ISEKAI_Model/Events/Mine_1.cs
+1
-12
Mine_2.cs
ISEKAI/Assets/ISEKAI_Model/Events/Mine_2.cs
+31
-0
Mine_2.cs.meta
ISEKAI/Assets/ISEKAI_Model/Events/Mine_2.cs.meta
+11
-0
Mine_3.cs
ISEKAI/Assets/ISEKAI_Model/Events/Mine_3.cs
+46
-0
Mine_3.cs.meta
ISEKAI/Assets/ISEKAI_Model/Events/Mine_3.cs.meta
+11
-0
Mine_4.cs
ISEKAI/Assets/ISEKAI_Model/Events/Mine_4.cs
+38
-0
Mine_4.cs.meta
ISEKAI/Assets/ISEKAI_Model/Events/Mine_4.cs.meta
+11
-0
Mine_Repeat.cs
ISEKAI/Assets/ISEKAI_Model/Events/Mine_Repeat.cs
+36
-0
Mine_Repeat.cs.meta
ISEKAI/Assets/ISEKAI_Model/Events/Mine_Repeat.cs.meta
+11
-0
Parser.cs
ISEKAI/Assets/ISEKAI_Model/ScriptParser/Parser.cs
+7
-2
VFXLoadSprite.cs
ISEKAI/Assets/ISEKAI_Model/ScriptParser/VFXLoadSprite.cs
+3
-1
Blesphemy_1.txt
ISEKAI/Assets/ISEKAI_Model/Scripts/Blesphemy_1.txt
+70
-0
Blesphemy_1.txt.meta
ISEKAI/Assets/ISEKAI_Model/Scripts/Blesphemy_1.txt.meta
+7
-0
Blesphemy_2.txt
ISEKAI/Assets/ISEKAI_Model/Scripts/Blesphemy_2.txt
+84
-0
Blesphemy_2.txt.meta
ISEKAI/Assets/ISEKAI_Model/Scripts/Blesphemy_2.txt.meta
+7
-0
DeadEnd.txt
ISEKAI/Assets/ISEKAI_Model/Scripts/DeadEnd.txt
+63
-0
DeadEnd.txt.meta
ISEKAI/Assets/ISEKAI_Model/Scripts/DeadEnd.txt.meta
+7
-0
Ending.txt
ISEKAI/Assets/ISEKAI_Model/Scripts/Ending.txt
+31
-0
Ending.txt.meta
ISEKAI/Assets/ISEKAI_Model/Scripts/Ending.txt.meta
+7
-0
Mine_1.txt
ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_1.txt
+18
-2
Mine_2.txt
ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_2.txt
+50
-0
Mine_2.txt.meta
ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_2.txt.meta
+7
-0
Mine_3.txt
ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_3.txt
+50
-0
Mine_3.txt.meta
ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_3.txt.meta
+7
-0
Mine_4.txt
ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_4.txt
+60
-0
Mine_4.txt.meta
ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_4.txt.meta
+7
-0
Mine_Repeat.txt
ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_Repeat.txt
+4
-0
Mine_Repeat.txt.meta
ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_Repeat.txt.meta
+7
-0
GameManager.cs
ISEKAI/Assets/ISEKAI_VIEW/GameManager.cs
+1
-1
GameTile.cs
ISEKAI/Assets/ISEKAI_VIEW/Minigames/MiningGame/GameTile.cs
+1
-0
MiningGameManager.cs
...ets/ISEKAI_VIEW/Minigames/MiningGame/MiningGameManager.cs
+2
-4
TetrisGame.meta
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame.meta
+8
-0
Block.cs
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Block.cs
+134
-0
Block.cs.meta
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Block.cs.meta
+11
-0
Grid.cs
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Grid.cs
+91
-0
Grid.cs.meta
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Grid.cs.meta
+11
-0
TetrisGameManager.cs
...ets/ISEKAI_VIEW/Minigames/TetrisGame/TetrisGameManager.cs
+22
-0
TetrisGameManager.cs.meta
...SEKAI_VIEW/Minigames/TetrisGame/TetrisGameManager.cs.meta
+11
-0
TetrisGame.meta
ISEKAI/Assets/Prefabs/TetrisGame.meta
+8
-0
BlockI.prefab
ISEKAI/Assets/Prefabs/TetrisGame/BlockI.prefab
+365
-0
BlockI.prefab.meta
ISEKAI/Assets/Prefabs/TetrisGame/BlockI.prefab.meta
+7
-0
BlockJ.prefab
ISEKAI/Assets/Prefabs/TetrisGame/BlockJ.prefab
+365
-0
BlockJ.prefab.meta
ISEKAI/Assets/Prefabs/TetrisGame/BlockJ.prefab.meta
+7
-0
BlockL.prefab
ISEKAI/Assets/Prefabs/TetrisGame/BlockL.prefab
+365
-0
BlockL.prefab.meta
ISEKAI/Assets/Prefabs/TetrisGame/BlockL.prefab.meta
+7
-0
BlockO.prefab
ISEKAI/Assets/Prefabs/TetrisGame/BlockO.prefab
+365
-0
BlockO.prefab.meta
ISEKAI/Assets/Prefabs/TetrisGame/BlockO.prefab.meta
+7
-0
BlockS.prefab
ISEKAI/Assets/Prefabs/TetrisGame/BlockS.prefab
+365
-0
BlockS.prefab.meta
ISEKAI/Assets/Prefabs/TetrisGame/BlockS.prefab.meta
+7
-0
BlockT.prefab
ISEKAI/Assets/Prefabs/TetrisGame/BlockT.prefab
+365
-0
BlockT.prefab.meta
ISEKAI/Assets/Prefabs/TetrisGame/BlockT.prefab.meta
+7
-0
BlockZ.prefab
ISEKAI/Assets/Prefabs/TetrisGame/BlockZ.prefab
+365
-0
BlockZ.prefab.meta
ISEKAI/Assets/Prefabs/TetrisGame/BlockZ.prefab.meta
+7
-0
TetrisGame.meta
ISEKAI/Assets/Resources/Sprites/TetrisGame.meta
+8
-0
block.png
ISEKAI/Assets/Resources/Sprites/TetrisGame/block.png
+0
-0
block.png.meta
ISEKAI/Assets/Resources/Sprites/TetrisGame/block.png.meta
+99
-0
border.png
ISEKAI/Assets/Resources/Sprites/TetrisGame/border.png
+0
-0
border.png.meta
ISEKAI/Assets/Resources/Sprites/TetrisGame/border.png.meta
+99
-0
MiningGame.unity
ISEKAI/Assets/Scenes/MiningGame.unity
+1
-1
TetrisGame.unity
ISEKAI/Assets/Scenes/TetrisGame.unity
+729
-0
TetrisGame.unity.meta
ISEKAI/Assets/Scenes/TetrisGame.unity.meta
+7
-0
No files found.
ISEKAI/Assets/ISEKAI_Model/Core/EventCore.cs
View file @
f8f8a00c
...
...
@@ -13,6 +13,7 @@ namespace ISEKAI_Model
{
None
,
BackMount
,
FrontMount
,
Field
,
WayToTown
,
Farm
,
// Conditional
...
...
ISEKAI/Assets/ISEKAI_Model/Core/Game.cs
View file @
f8f8a00c
...
...
@@ -17,11 +17,14 @@ namespace ISEKAI_Model
public
int
remainAP
{
get
;
set
;}
// remaining AP of the game.
public
Town
town
{
get
;
private
set
;}
// main town of the game. see Town class.
public
Turn
turn
{
get
;
private
set
;
}
// indicating season, turn number, etc. see Turn class.
public
bool
isMineUnlocked
=
false
;
public
bool
isIronActivated
=
false
;
public
bool
isHorseActivated
=
false
;
public
bool
isArrowWeaponActivated
=
false
;
public
bool
isBowActivated
=
false
;
public
bool
isRifleActivated
=
false
;
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
>
forcedVisibleEventList
{
get
...
...
@@ -49,9 +52,10 @@ namespace ISEKAI_Model
private
void
_InitEvents
()
// should add EVERY events when new event plan comes.
{
//allEventsList.Add(new ExampleEvent1(this));
//allEventsList.Add(new Prolog_1(this));
//allEventsList.Add(new Prolog_2(this));
//allEventsList.Add(new DeadEnd(this));
//allEventList.Add(new Ending(this));
allEventsList
.
Add
(
new
Farming_1
(
this
));
allEventsList
.
Add
(
new
Farming_2
(
this
));
allEventsList
.
Add
(
new
Farming_3
(
this
));
...
...
@@ -60,6 +64,12 @@ namespace ISEKAI_Model
allEventsList
.
Add
(
new
Hunting_2
(
this
));
allEventsList
.
Add
(
new
Hunting_3
(
this
));
allEventsList
.
Add
(
new
Mine_1
(
this
));
allEventsList
.
Add
(
new
Mine_2
(
this
));
allEventsList
.
Add
(
new
Mine_3
(
this
));
allEventsList
.
Add
(
new
Mine_4
(
this
));
allEventsList
.
Add
(
new
Mine_Repeat
(
this
));
allEventsList
.
Add
(
new
Blesphemy_1
(
this
));
allEventsList
.
Add
(
new
Blesphemy_2
(
this
));
}
public
void
Proceed
()
// if you want to move on (next season, or next turn), just call it.
...
...
ISEKAI/Assets/ISEKAI_Model/Core/IMinigamePlayable.cs
View file @
f8f8a00c
...
...
@@ -5,6 +5,6 @@ namespace ISEKAI_Model
public
interface
IMinigamePlayable
{
int
playerScore
{
get
;
set
;}
// result of playing minigame.
void
DoMinigameBehavior
(
int
score
);
// do something with result score.
void
DoMinigameBehavior
();
// do something with result score.
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Core/Town.cs
View file @
f8f8a00c
...
...
@@ -24,7 +24,8 @@ namespace ISEKAI_Model
public
float
totalPleasantAmount
{
get
;
set
;}
public
float
pleasantWeightFactor
{
get
;
set
;}
public
float
suggestedFoodConsumption
{
get
;
set
;}
public
float
pleasantChange
=>
pleasantWeightFactor
*
(
totalFoodConsumption
-
suggestedFoodConsumption
);
public
float
pleasantChange
=>
pleasantWeightFactor
*
(
totalFoodConsumption
-
suggestedFoodConsumption
)
+
pleasantChangeAddition
;
public
float
pleasantChangeAddition
=
0
;
public
float
totalIronAmount
{
get
;
set
;
}
public
float
totalIronProduction
{
get
;
set
;}
public
float
totalHorseAmount
{
get
;
set
;}
...
...
ISEKAI/Assets/ISEKAI_Model/Events/Blesphemy_1.cs
0 → 100644
View file @
f8f8a00c
using
System
;
using
System.Collections.Generic
;
using
System.IO
;
using
System.Linq
;
using
System.Text
;
namespace
ISEKAI_Model
{
public
class
Blesphemy_1
:
EventCore
{
public
override
int
forcedEventPriority
{
get
{
return
0
;
}
}
public
override
string
eventName
{
get
{
return
"개종 이벤트 1"
;
}
}
public
override
EventLocation
location
{
get
{
return
EventLocation
.
TownWitchHouse
;
}
}
public
override
int
givenMaxTurn
{
get
{
return
3
;
}
}
public
override
int
cost
{
get
{
return
1
;
}
}
public
override
Season
availableSeason
{
get
{
return
Season
.
None
;
}
}
public
override
List
<
Command
>
script
{
get
{
return
Parser
.
ParseScript
(
"Assets/ISEKAI_Model/Scripts/Blesphemy_1.txt"
);
}
}
// command list.
protected
override
bool
exclusiveCondition
()
{
bool
turnCondition
=
game
.
turn
.
turnNumber
>=
2
;
int
chance
=
(
new
Random
()).
Next
()
/
10
;
bool
chanceCondition
=
chance
<=
2
;
if
(
_isFirstOccur
&&
turnCondition
)
{
_isFirstOccur
=
false
;
return
turnCondition
;
}
else
{
if
(
_isFirstOccur
)
return
false
;
return
turnCondition
&&
chanceCondition
;
}
}
private
bool
_isFirstOccur
=
true
;
public
Blesphemy_1
(
Game
game
):
base
(
game
)
{
}
public
override
void
Complete
()
{
game
.
town
.
totalPleasantAmount
+=
5
;
base
.
Complete
();
}
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Events/Blesphemy_1.cs.meta
0 → 100644
View file @
f8f8a00c
fileFormatVersion: 2
guid: bc9a07a3a2955d64bb1413f4a974af3f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ISEKAI/Assets/ISEKAI_Model/Events/Blesphemy_2.cs
0 → 100644
View file @
f8f8a00c
using
System
;
using
System.Collections.Generic
;
using
System.IO
;
using
System.Linq
;
using
System.Text
;
namespace
ISEKAI_Model
{
public
class
Blesphemy_2
:
EventCore
{
public
override
int
forcedEventPriority
{
get
{
return
0
;
}
}
public
override
string
eventName
{
get
{
return
"개종 이벤트 2"
;
}
}
public
override
EventLocation
location
{
get
{
return
EventLocation
.
TownWitchHouse
;
}
}
public
override
int
givenMaxTurn
{
get
{
return
2
;
}
}
public
override
int
cost
{
get
{
return
2
;
}
}
public
override
Season
availableSeason
{
get
{
return
Season
.
None
;
}
}
public
override
List
<
Command
>
script
{
get
{
return
Parser
.
ParseScript
(
"Assets/ISEKAI_Model/Scripts/Blesphemy_2.txt"
);
}
}
// command list.
protected
override
bool
exclusiveCondition
()
{
int
chance
=
(
new
Random
()).
Next
()
/
10
;
bool
chanceCondition
=
chance
<=
2
;
bool
prevCondition
=
game
.
allEventsList
.
Find
(
e
=>
e
.
eventName
==
"사냥 이벤트 1"
).
status
==
EventStatus
.
Completed
;
if
(
_isFirstOccur
&&
prevCondition
)
{
_isFirstOccur
=
false
;
return
prevCondition
;
}
else
{
if
(
_isFirstOccur
)
return
false
;
return
prevCondition
&&
chanceCondition
;
}
}
private
bool
_isFirstOccur
=
true
;
public
Blesphemy_2
(
Game
game
):
base
(
game
)
{
}
public
override
void
Complete
()
{
game
.
town
.
totalPleasantAmount
+=
10
;
game
.
town
.
pleasantChangeAddition
+=
20
;
base
.
Complete
();
}
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Events/Blesphemy_2.cs.meta
0 → 100644
View file @
f8f8a00c
fileFormatVersion: 2
guid: 56c01ac2aa3041e48835b6d41f48629b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ISEKAI/Assets/ISEKAI_Model/Events/DeadEnd.cs
0 → 100644
View file @
f8f8a00c
using
System
;
using
System.Collections.Generic
;
using
System.Linq
;
namespace
ISEKAI_Model
{
class
DeadEnd
:
EventCore
{
public
override
int
forcedEventPriority
{
get
{
return
1500
;
}
}
public
override
string
eventName
{
get
{
return
"Dead End"
;
}
}
public
override
EventLocation
location
{
get
{
return
EventLocation
.
None
;
}
}
public
override
int
givenMaxTurn
{
get
{
return
10
;
}
}
public
override
int
cost
{
get
{
return
0
;
}
}
public
override
Season
availableSeason
{
get
{
return
Season
.
None
;
}
}
public
override
List
<
Command
>
script
{
get
{
return
Parser
.
ParseScript
(
"Assets/ISEKAI_Model/Scripts/DeadEnd.txt"
);
}
}
// command list.
protected
override
bool
exclusiveCondition
()
{
return
game
.
town
.
totalPleasantAmount
<=
0
;
}
public
DeadEnd
(
Game
game
)
:
base
(
game
)
{
}
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Events/DeadEnd.cs.meta
0 → 100644
View file @
f8f8a00c
fileFormatVersion: 2
guid: 7746d9d61ac1e8748a58bfbafcdcf1f7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ISEKAI/Assets/ISEKAI_Model/Events/Ending.cs
0 → 100644
View file @
f8f8a00c
using
System.Collections
;
using
System.Collections.Generic
;
namespace
ISEKAI_Model
{
public
class
Ending
:
EventCore
{
public
override
int
forcedEventPriority
{
get
{
return
1000
;
}
}
public
override
string
eventName
{
get
{
return
"엔딩 이벤트"
;
}
}
public
override
EventLocation
location
{
get
{
return
EventLocation
.
None
;
}
}
public
override
int
givenMaxTurn
{
get
{
return
10
;
}
}
public
override
int
cost
{
get
{
return
0
;
}
}
public
override
Season
availableSeason
{
get
{
return
Season
.
None
;
}
}
public
override
List
<
Command
>
script
{
get
{
return
Parser
.
ParseScript
(
"Assets/ISEKAI_Model/Scripts/Prolog_1.txt"
);
}
}
// command list.
protected
override
bool
exclusiveCondition
()
{
bool
turnCondition
=
game
.
turn
.
turnNumber
==
13
;
bool
eventCondition
;
int
prevEventChoiceNum
=
game
.
TryGetChoiceHistory
(
"북한 척후병 이벤트"
,
0
);
if
(
prevEventChoiceNum
==
-
1
||
prevEventChoiceNum
==
0
)
eventCondition
=
false
;
else
eventCondition
=
true
;
return
turnCondition
||
eventCondition
;
}
public
Ending
(
Game
game
)
:
base
(
game
)
{
}
}
}
ISEKAI/Assets/ISEKAI_Model/Events/Ending.cs.meta
0 → 100644
View file @
f8f8a00c
fileFormatVersion: 2
guid: 7f498136c31080946a5944d0f6ea3f9e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ISEKAI/Assets/ISEKAI_Model/Events/Mine_1.cs
View file @
f8f8a00c
...
...
@@ -12,7 +12,7 @@ namespace ISEKAI_Model
public
override
string
eventName
{
get
{
return
"광산 이벤트 1"
;
}
}
public
override
EventLocation
location
{
get
{
return
EventLocation
.
TaskLeaderHouse
;
}
}
public
override
int
givenMaxTurn
{
get
{
return
2
;
}
}
public
override
int
cost
{
get
{
return
2
;
}
}
public
override
int
cost
{
get
{
return
0
;
}
}
public
override
Season
availableSeason
{
get
{
return
Season
.
None
;
}
}
public
override
List
<
Command
>
script
{
get
{
return
Parser
.
ParseScript
(
"Assets/ISEKAI_Model/Scripts/Mine_1.txt"
);
}
}
// command list.
...
...
@@ -40,16 +40,5 @@ namespace ISEKAI_Model
{
}
public
override
void
Complete
()
{
game
.
town
.
totalFoodProduction
+=
5
;
game
.
town
.
totalPleasantAmount
+=
5
;
game
.
town
.
remainFoodAmount
+=
20
;
status
=
EventStatus
.
Completed
;
game
.
remainAP
-=
cost
;
if
(
game
.
remainAP
<=
2
&&
game
.
turn
.
IsFormerSeason
())
game
.
Proceed
();
}
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Events/Mine_2.cs
0 → 100644
View file @
f8f8a00c
using
System
;
using
System.Collections.Generic
;
using
System.IO
;
using
System.Linq
;
using
System.Text
;
namespace
ISEKAI_Model
{
public
class
Mine_2
:
EventCore
{
public
override
int
forcedEventPriority
{
get
{
return
0
;
}
}
public
override
string
eventName
{
get
{
return
"광산 이벤트 2"
;
}
}
public
override
EventLocation
location
{
get
{
return
EventLocation
.
TechGuideStaffHouse
;
}
}
public
override
int
givenMaxTurn
{
get
{
return
-
1
;
}
}
public
override
int
cost
{
get
{
return
0
;
}
}
public
override
Season
availableSeason
{
get
{
return
Season
.
None
;
}
}
public
override
List
<
Command
>
script
{
get
{
return
Parser
.
ParseScript
(
"Assets/ISEKAI_Model/Scripts/Mine_2.txt"
);
}
}
// command list.
protected
override
bool
exclusiveCondition
()
{
return
game
.
allEventsList
.
Find
(
e
=>
e
.
eventName
.
Equals
(
"광산 이벤트 1"
)).
status
==
EventStatus
.
Completed
;
}
private
bool
_isFirstOccur
=
true
;
public
Mine_2
(
Game
game
):
base
(
game
)
{
}
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Events/Mine_2.cs.meta
0 → 100644
View file @
f8f8a00c
fileFormatVersion: 2
guid: 14277a15ec614f44497499c46f0b5a2e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ISEKAI/Assets/ISEKAI_Model/Events/Mine_3.cs
0 → 100644
View file @
f8f8a00c
using
System
;
using
System.Collections.Generic
;
using
System.IO
;
using
System.Linq
;
using
System.Text
;
namespace
ISEKAI_Model
{
public
class
Mine_3
:
EventCore
,
IMinigamePlayable
{
public
override
int
forcedEventPriority
{
get
{
return
0
;
}
}
public
override
string
eventName
{
get
{
return
"광산 이벤트 3"
;
}
}
public
override
EventLocation
location
{
get
{
return
EventLocation
.
FrontMount
;
}
}
public
override
int
givenMaxTurn
{
get
{
return
-
1
;
}
}
public
override
int
cost
{
get
{
return
3
;
}
}
public
override
Season
availableSeason
{
get
{
return
Season
.
None
;
}
}
public
override
List
<
Command
>
script
{
get
{
return
Parser
.
ParseScript
(
"Assets/ISEKAI_Model/Scripts/Mine_3.txt"
);
}
}
// command list.
public
int
playerScore
{
get
;
set
;
}
public
void
DoMinigameBehavior
()
{
game
.
town
.
totalIronAmount
+=
playerScore
;
}
protected
override
bool
exclusiveCondition
()
{
return
game
.
allEventsList
.
Find
(
e
=>
e
.
eventName
.
Equals
(
"광산 이벤트 2"
)).
status
==
EventStatus
.
Completed
;
}
private
bool
_isFirstOccur
=
true
;
public
Mine_3
(
Game
game
):
base
(
game
)
{
}
public
override
void
Complete
()
{
game
.
isIronActivated
=
true
;
game
.
isMineUnlocked
=
true
;
DoMinigameBehavior
();
base
.
Complete
();
}
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Events/Mine_3.cs.meta
0 → 100644
View file @
f8f8a00c
fileFormatVersion: 2
guid: b47c80159cceb784285a1502a7a9cce8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ISEKAI/Assets/ISEKAI_Model/Events/Mine_4.cs
0 → 100644
View file @
f8f8a00c
using
System
;
using
System.Collections.Generic
;
using
System.IO
;
using
System.Linq
;
using
System.Text
;
namespace
ISEKAI_Model
{
public
class
Mine_4
:
EventCore
{
public
override
int
forcedEventPriority
{
get
{
return
0
;
}
}
public
override
string
eventName
{
get
{
return
"광산 이벤트 4"
;
}
}
public
override
EventLocation
location
{
get
{
return
EventLocation
.
FrontMount
;
}
}
public
override
int
givenMaxTurn
{
get
{
return
-
1
;
}
}
public
override
int
cost
{
get
{
return
2
;
}
}
public
override
Season
availableSeason
{
get
{
return
Season
.
None
;
}
}
public
override
List
<
Command
>
script
{
get
{
return
Parser
.
ParseScript
(
"Assets/ISEKAI_Model/Scripts/Mine_4.txt"
);
}
}
// command list.
protected
override
bool
exclusiveCondition
()
{
return
game
.
allEventsList
.
Find
(
e
=>
e
.
eventName
.
Equals
(
"광산 이벤트 3"
)).
status
==
EventStatus
.
Completed
;
}
private
bool
_isFirstOccur
=
true
;
public
Mine_4
(
Game
game
):
base
(
game
)
{
}
public
override
void
Complete
()
{
game
.
isRifleActivated
=
true
;
base
.
Complete
();
}
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Events/Mine_4.cs.meta
0 → 100644
View file @
f8f8a00c
fileFormatVersion: 2
guid: 2506e315190f9ee478cda59e06c3ad48
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ISEKAI/Assets/ISEKAI_Model/Events/Mine_Repeat.cs
0 → 100644
View file @
f8f8a00c
using
System
;
using
System.Collections.Generic
;
using
System.IO
;
using
System.Linq
;
using
System.Text
;
namespace
ISEKAI_Model
{
public
class
Mine_Repeat
:
EventCore
{
public
override
int
forcedEventPriority
{
get
{
return
0
;
}
}
public
override
string
eventName
{
get
{
return
"철광석 캐기 이벤트"
;
}
}
public
override
EventLocation
location
{
get
{
return
EventLocation
.
Mine
;
}
}
public
override
int
givenMaxTurn
{
get
{
return
-
1
;
}
}
public
override
int
cost
{
get
{
return
0
;
}
}
public
override
Season
availableSeason
{
get
{
return
Season
.
None
;
}
}
public
override
List
<
Command
>
script
{
get
{
return
Parser
.
ParseScript
(
"Assets/ISEKAI_Model/Scripts/Mine_Repeat.txt"
);
}
}
// command list.
protected
override
bool
exclusiveCondition
()
{
return
game
.
allEventsList
.
Find
(
e
=>
e
.
eventName
.
Equals
(
"광산 이벤트 3"
)).
status
==
EventStatus
.
Completed
;
}
public
Mine_Repeat
(
Game
game
):
base
(
game
)
{
}
public
override
void
Complete
()
{
game
.
remainAP
-=
cost
;
if
(
game
.
remainAP
<=
2
&&
game
.
turn
.
IsFormerSeason
())
game
.
Proceed
();
}
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Events/Mine_Repeat.cs.meta
0 → 100644
View file @
f8f8a00c
fileFormatVersion: 2
guid: ec295a1737ebb1e4aa272a302282afa7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ISEKAI/Assets/ISEKAI_Model/ScriptParser/Parser.cs
View file @
f8f8a00c
...
...
@@ -18,7 +18,7 @@ namespace ISEKAI_Model
@"^(\d?)\-?\-?(\d?) ?Load CG ""(.*)""$"
,
//7
@"^(\d?)\-?\-?(\d?) ?Unload CG$"
,
//8
@"^(\d?)\-?\-?(\d?) ?VFX Camerashake$"
,
//9
@"^(\d?)\-?\-?(\d?) ?VFX Load Sprite ""(.*)"" \-(.*) \-(.*)
$
"
,
//10
@"^(\d?)\-?\-?(\d?) ?VFX Load Sprite ""(.*)"" \-(.*) \-(.*)
?\-?(.*)?
"
,
//10
@"^(\d?)\-?\-?(\d?) ?VFX Unload Sprite$"
,
//11
@"^(\d?)\-?\-?(\d?) ?VFX Sound ""(.*)""$"
,
//12
@"^(\d?)\-?\-?(\d?) ?Load Minigame ""(.*)""$"
,
//13
...
...
@@ -172,7 +172,12 @@ namespace ISEKAI_Model
string
filePath
=
match
.
Groups
[
3
].
Value
;
string
width
=
match
.
Groups
[
4
].
Value
;
string
height
=
match
.
Groups
[
5
].
Value
;
var
vfxLoadSprite
=
new
VFXLoadSprite
(
filePath
,
int
.
Parse
(
width
),
int
.
Parse
(
height
));
bool
isGIF
;
if
(
match
.
Groups
[
6
].
Value
==
""
)
isGIF
=
false
;
else
isGIF
=
true
;
var
vfxLoadSprite
=
new
VFXLoadSprite
(
filePath
,
int
.
Parse
(
width
),
int
.
Parse
(
height
),
isGIF
);
_SetChoiceDependency
(
vfxLoadSprite
,
match
.
Groups
[
1
].
Value
,
match
.
Groups
[
2
].
Value
);
refinedList
.
Add
(
vfxLoadSprite
);
}
...
...
ISEKAI/Assets/ISEKAI_Model/ScriptParser/VFXLoadSprite.cs
View file @
f8f8a00c
...
...
@@ -9,12 +9,14 @@ namespace ISEKAI_Model
public
string
filePath
{
get
;
private
set
;}
public
int
width
{
get
;
private
set
;}
public
int
height
{
get
;
private
set
;}
public
bool
isGIF
{
get
;
private
set
;
}
public
VFXLoadSprite
(
string
filePath
,
int
width
,
int
height
)
public
VFXLoadSprite
(
string
filePath
,
int
width
,
int
height
,
bool
isGIF
)
{
this
.
width
=
width
;
this
.
height
=
height
;
this
.
filePath
=
filePath
;
this
.
isGIF
=
isGIF
;
}
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Scripts/Blesphemy_1.txt
0 → 100644
View file @
f8f8a00c
Load Background "Background\Town"
# "이 곳은 생각보다 미개한 곳이다."
# "그래도 비좁은 방구석에만 있다가 이런 넓은 평원으로 나오니 평화롭긴 하군."
# "밭에서 일하는 것도 그리 어렵지는 않았다. 대부분 일은 소가 하고, 나는 게다가 관리를 해 대부분의 일은 마을 사람들이 한다."
# "일을 마치고 마을로 돌아오는 중 전에 만난 노파 한명을 만나게 되었다."
Load Character "Character\Imperius\a\normal" -center
## "노파" "아, 동무, 이리 오시라요." -center
## "나" "뭐요?"
## "노파" "마을 동무들이 다 장 동무한테 고마워서… 오늘은 진수성찬을 대접하고 싶은네…" -center
## "나" "그렇다면야 저는 감사합니다."
# "딱히 거절할 필요도 없고? 일단 배고프니 노파의 집으로 따라가기로 하였다."
Unload Character -center
VFX Transition
Load Background "Background\GrannyRoom"
# "저녁은 맛있게 먹었다."
# "비록 물자가 부족한것이 드러났고 고향 프랑스 음식에 비하면 맛이 없었지만, 그래도 이세계의 음식이라 색다른 느낌이었다."
# "노파랑 여러가지 이야기를 하다보니, 호기심이 많은 노인이라는 생각이 들었다."
Load Character "Character\Imperius\a\normal" -center
## "노파" "아 그러고보니" -center
## "노파" "로동 안하는 날에 맨날 하는 그거는 뭐신가?" -center
## "나" "...? 정확히 무엇을 말씀하시는 겁니까?" -center
## "노파" "그거 있잖어, 장 동지가 나무 막대기 두개를 서로 가른거 앞에 무릎 꿇고 하는거 있잖어." -center
# "아."
# "일요일 마다 드리는 기도를 보았나 보다."
# "사제가 없어서 미사를 드릴수는 없지만 그래도 기도를 하고는 있었다."
## "나" "당연히 우리 주 예수께 기도를 드리는 것이죠."
## "노파" "예수가 뭐심까?" -center
# "...아아 잠시만"
# "그러고보니 여긴 이세계다."
# "당연히 성자의 현계에 대해 계시를 받았을 가능성은 희박하다."
# "즉 이교도들인 것이다."
## "나" "오이오이, 설마, 『예수님』도 모르는것인가?"
## "노파" "모르겠습니다..." -center
# "이런..."
# "어디서부터 알려줘야 하나..."
# "일단 가방에 있는 성경을 꺼냈다."
## "나" "예수는 가장 높은 령도자 같은겁니다"
## "나" "죽어서도 가는 나라가 있는데 아오지를 갈지 평양을 갈지 예수가 결정하는 거임"
Load Character "Character\Imperius\a\surprised" -center
## "노파" "그러면 이분을 믿으면 극락왕생이 가능한 겁니까?" -center
## "나" "그렇습네다" -center
Unload Character -center
VFX Transition
# "그렇게 거의 2시간 동안 주 예수의 희생과 인류의 구원에 대해 설명을 하였다."
# "마침 정말 다행히도 수업때 신학 대전의 내용을 옮겨적은 종이들 또한 가방안에 있었다."
Load Character "Character\Imperius\a\crying" -center
## "노파" "오오 역시 구세주...흑흑, 믿쑵니다" -center
# "굉장히 개략적으로만 설명했는데 바로 신앙이 생겨버렸다..."
## "나" "할매, 일단 오늘은 여기까지 알아보고 계속 알려줄태니"
## "나" "오늘만 배우고 그만두지 말고 내일도 배우고 모래도 배우는게 좋지 않겠나?"
# "노파는 얼굴을 끄덕거린다."
# "아 그러고보니 세례도 해줘야 하나."
## "나" "혹시 물 없소?"
## "나" "우리 주님을 제대로 따르기 위해선 세례라는 의식을 치루어야 하오."
## "나" "그리고 세례명이란 새로운 이름이 필요하니, 무엇이 적당하겠소?"
Load Character "Character\Imperius\a\normal" -center
## "노파" "으음......항상 전 힘이 부족해 인생을 떠돌아 다니며 혼란스럽게 지낸것 같소이다." -center
## "노파" "무언가 강력한 힘과 질서, 용기를 상징할 만한 이름이 없을까요?" -center
## "나" "흐으음...황제의 힘과 질서를 뜻하는 단어로 임페리움이란 단어가 있소이다."
## "노파" "그것이 좋은 것 같슴메 쟝 동지, 그걸 이름 용을 바꾸려면 어떻게 해야 하오?" -center
## "나" "보통은 -우스를 붙히는데 --"
## "노파" "임페...리우스, 오오! 그것으로 하겠소!" -center
# "남성형이긴 하나 신앙심이 너무 강해보여 말리지 않았다."
Load Character "Character\Imperius\a\prayer" -center
# "그렇게 할머니 머리 위에 물을 부으며, 나는 성부와 성자와 성령의 이름으로 세례의식을 거행했다."
## "나" "아멘"
## "노파" "아멘"
## "나" "이제부터 할머니 이름은 임페리우스요."
## "노파" "오오...아… 알겠소" -center
# "이렇게 어쩌다보니 이교도 한명을 개종하게 되었다 (오이오이 위험하다고?)"
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using Microsoft.Analytics.Interfaces;
using Microsoft.Analytics.Types.Sql;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace Assets.ISEKAI_Model.Scripts
{
class Blesphemy_2
{
}
}Load Background "Background\Town"
# "개종을 한 이후 나는 임페리우스에게 매주 일요일마다 성경을 함께 읽으며 기도를 하게 되었다."
## "나" "오늘 알려줄 부분은...."
## "나" "Et quidam descendentes de Judæa docebant fratres..."
## "나" "이부분 이군..."
# "그런데 오늘은 노파 집에 가다가 신기한 광경을 보게 되었다."
Load Background "Background\GrannyHouse"
Load Character "Character\Imperius\b\invertedscared" -left
Load Character "Character\Crowd\angry" -right
## "마을 사람들" "이런 사람을 홀리는 나쁜 년!" -right
## "마을 사람들" "무당을 죽여라! 혼쭐 내주자!" -right
# "노파는 거꾸로 묶여있었고 다른 마을 사람들이 횃불을 들고있었다."
## "나" "이 무슨--!"
## "마을 사람들" "오오 장 동지!" -right
## "마을 사람들" "그래 동지 잘 왔소" -right
## "마을 사람들" "동지, 긍께 이 노인네가 무당이라는 사실을 알고있었소?" -right
# "...?"
# "그 후 전해들은 설명은 이 노파가 젊을 때 잡신과 귀신을 섬기며, 밤에 하늘을 날아다니면서 남을 저주하고 병에 걸리게 했던 무당이라는 것이었다."
## "마을 사람들" "그러니까 동지도 조심하오" -right
# "허, 잠깐 뭔가 이상하다."
# "설마 이 녀석들, 마법을 믿는건가?"
# "분명 교황께서는 마법은 존재하지 않는다 선언했을텐데...."
## "나" "잠시만 동무들"
## "나" "혹시 마법을 믿는것이오?"
## "마을 사람들" "동지가 이 나쁜 년이 주술 부리는 것을 안보아서 그렇소!" -right
## "마을 사람들" "주술의 힘은 우리들이 겪어 보아서 아오!" -right
## "마을 사람들" "악령들을 부르는 저주가 아니라면 이 가뭄들이 어떻게 설명되오?!" -right
## "나" "허허....."
## "나" "아니 마을 동지 여러분, 진실을 바라보십쇼!"
## "나" "마을의 농사가 망한것은 주술 때문이 아니라, 당의 농사법이 잘못됬기 때문입니다!"
Load Character "Character\Crowd\sugunsugun" -right
# "동네사람들은 약간 벙찐 모습이었다."
## "나" "교황 XXX 성하께서는 분명 교회법을 통해 마법은 미신에 불과하다 선포하셨소이다."
## "나" "동무들… 혹시 이단이었소?"
## "나" "그래도 못믿겠다면, 내가 악마와 상종하는 자와 참된 신앙인을 구별하는 법을 아오."
## "나" "잠시 저 노파를 내려보시오."
# "마을 사람들은 나의 말에 혼란을 겪었는지 잠시 머뭇거리다 무당을 풀어주었다."
Unload Character -left
Load Character "Character\Imperius\b\scared" -left
# "임페리우스가 다시 내려오자, 나는 그녀를 바라보며 물어보기 시작했다."
## "나" "마을 동무들, 잘 보시오, 내가 말하는 질문에 대답을 올바르게 할수 있다면 이 노파는 무고하오."
## "나" "Credo in unum Deum, Patrem omnipoténtem..."
## "임페리우스" "Factorem cæli et terræ, visibílium ómnium et invisibilium."
## "임페리우스" "Et in unum Dóminum Iesum Christum, Filium Dei unigénitum et ex Patre natum ante ómnia sǽcula...."
# "그렇게 임페리우스는 니케아 신경을 끝까지 읽어 내려갔다."
# "라틴어로 신앙의 고백을 읽자 마을 사람들을 뜻은 모르지만 무언가에 홀린 듯이 듣기 시작했다."
## "임페리우스" "Et exspécto resurrectiónem mortuórum, et vitam ventúri sæculi."
## "임페리우스" "Amen"
## "나" "아멘!"
# "그러고 나서 나는 마을 사람들을 타일르기 시작했다."
## "나" "이렇게 독실한 신자를 마녀로 몰다니..."
## "나" "동무들은 영혼이 지옥이란 아오지중 아오지 불에 떨어질 위기에 처해있다!"
# "그렇게 나는 지옥의 꺼지지 않는 불과 영원한 심판에 대해 서술하기 시작했다."
# "듣다 참다못한 마을 사람들은 덜덜 떨기 시작했다."
Load Character "Character\Crowd\scared" -right
## "마을 사람들" "아, 안돼! 그런 아오지가 있다니...그럴 순 없소!" -right
## "나" "어서 동무들 모두 죄를 뇌우치세요!"
## "마을 사람들" "하지만 어떻게 해야지 죄를 씻을수가 있소!"
## "나" "오이오이, 지금 까지 설명 했는데, 설마 그것도 모르는 것들인가!"
## "나" "주님의 말씀과 전통을 담은, 보편교회의 일부로 들어와야 한다!"
## "나" "어서 당의 미신을 버리고, 이성적이고 논리적인 보편교회의 가르침을 따르라!"
# "아 맞다, 그러고 보니 가방 속에 신학대전 노트들을 지금도 들고 있었다."
## "나" "이것은『신학대전』이란 것이다. 내가 있던 곳에선 다들 읽던 것이지."
# "내용을 읊어주자 임페리우스 처럼 다들 진리에 설득당해 무릎을 꿇고 자신들의 죄를 뇌우치며 울기 시작했다."
Load Character "Character\Crowd\crying" -right
## "마을 사람들" "어엉...흑, 믿씀메...." -right
## "나" "자 따라해보시오, ‘예수 천국, 불신 아오지'!"
## "마을 사람들" "예수 천국, 불신 아오지!"
# "이 사건으로 임페리우스집 앞에 모였던 전원이 개종되었고, 그 이후 마을 전체에 이 아오지중 아오지와 보편교회의 소식을 퍼져나갔다."
# "그렇게 몇달만에 나는 마을의 대다수를 보편교회로 개종시키고 세례를 진행하게 되었다."
# "오이오이, 위험하다고?"
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using Microsoft.Analytics.Interfaces;
using Microsoft.Analytics.Types.Sql;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace Assets.ISEKAI_Model.Scripts
{
class DeadEnd
{
}
}Load Background "Background\Eyeslitceiling"
# "어느날 잠을 자다 소리가 들려 깼다."
# "수년 동안 프랑스의 숲들에서 야영을 하다 보니 밤에 소리가 들리면 바로 깨는 습관을 익히지 않으면 안됬기 때문이다."
Load Background "Background\Darkroom"
# "일어나서 머리를 조금 흔들어서 정신을 차라니, 무슨 소란인지 파악을 할수가 있었다."
# "집 밖에서 잔뜩 화난 사람들의 소리가 들려오고 있었다."
# "최근에 결정한 여러 선택들 때문에 화가 난 마을 사람들이 뭔가를 또 따지러 왔나보다."
# "내가 대문을 열며 집 앞으로 나오는 순간 -"
# "나" "--?!"
Load CG "CG\Angrycrowd"
# "문밖에는 성난 마을 사람들이 횃불과 쇠스랑을 들어 모여있었다."
## "마을 사람들" "양놈 미제 코쟁이 나와라!"
## "마을 사람들" "네놈의 농사법대로 하더니 결국에는 음식이 없잖아!"
## "마을 사람들" "우리이제 다 굶어죽게 생겼는데 어떻게 할것이야!"
## "마을 사람들" "수령동지와 당 칙령을 어길 때부터 알아봤어!"
## "마을 사람들" "내가 봤는데 미제 잡신들을 섬기더군!"
Unload CG
Load Background "Background\TownNight"
Load Character "Character\Heroine\a\afraid" -left
Load Character "Character\Townperson\a\angry" -center
Load Character "Character\Townperson2\a\angry" -right
## "선녀" "아니 동무들, 그래도 장 동무 때문에 그때 겨울을 살아남지 않았소?" -left
## "마을 사람들" "닥쳐라 마녀! 너도 저 미제놈이랑 한패지?" -center
## "마을 사람들" "맞아, 내가 저 년이 미제 양놈이랑 하하호호하면서 수군 거리는걸 봤어!" -right
# "당장 사람들을 진정시키지 않으면 상황이 위험해 보였다."
# "게다가 팔숀을 챙기고 나온것이 아니라 잘못하면 죽을 수도 있을것 같아 보였다."
# "또한 선녀가 나를 변호하다가 피해를 입을 지도 몰랐다."
# "어서 마을 사람들을 진정시키자."
## "나" "마을 여러분! 침착하십시오! 감정에 휘말려서 이렇게 중대한 사항을 얘기해서야 되겠소?"
Load Character "Character\Townperson\a\normal" -center
Load Character "Character\Townperson2\a\normal" -right
## "마을 사람들" "으으으음...."
# "다행이다, 말이 아직 통하는 거 같다."
## "나" "다들 많이 화나신거 같은데, 차례대로 한번 -"
VFX Load Sprite "VFX\Sprite\Blood"
VFX Sound "VFX\Sound\Rockhit"
VFX Pause -1000
VFX Transition
Load Background "Background\Blackbackground"
# "그때 누군가가 내 머리 뒤를 세게 가격했다."
# "그대로 난 기절했다.
VFX Pause -1000
VFX Transition
Load Background "Background\Eyeslitmob"
## "???" " - 에 따라, 인민의 권위로 구성된 본 인민 재판 위원회는 장-피에르 라 로셀 과 리선녀를 반동분자로 화형에 처한다!"
Load CG "CG\Stake"
# "정신을 차리자 나와 선녀는 둘다 나무 기둥에 묶여있었다."
# "마을 사람중 한명이 다가와, 나에게 침을 뱉더니 가지 더미에다 불을 붙혔다."
# "불길이 점점 솟아 오르자, 나는 다시 정신을 잃고 다시는 생각을 하지 못했다."
Load CG "CG\DeadEnd"
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Load Background "Background\Town"
Load Character "Character\Townperson\a\inhurry" -center
## "마을 사람" "장 동지~!" -center
# "그 척후병이 찾아온 이후 마을 외곽 여러 곳과 올라오는 길에 나는 무기를 가장 잘 다루던 마을 사람들을 순차을 돌게 시켰었다."
# "그 중 한명이 내가 마을의 미래에 대해 고민을 하던 더중 헐레 벌떡 하며 찾아왔다."
## "마을 사람" "헉헉....장 동지!" -center
## "마을 사람" "그...외곽! 올라오는 길에, 당에서 온 전사들이 잔뜩 몰려오고 있소이다!" -center
# "아아, 드디어 때가 된것인가."
## "나" "어서 마을의 건장한 사내들을 다 광장에 무기를 들고 집합시키게."
## "마을 사람" "넵!" -center
Unload Character -center
VFX Transition
Load CG "CG\GatheredArmy"
# "마을 사람들이 모이는 동안, 나는 내 갑옷을 입고 말에 올라타 깃발을 치켜세웠다."
# "모인 부락 주민들 눈에는 여러 감정들이 섞여 있었지만, 주로 초조함과 두려움이었다."
# "이를 잘 조절해 용기로 바꿔야지만 다가올 싸움과 이길수 있을 것이다."
## "나" "부락의 충용무쌍한 여러분!"
# "나는 온힘을 다해 소리 질렀다."
## "나" "지금 모두가 혼란스럽고 마음이 정리되지 않고 있음을 나도 잘 알고 있다!"
## "나" "하지만 그 혼란에 늪에 빠지면 안된다!"
## "나" "지금 우리들의 집, 우리들의 밭, 우리들의 삶을 빼았기 위해, 사탄과 악의 무리들이 다가오고 있노라!"
## "나" "그대들이 지금까지 피땀을 흘려가며, 살아남기 위해 노력하지 않았는가?"
## "나" "그리고 그 노력을 신이 가엾게 여겨 축복을 내려, 강성하고 주체적인 부락을 우리의 두손으로 만들어가지 않았는가?"
## "나" "우리들을 몇년 전만 해도 버렸던 자들이, 이제야 와서 다시 그 삶을 우리로부터 뺐어갈려 하고 있다!"
## "나" "그들을 용서 할수 있겠는가?"
## "모인 병사들" "아니오!"
## "나" "그렇다! 저들에게서 신의 이름 아래 정당한 우리의 것을 뺏으려 하면 그 대가가 무엇인지를 똑똑히 보여주자!"
## "모인 병사들" "와아아아아!"
Load Minigame "Ending Game"
--0 # "GOOD END(Placeholder)"
--1 # "BAD END(Placeholder)"
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# "TestTestTest"
# "TestTestTestTestTestTestTest"
\ No newline at end of file
Load Background "Background\Town"
# "어제 농사일을 하다가 잠시 쉬다가, 마을 사람 몇명들이 무뎌진 농기구를 들고 와 고쳐달라 부탁했다."
# "그 때 나는 이 마을에 녹슬거나 다른 도구, 또는 무기를 만들 만한 쇠가 전혀 없다는 사실을 깨닫게 되었다."
# "강성촌락을 건설하려면 쇳쪼가리로 농기구나 무기같은거라도 가지고 있어야 할터인데, 이 문제를 어떻게 해결해야 할지에 대해 고민했다."
# "문제는 쇠를 잘 다루는 대장장이가 없고, 내가 직접 조금 다뤄 볼수는 있지만 그렇다 하더라도 애초에 철을 캐낼 곳이 없다는 것이다."
# "선녀의 아바이라면 뭔가를 알고 있지 않을까 하여 물어보기로 하였다."
Load Background "Background\MorningRoom"
# "촌락을 가로질러서 선녀의 아버지 방에 도착했다."
Load Character "Character\Father\c\thoughtful" -center
## "나" "...이렇게 되어 쇠가 필요할거 같은데 촌락 동무들 모두 방법을 모르니...어찌할깐 방도를 모르겠소."
## "작업반장 동지" "흠...그, 기술지도원 동지네 일가가 전에 이 촌락 내려오기 전부터 쇠만 만지던 동무들로 알고있소." -center
## "작업반장 동지" "장 동무가 오기 예전에 산에 덫을 놓아서 멧돼지 잡은 적이 있었는데, 그때 쓴 쇠덧도 그 동무 솜씨라요." -center
# "오호라?"
# "생각보다 좋은 발견이다. 어쩌면 희망이 있을지도 모른다.
# "하지만 기술지도원과 처음 이 마을에 온 이후 자주 이야기를 나눈적이 없었다."
# "게다가 만날 때마다 통계원 처럼 내가 이 마을에 있는 것을 딱히 좋게 보는 것 같지는 않아보였다."
# "그래도 이번에라도 친해질까."
# "기술지도원 동지의 집으로 한번 가보자."
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Load Background "Background\Door"
# "기술지도원 동지의 집 앞에 도착해, 문을 두들겨 보자 잠시후 그가 나왔다."
Load Character "Character\Smith\c\normal" -center
## "기술지도원" "허, 이거 '마을의 구세주' 쟝 동지 아니요?" -center
## "기술지도원" "이렇게 귀한 분이 어찌 누추한 저를...." -center
# "말을 나를 칭찬하지만 어감은 나를 비꼬는 듯한 어투였다."
# "역시 갑자기 나타난 외부인으로서 나에 대한 인식이 아직 좋지 않은 모양이다."
# "괜히 친한척을 하려 하다간 더 독이 될것 같으니, 바로 본론으로 들어가자."
## "나" "나도 오랬만이오. 다름 아니게, 내가 최근에 작업반장 동지에게 동무에 대한 아무 흥미로운 얘기를 들었소."
## "기술지도원" "호, 작업반장 동지께서? 무슨 일이오?" -center
## "나" "흠, 슬슬 다시 쇠를 만질 때가 되지 않았습네까 동무?"
Load Character "Character\Smith\c\frown" -center
# "그 말을 듣자 기술지도원의 표정이 일그러진다."
# "이런, 말을 다르게 할것을 그랬나."
## "기술지도원" "그것은 옛날 얘기오. 지금은 아무런 쓸모가 없을 것이오." -center
## "기술지도원" "작업반장 동지가 나를 소개했다니 그냥 넘어가겠다만, 난 더이상 쇠를 안만지고, 만지기도 싫소." -center
## "기술지도원" "앞으로 나에게 그 얘기를 안꺼내는 것이 좋을 것이오." -center
## "나" "...하지만 동지, 마을을 생각하시오."
## "나" "지금 이미 농기구과 호미들이 다 녹슬고 낡아 떨어져 가는데, 기껏 마을의 농사를 살려 놓아봤자 어찌한다 말이오."
## "나" "게다가 멧돼지들을 다 물리친것도 아닌데다 기타 이 마을 사람들은 너무나 자기 방어 수단이 없소."
## "나" "이 모든것을 위해선 쇠가 필요하고, 쇠를 다룰줄 아는 사람이 꼭 필요 하오."
# "이 말을 듣자 기술지도원 동지는 짜증이 난다는 말투로 대답을 했다."
Load Character "Character\Smith\c\angry"
## "기술지도원" "어허! 내가 얘기를 하지 말라지 하지 않았소!" -center
## "기술지도원" "나는 쇠를 안 만질 것이오!" -center
## "기술지도원" "...게다가 쇠를 만진다 하더라도, 마을에 쇠가 없으니 무엇을 하란 말이오?" -center
# "아 그렇다."
# "기술이 있어도 물자가 없어서 쇠붙이를 새로 만들수가 없다."
## "나" "그 정도야 옆 동네에서라도 쇠를 구해오면 어찌 안 되겠소?"
## "기술지도원" "하! 동무, 그렇게 하다가는 옆 촌락에 항상 의지하게 되고 마을의 ‘주체성’을 잃게 된단 말이오." -center
# "....???"
# "뭔가 이해가 안되었지만 일단 넘어갔다."
## "기술지도원" "게다가 주변 마을들을 탐색해 찾는다 하더라도, 우리보다 상황이 좋겠소?" -center
## "기술지도원" "오히려 우리가 굶어죽지 않은 것 만으로 운 좋은 편에 속할 것이오." -center
## "기술지도원" "철광산 같은게 무슨 하늘에서 떨어지는 것도 아니고.....계속 이 얘기만 할것이면 그냥 가시오." -center
Unload Character
# "결국 별 성과 없이 다시 집으로 발길을 돌렸다."
# "정말....어디 광산 하나 진짜로 없나?"
# "...잠시만."
VFX Transition
Load Background "Background\Darkmine"
# "내가 처음 떨어졌던 곳....이세계에 도착했던 곳."
# "그곳이 어떤 종류의 광산 아니었나?"
# "정확히 어떤 종류의 광산이었고, 광물이나 철광석들이 있었는지는 기억이 잘 안났다."
# "더욱더 문제는 그 위치조차 모른다는 것이다."
# "하지만 확실한 건 이 마을 주변에 분명 누군가가 옛날에 채광하다 버린 광산 굴이 있었다."
## "나" "...그렇다면?"
# "그렇다."
# "선녀가 분명히 그 위치를 알고있을 것이다."
# "나는 선녀를 찾으러 발걸음을 돌렸다."
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Load Background "Background\fields"
# "내가 처음 이 세계에 왔었던 장소에 관련해 선녀와 얘기 하자 물어보니, 선녀가 앞산에서 만나자 대답했다."
# "그리하여 이렇게 앞산을 향해가고 있는 중이다."
Load Character "Character\Heroine\d\normal" -center
## "선녀" "장 동지! 여기라요!" -center
# "선녀가 멀리서 손을 흔들자 나는 선녀를 향해 달려갔다."
# "상황을 설명하자, 선녀는 웃으며 그 정도야 쉽다며 따라오라 했다."
VFX Transition
Load Background "Background\ruggedhill"
Load Character "Character\Heroine\d\normal" -center
# "얼마동안 걸어가다가, 선녀가 멈춰섰다."
## "선녀" "여기쯤이라우!" -center
# "선녀짱이 가르키는 곳을 보니 익숙한 동굴이 있었다."
## "선녀" "그래서 여기 안에서 쇠철을 캘수 있다는 말입네까?" -center
## "나" "그걸 확인해 봐야 하오..."
# "나는 나름 기대를 하며 광산 안으로 들어갔다.
Unload Character
VFX Transition
Load Background "Background\Darkmine"
## "나" "...!"
# "내 기대에 상응하게 입구를 들어가자마자 채광되지 않은 철광흔들이 벽에 보였다."
## "나" "오오....!!"
## "나" "선녀야, 어서 기술지도원 동무를 대려오게나."
## "선녀" "아, 알겠소!"
# "이 황홀경을 보면 분명 기술지도원도 흥분할 것이다."
VFX Transition
# "잠시후 선녀가 기술지도원을 데리고 동굴에 도착을 했다."
# "나는 말 없이 그저 그를 동굴 안쪽으로 불러 광경을 보여주었다."
Load Character "Character\Heroine\d\normal" -left
Load Character "Character\Smith\d\shocked" -right
## "기술지도원" "아....아아...." -right
## "기술지도원" "수령님 맙소사...." -right
Load Character "Character\Smith\d\crying" -right
# "풍부한 철광을 보자마자 기술지도원 동지는 눈물을 백두산 천지만큼 흘리기 시작하였다."
# "나는 그의 등을 토닥이며, 잠시 마음을 가다듬을 시간을 주었다."
# "누가봐도 이는 그에게 상당히 감동스러운 순간인것 같았다."
# "몇분후 그가 다시 나를 바라봤을때, 그의 눈빛은 감격과 존경에 가득차 있었다."
## "기술지도원" "장....장 동지." -right
## "기술지도원" "그동안 험하게 대하여 미안하오. 동지는 정말로 우리 마을을 강성촌락으로 만들려 하고 싶어한다는 것을 이제야 알수 있겠소" -right
## "기술지도원" "이 무식한 내가 어리석었소. 내 꿈을 이루게 해주다니, 쟝 동지말에는 앞으로 무조건 따르겠소!" -right
# "이제 서로 사이가 개선 된것 같으니 잘됬다."
# "사실 굉장히 철을 다루고 싶어하지만, 부족한 물자로 인해 자신이 하고 싶은 일을 못하게 된것에 대해 원한이 있을 것이라 예상한게 맞은것 같았다."
## "선녀" "그...장 동지, 이거 캘래면 어떻게 해야 하오?"
Load Character "Character\Smith\d\tearsineye" -right
## "기술지도원" "그건 내가 책임지고 하겠소. 어서 마을 사람들을 곡괭이를 들고 불러오소, 같이 철광석을 캡시다!"
Load Minigame "Snakeirongame"
# "그렇게 몇달동안 마을의 모든 인력을 동원해 캔 뒤에도, 조금 씩 인력을 줄여서 계속 지속적으로 철광석을 캐는 작업을 시작했다."
# "이 철광석을 녹여 강철을 얻는 방법 또한 보니 이 세계 주민들의 방법이 비효율적이어서, 내가 시토회 수도사들에게 배웠던 용광로 제작법을 알려 주어 효율을 향상시키기도 했다."
# "전체적으로 결과는 만족스러웠다."
# "앞으로 철이 잔뜩 필요할것 같은 때를 위해 또 마을 전원을 동원해 캘때도 있을테지만, 그건 그때 하도록 하자."
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Load Background "Background\Mine"
# "마을의 광산 철을 캐던 중, 마을 사람들이 이상한 상자를 발견했다는 소식을 듣고 찾아가 보았다."
Load Character "Character\Crowd\normal" -center
## "마을 사람들" "수군수군" -center
## "마을 사람들" "오 쟝 동지! 이것이 뭐시라요?" -center
Load CG "CG\JapaneseRifleBox"
# "이 마을과는 다른 구불구불한 문자들이 적혀있었다. "
# "이거는 나도 본 적이 없는데...."
## "나" "일단 열어봅시다."
Load Background "Background\Riflesandguns"
Unload CG
# "상자 안에는 이상한 나무에 철 원통이 나무에 달려있었다."
# "구조는 뭔가 석궁과 비슷한것을 보아 무기 처럼 보였다."
## "마을 사람들" "이건....그..." -center
## ## "마을 사람들" "당(평양)사람들만 쓸 수 있던 걸로 기억하는데...뭔가 굉장히 시끄럽고 위험한 무기이었소." -center
# "역시 무기인가."
# "하지만 정확히 도대체 이게 뭐지? 마도구인가?"
# "작업반장 동무는 뭔가를 알고 있을까라 생각해 한번 불러보았다."
Unload Character -center
Load Character "Character\Crowd\normal" -left
Load Character "Character\Father\d\normal" -right
## "나" "작업반장....혹시 이것이 뭔지 정확히 아시오?"
## "작업반장" "아....아아 이것은 오랬만에 보는 구먼." -right
## "작업반장" "이거는 소총이라는 것인데, 내가 어렸을떄 사용했던 기억이 나는기래." -right
## "작업반장" "한번 보여드리갓소." -right
Unload Character -left
Unload Character -right
VFX Transition
Load Background "Background\firing range"
VFX Sound "VFX\Sound\gunshot"
# "탕! 탕!"
# "우뢰와 같은 소리가 나면서 멀리 있던 나무들이 쓰러지기 시작하였다."
Load Character "Character\Father\d\normal" -center
## "마을 사람들" 와! 작업반장 동무는 정말 대단하다니까!
## "선녀 아바이" "무서운 물건이요. 다시 상자 안에 넣어놓읍시다." -center
# "선녀 아바이는 저 마도구를 어떻게 알고있는거지?"
# "작업이 끝난 후 아바이에게 접근하였다."
## "나" "언제나 그런 생각이 들지만… 동무는 뭔가를 알고있는 것 같소"
## "선녀짱 아바이" "허허… 그런 생각이 들 만도 하지, 원래 여기 태생이 아니었으니" -center
VFX Transition
# "전해 들은 바로는 선녀짱 아바이는 몇십년 전에 있었던 전쟁에 참여한 용사라고 한다. 물론 줄을 잘 못탔나 본지 죽을 위기에 처했는데 기적적으로 탈출하여 이 부락에서 살게 되었다고 하는 것 같다."
# "같은 나라 사람끼리 싸웠다는데, 잘 이해는 안되었고, 종교문제로 싸운 것 같은데 그렇게 많은 사람이 죽었을까? 아무리 생각해도 이 세계는 너무 미개한 것 같다."
# "그런데 저 도구를 보니 나도 쏠 수 있을 것 같은데…"
# "나" "총이라고 했나…. 저 도구 쓰는 방법좀 알려줄 수 있겠소?"
# "나" "강성촌락을 만드려면 저 도구가 있어야 할 것 같소."
## "선녀짱 아바이" "아 저거 쓰는 방법은 쉽소. 그냥 쇳덩어리를 나무 한가운데에 넣은 다음에" -center
VFX Sound "VFX\Sound\gunshot"
# "탕!"
## "선녀짱 아바이" "이것을 당기라요." -center
# "몇 번 해보니까 쉽게 익힐 수 있었다. 이 나무덩어리는 마법을 부리는 것인가? 석궁이나 랜스보다 쎈 것 같다."
# "동네 사람들한테도 가르칠 겸 몇번 쏘는 것을 보여주었다."
VFX Sound "VFX\Sound\gunshot"
VFX Sound "VFX\Sound\gunshot"
# "탕! 탕! 탕!"
## "마을 사람들" "와!"
## "마을 사람들" "오이오이, 너무 대단한 것 아니요?"
# "그 후로도 총 쏘는 것을 보여줄 때마다 무수한 박수갈채가 끌려나왔다."
## "나" "고맙소 고맙소 동무들. 이거 쓰는 방법은 천천히 가르쳐 주겠소!"
## "마을 사람들" "쟝 동무는 이 마을의 구세주요! 앞으로도 이 마을을 계속 령도해주시오!"
# "그렇게 나는 마을사람들에게 이 마법의 도구를 쓰는 방법까지 가르치게 되었고, 이 마을은 자체무장까지 할 수 있게 된 강성촌락이 되었다."
ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_4.txt.meta
0 → 100644
View file @
f8f8a00c
fileFormatVersion: 2
guid: ebf5d2a84ae42fe4b84e47e3ebf34126
TextScriptImporter:
externalObjects: {}
userData:
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ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_Repeat.txt
0 → 100644
View file @
f8f8a00c
Load Background "Background\Mine"
Load Character "Character\Smith\d\happy"
## "기술지도원" "허, 또 이번 몇 달 동안은 철광석을 캐는데 마을의 노동력을 집중하는게 좋다 판단하셨구먼 장 동지. 그럼 바로 캐보세!"
Load Minigame "Snakeirongamerepeat"
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Scripts/Mine_Repeat.txt.meta
0 → 100644
View file @
f8f8a00c
fileFormatVersion: 2
guid: 6256ea949775acf4f88bbc32ece6959c
TextScriptImporter:
externalObjects: {}
userData:
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ISEKAI/Assets/ISEKAI_VIEW/GameManager.cs
View file @
f8f8a00c
...
...
@@ -134,7 +134,7 @@ public class GameManager : MonoBehaviour
if
(
l
==
0
)
throw
new
InvalidOperationException
(
"Forced Event can't be located anywhere."
);
if
((
int
)
l
<=
5
&&
l
>
0
)
if
((
int
)
l
<=
6
&&
l
>
0
)
return
Location
.
Outskirts
;
else
return
Location
.
Town
;
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/MiningGame/GameTile.cs
View file @
f8f8a00c
...
...
@@ -13,6 +13,7 @@ public class GameTile : MonoBehaviour
{
for
(
int
i
=
0
;
i
<
3
;
i
++)
transform
.
GetChild
(
i
).
gameObject
.
SetActive
(
false
);
transform
.
GetChild
(
state
).
gameObject
.
SetActive
(
true
);
}
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/MiningGame/MiningGameManager.cs
View file @
f8f8a00c
...
...
@@ -17,8 +17,6 @@ public class MiningGameManager : MonoBehaviour
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
;
...
...
@@ -135,7 +133,7 @@ public class MiningGameManager : MonoBehaviour
while
(
isGamePlayed
)
{
_MoveCarts
();
yield
return
new
WaitForSeconds
(
movingDelay
);
yield
return
new
WaitForSeconds
(
0.66f
);
}
}
private
IEnumerator
_IronProducing
()
...
...
@@ -143,7 +141,7 @@ public class MiningGameManager : MonoBehaviour
while
(
isGamePlayed
)
{
MakeNewIron
();
yield
return
new
WaitForSeconds
(
ironProducingDelay
);
yield
return
new
WaitForSeconds
(
5f
);
}
}
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame.meta
0 → 100644
View file @
f8f8a00c
fileFormatVersion: 2
guid: 7c241a5d790bf584dbc014e69419f1cc
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Block.cs
0 → 100644
View file @
f8f8a00c
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
Block
:
MonoBehaviour
{
float
lastFall
=
0
;
// Start is called before the first frame update
void
Start
()
{
if
(!
isValidGridPos
())
{
Debug
.
Log
(
"GAME OVER"
);
Destroy
(
gameObject
);
}
}
// Update is called once per frame
void
Update
()
{
// Move Left
if
(
Input
.
GetKeyDown
(
KeyCode
.
LeftArrow
))
{
// Modify position
transform
.
position
+=
new
Vector3
(-
1
,
0
,
0
);
// See if valid
if
(
isValidGridPos
())
// It's valid. Update grid.
updateGrid
();
else
// It's not valid. revert.
transform
.
position
+=
new
Vector3
(
1
,
0
,
0
);
}
// Move Right
else
if
(
Input
.
GetKeyDown
(
KeyCode
.
RightArrow
))
{
// Modify position
transform
.
position
+=
new
Vector3
(
1
,
0
,
0
);
// See if valid
if
(
isValidGridPos
())
// It's valid. Update grid.
updateGrid
();
else
// It's not valid. revert.
transform
.
position
+=
new
Vector3
(-
1
,
0
,
0
);
}
// Rotate
else
if
(
Input
.
GetKeyDown
(
KeyCode
.
UpArrow
))
{
transform
.
Rotate
(
0
,
0
,
-
90
);
// See if valid
if
(
isValidGridPos
())
// It's valid. Update grid.
updateGrid
();
else
// It's not valid. revert.
transform
.
Rotate
(
0
,
0
,
90
);
}
// Move Downwards and Fall
else
if
(
Input
.
GetKeyDown
(
KeyCode
.
DownArrow
)
||
Time
.
time
-
lastFall
>=
1
)
{
// Modify position
transform
.
position
+=
new
Vector3
(
0
,
-
1
,
0
);
// See if valid
if
(
isValidGridPos
())
{
// It's valid. Update grid.
updateGrid
();
}
else
{
// It's not valid. revert.
transform
.
position
+=
new
Vector3
(
0
,
1
,
0
);
// Clear filled horizontal lines
Grid
.
deleteFullRows
();
// Spawn next Group
FindObjectOfType
<
TetrisGameManager
>().
makeNextBlock
();
// Disable script
enabled
=
false
;
}
lastFall
=
Time
.
time
;
}
}
bool
isValidGridPos
()
{
foreach
(
Transform
child
in
transform
)
{
Vector2
v
=
Grid
.
roundVec2
(
child
.
position
);
// Not inside Border?
if
(!
Grid
.
insideBorder
(
v
))
return
false
;
// Block in grid cell (and not part of same group)?
if
(
Grid
.
grid
[(
int
)
v
.
x
,
(
int
)
v
.
y
]
!=
null
&&
Grid
.
grid
[(
int
)
v
.
x
,
(
int
)
v
.
y
].
parent
!=
transform
)
return
false
;
}
return
true
;
}
void
updateGrid
()
{
// Remove old children from grid
for
(
int
y
=
0
;
y
<
Grid
.
h
;
++
y
)
for
(
int
x
=
0
;
x
<
Grid
.
w
;
++
x
)
if
(
Grid
.
grid
[
x
,
y
]
!=
null
)
if
(
Grid
.
grid
[
x
,
y
].
parent
==
transform
)
Grid
.
grid
[
x
,
y
]
=
null
;
// Add new children to grid
foreach
(
Transform
child
in
transform
)
{
Vector2
v
=
Grid
.
roundVec2
(
child
.
position
);
Grid
.
grid
[(
int
)
v
.
x
,
(
int
)
v
.
y
]
=
child
;
}
}
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Block.cs.meta
0 → 100644
View file @
f8f8a00c
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ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Grid.cs
0 → 100644
View file @
f8f8a00c
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
public
class
Grid
:
MonoBehaviour
{
public
static
int
w
=
10
;
public
static
int
h
=
20
;
public
static
Transform
[,]
grid
=
new
Transform
[
w
,
h
];
public
TetrisGameManager
gameManager
;
// Start is called before the first frame update
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
}
public
static
Vector2
roundVec2
(
Vector2
v
)
{
return
new
Vector2
(
Mathf
.
Round
(
v
.
x
),
Mathf
.
Round
(
v
.
y
));
}
public
static
bool
insideBorder
(
Vector2
pos
)
{
return
((
int
)
pos
.
x
>=
0
&&
(
int
)
pos
.
x
<
w
&&
(
int
)
pos
.
y
>=
0
);
}
public
static
void
deleteRow
(
int
y
)
{
for
(
int
x
=
0
;
x
<
w
;
++
x
)
{
Destroy
(
grid
[
x
,
y
].
gameObject
);
grid
[
x
,
y
]
=
null
;
TetrisGameManager
.
score
++;
GameObject
.
Find
(
"Score"
).
GetComponent
<
Text
>().
text
=
"Score: "
+
TetrisGameManager
.
score
;
}
}
public
static
void
decreaseRow
(
int
y
)
{
for
(
int
x
=
0
;
x
<
w
;
++
x
)
{
if
(
grid
[
x
,
y
]
!=
null
)
{
// Move one towards bottom
grid
[
x
,
y
-
1
]
=
grid
[
x
,
y
];
grid
[
x
,
y
]
=
null
;
// Update Block position
grid
[
x
,
y
-
1
].
position
+=
new
Vector3
(
0
,
-
1
,
0
);
}
}
}
public
static
void
decreaseRowsAbove
(
int
y
)
{
for
(
int
i
=
y
;
i
<
h
;
++
i
)
decreaseRow
(
i
);
}
public
static
bool
isRowFull
(
int
y
)
{
for
(
int
x
=
0
;
x
<
w
;
++
x
)
if
(
grid
[
x
,
y
]
==
null
)
return
false
;
return
true
;
}
public
static
void
deleteFullRows
()
{
for
(
int
y
=
0
;
y
<
h
;
++
y
)
{
if
(
isRowFull
(
y
))
{
deleteRow
(
y
);
decreaseRowsAbove
(
y
+
1
);
--
y
;
}
}
}
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/Grid.cs.meta
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f8f8a00c
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ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/TetrisGameManager.cs
0 → 100644
View file @
f8f8a00c
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
TetrisGameManager
:
MonoBehaviour
{
public
GameObject
[]
blockPrefabs
;
public
static
int
score
=
0
;
// Start is called before the first frame update
void
Start
()
{
makeNextBlock
();
}
public
void
makeNextBlock
()
{
int
i
=
Random
.
Range
(
0
,
blockPrefabs
.
Length
);
Instantiate
(
blockPrefabs
[
i
],
transform
.
position
,
Quaternion
.
identity
);
}
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/TetrisGame/TetrisGameManager.cs.meta
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ISEKAI/Assets/Prefabs/TetrisGame/BlockI.prefab
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