Commit 4098b44a authored by 18손재민's avatar 18손재민

프레스 조금 고치고 게임 오버 바꾼거 올림

parent 4031879c
......@@ -142,6 +142,7 @@ MonoBehaviour:
- {fileID: 21300000, guid: 2569afcbbcfb5c14f90525054a6707c3, type: 3}
- {fileID: 21300000, guid: 5d862de53793b134ba9ac6e49dc42a5c, type: 3}
roomsSprite2:
- {fileID: 21300000, guid: 6ec5fd6f82959204b8518829c7c9e2cc, type: 3}
- {fileID: 21300000, guid: 990a04fc86d19064abd85a9264ea1784, type: 3}
- {fileID: 21300000, guid: c7a48bb0766c8ee49b3bfb18aa2d66df, type: 3}
- {fileID: 21300000, guid: a72bd325e8d5ca24b8106b397c9f1573, type: 3}
......
......@@ -32,6 +32,7 @@ public class GameManager : MonoBehaviour {
}
if(gameState == GameState.GameOver)
{
Debug.Log("Game Over");
Time.timeScale = 0;
}
}
......
......@@ -280,20 +280,21 @@ public class MapManager : MonoBehaviour {
int doorCloseCounter = 0;
int roomDestroyCounter = 0;
int row = leftPress.row;
float collapseSpeed = 0;
collapseSpeed = (float)1 / collapseTime;
float collapseSpeed = (float)20 / collapseTime * Time.deltaTime;
leftPress.transform.localScale = new Vector3(0, 1, 1);
rightPress.transform.localScale = new Vector3(0, 1, 1);
while (leftPress.transform.localScale.x < 20)
float collapseRate = leftPress.transform.localScale.x;
while (collapseRate < 20)
{
yield return new WaitForSeconds(0.05f);
yield return null;
if (currentRoom.mapCoord.y == row)
collapseSpeed = (float)1 / (10 * collapseTime);
collapseSpeed = (float)2 / collapseTime * Time.deltaTime;
else
collapseSpeed = (float)1 / collapseTime;
collapseSpeed = (float)20 / collapseTime * Time.deltaTime;
leftPress.transform.localScale += new Vector3(collapseSpeed, 0, 0);
rightPress.transform.localScale += new Vector3(-collapseSpeed, 0, 0);
if (collapseSpeed - doorCloseCounter * 0.2f > (float)1 / 12)
collapseRate = leftPress.transform.localScale.x;
if (collapseRate - doorCloseCounter * 4 >= (float)4 / 3)
{
mapGrid[doorCloseCounter, row].CloseDoor("Up", false);
mapGrid[doorCloseCounter, row].CloseDoor("Down", false);
......@@ -303,44 +304,13 @@ public class MapManager : MonoBehaviour {
mapGrid[width - doorCloseCounter - 1, row].isRoomDestroyed = true;
doorCloseCounter++;
}
if (collapseSpeed - roomDestroyCounter * 0.2f > 0.2f)
if (collapseRate - (roomDestroyCounter + 1) * 4 >= 0)
{
if (mapGrid[roomDestroyCounter, row] == currentRoom || mapGrid[width - roomDestroyCounter - 1, row] == currentRoom)
{
GameManager.gameState = GameState.GameOver;
}
//Destroy(mapGrid[roomDestroyCounter, row].gameObject);
//Destroy(mapGrid[width - roomDestroyCounter - 1, row].gameObject);
roomDestroyCounter++;
}
}
/*while (Time.time - initialCollapseTime < collapseTime)
{
yield return new WaitForSeconds(0.01f);
collapseRate = (Time.time - initialCollapseTime) / collapseTime;
leftPress.transform.localScale = new Vector3(collapseRate * 20, 1, 1);
rightPress.transform.localScale = new Vector3(-collapseRate * 20, 1, 1);
if (collapseRate - doorCloseCounter * 0.2f > (float)1 / 12)
{
mapGrid[doorCloseCounter, row].CloseDoor("Up", false);
mapGrid[doorCloseCounter, row].CloseDoor("Down", false);
mapGrid[width - doorCloseCounter - 1, row].CloseDoor("Up", false);
mapGrid[width - doorCloseCounter - 1, row].CloseDoor("Down", false);
mapGrid[doorCloseCounter, row].isRoomDestroyed = true;
mapGrid[width - doorCloseCounter - 1, row].isRoomDestroyed = true;
doorCloseCounter++;
}
if (collapseRate - roomDestroyCounter * 0.2f > 0.2f)
{
if (mapGrid[roomDestroyCounter, row] == currentRoom || mapGrid[width - roomDestroyCounter - 1, row] == currentRoom)
{
GameManager.gameState = GameState.GameOver;
}
//Destroy(mapGrid[roomDestroyCounter, row].gameObject);
//Destroy(mapGrid[width - roomDestroyCounter - 1, row].gameObject);
roomDestroyCounter++;
}
}*/
for (int i = row + 1; i < realHeight; i++)
{
if(isRowDeleting[i])
......@@ -910,10 +880,9 @@ public class MapManager : MonoBehaviour {
if (specialRoomList5[i].leftDoorInfo[leftDoor] == true && specialRoomList5[i].rightDoorInfo[rightDoor] == true && specialRoomList5[i].concept[concept] == true)
specialRoomsDistributed[4, concept, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList5[i]);*/
}
roomsSpritesDistributed[0].Add(roomsSprite1[0]);
for (RoomSpriteType spriteType = 0; (int)spriteType < 10; spriteType++)
for (RoomSpriteType spriteType = 0; (int)spriteType < 11; spriteType++)
{
roomsSpritesDistributed[0].Add(roomsSprite1[(int)spriteType + 1]);
roomsSpritesDistributed[0].Add(roomsSprite1[(int)spriteType]);
roomsSpritesDistributed[1].Add(roomsSprite2[(int)spriteType]);
/*roomsSpritesDistributed[2].Add(roomsSprite3[(int)spriteType]);
roomsSpritesDistributed[3].Add(roomsSprite4[(int)spriteType]);
......@@ -944,7 +913,5 @@ public class MapManager : MonoBehaviour {
}
}
}
else
Debug.Log("Game Over");
}
}
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