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tetra-tower
Commits
457b45a7
Commit
457b45a7
authored
Jan 15, 2019
by
18손재민
Browse files
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카메라 조작감 개선 WIP
parent
3711a2a4
Changes
8
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Showing
8 changed files
with
69 additions
and
108 deletions
+69
-108
CameraController.cs
Assets/Scripts/CameraController.cs
+42
-55
Player.cs
Assets/Scripts/Characters/Player.cs
+0
-4
GameManager.cs
Assets/Scripts/GameManager.cs
+11
-3
Addons.meta
Assets/Scripts/Item/Addons.meta
+0
-8
Pickups.meta
Assets/Scripts/Pickups.meta
+0
-8
Door.cs
Assets/Scripts/TetrisMap/Door.cs
+2
-3
MapManager.cs
Assets/Scripts/TetrisMap/MapManager.cs
+14
-26
Room.cs
Assets/Scripts/TetrisMap/Room.cs
+0
-1
No files found.
Assets/Scripts/CameraController.cs
View file @
457b45a7
...
@@ -10,24 +10,27 @@ public class CameraController : MonoBehaviour {
...
@@ -10,24 +10,27 @@ public class CameraController : MonoBehaviour {
/// Coroutine controls scene changing.
/// Coroutine controls scene changing.
/// </summary>
/// </summary>
public
static
Coroutine
sceneChanger
;
public
static
Coroutine
sceneChanger
;
/// <summary>
/// Check if scene is changing now.
/// </summary>
public
static
bool
isSceneChanging
=
false
;
public
static
bool
isSceneChanging
=
false
;
/// <summary>
/// Coroutine controls room fade in when camera zoom in.
/// </summary>
Coroutine
fadeIn
;
Coroutine
fadeIn
;
/// <summary>
/// Coroutine controls room fade out when camera zoom out.
/// </summary>
Coroutine
fadeOut
;
Coroutine
fadeOut
;
/*
* If camera is in Tetris view, ideal position is (108, 240, -1)
* size 300
* */
readonly
float
camX
=
9.5f
;
readonly
float
camX
=
9.5f
;
readonly
float
camY
=
4f
;
readonly
float
camY
=
4f
;
public
Vector3
tetrisCameraCoord
=
new
Vector3
(
108
,
240
,
-
1
);
public
Vector3
tetrisCameraCoord
=
new
Vector3
(
108
,
240
,
-
1
);
public
Vector3
originPos
;
public
const
float
tetrisCameraSize
=
300f
;
public
const
float
tetrisCameraSize
=
300f
;
public
const
float
inGameCameraSize
=
4.5f
;
public
const
float
inGameCameraSize
=
4.5f
;
GameManager
.
GameState
lastGameState
;
Vector3
destination
;
private
void
Awake
()
private
void
Awake
()
{
{
mapManager
=
GameObject
.
Find
(
"MapManager"
).
GetComponent
<
MapManager
>();
mapManager
=
GameObject
.
Find
(
"MapManager"
).
GetComponent
<
MapManager
>();
...
@@ -36,48 +39,56 @@ public class CameraController : MonoBehaviour {
...
@@ -36,48 +39,56 @@ public class CameraController : MonoBehaviour {
// Use this for initialization
// Use this for initialization
void
Start
()
void
Start
()
{
{
lastGameState
=
GameManager
.
GameState
.
Ingame
;
destination
=
transform
.
position
;
}
}
// Update is called once per frame
// Update is called once per frame
void
Update
()
void
Update
()
{
{
ChangeState
();
GotoDestination
();
GotoDestination
();
if
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Ingame
)
if
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Ingame
)
originPos
=
player
.
transform
.
position
+
new
Vector3
(
0
,
0
,
-
1
);
else
if
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Tetris
)
originPos
=
tetrisCameraCoord
;
}
public
IEnumerator
CameraShake
(
float
_amount
)
{
float
amount
=
_amount
;
while
(
amount
>
0
)
{
{
MapManager
.
originPos
=
transform
.
position
;
transform
.
position
=
new
Vector3
(
0.2f
*
Random
.
insideUnitCircle
.
x
*
amount
*
GetComponent
<
Camera
>().
orthographicSize
+
originPos
.
x
,
Random
.
insideUnitCircle
.
y
*
amount
*
GetComponent
<
Camera
>().
orthographicSize
+
originPos
.
y
,
originPos
.
z
);
amount
-=
_amount
/
40
;
yield
return
null
;
}
}
transform
.
localPosition
=
originPos
;
}
}
IEnumerator
ChangeScene
(
Vector3
cameraDestination
,
float
sizeDestination
,
GameManager
.
GameState
_gameState
)
public
IEnumerator
ChangeScene
(
GameManager
.
GameState
_gameState
)
{
{
GameObject
grid
=
GameObject
.
Find
(
"Grid"
);
GameObject
grid
=
GameObject
.
Find
(
"Grid"
);
float
sizeDestination
=
0
;
isSceneChanging
=
true
;
isSceneChanging
=
true
;
if
(
fadeIn
!=
null
)
if
(
_gameState
==
GameManager
.
GameState
.
Ingame
)
StopCoroutine
(
fadeIn
);
if
(
fadeOut
!=
null
)
StopCoroutine
(
fadeOut
);
if
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Ingame
)
{
{
fadeIn
=
StartCoroutine
(
mapManager
.
RoomFadeIn
(
MapManager
.
currentRoom
));
StartCoroutine
(
mapManager
.
RoomFadeIn
(
MapManager
.
currentRoom
));
grid
.
transform
.
position
=
new
Vector3
(
0
,
0
,
0
);
grid
.
transform
.
position
=
new
Vector3
(
0
,
0
,
0
);
sizeDestination
=
inGameCameraSize
;
}
}
else
if
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Tetris
)
else
if
(
_
gameState
==
GameManager
.
GameState
.
Tetris
)
{
{
fadeOut
=
StartCoroutine
(
mapManager
.
RoomFadeOut
(
MapManager
.
currentRoom
));
StartCoroutine
(
mapManager
.
RoomFadeOut
(
MapManager
.
currentRoom
));
grid
.
transform
.
position
=
new
Vector3
(
0
,
0
,
2
);
grid
.
transform
.
position
=
new
Vector3
(
0
,
0
,
2
);
sizeDestination
=
tetrisCameraSize
;
}
}
while
((
_gameState
==
GameManager
.
GameState
.
Tetris
&&
GetComponent
<
Camera
>().
orthographicSize
<
sizeDestination
-
1
)
||
(
_gameState
==
GameManager
.
GameState
.
Ingame
&&
GetComponent
<
Camera
>().
orthographicSize
>
sizeDestination
+
0.0001
))
while
((
_gameState
==
GameManager
.
GameState
.
Tetris
&&
GetComponent
<
Camera
>().
orthographicSize
<
sizeDestination
-
5
)
||
(
_gameState
==
GameManager
.
GameState
.
Ingame
&&
GetComponent
<
Camera
>().
orthographicSize
>
sizeDestination
+
0.05
))
{
{
yield
return
n
ew
WaitForSeconds
(
0.01f
)
;
yield
return
n
ull
;
Vector2
coord
=
Vector2
.
Lerp
(
transform
.
position
,
cameraDestination
,
Mathf
.
Sqrt
(
Time
.
deltaTime
));
Vector2
coord
=
Vector2
.
Lerp
(
transform
.
position
,
originPos
,
Mathf
.
Sqrt
(
Time
.
deltaTime
));
transform
.
position
=
new
Vector3
(
coord
.
x
,
coord
.
y
,
-
1
);
transform
.
position
=
new
Vector3
(
coord
.
x
,
coord
.
y
,
-
1
);
GetComponent
<
Camera
>().
orthographicSize
=
Mathf
.
Lerp
(
GetComponent
<
Camera
>().
orthographicSize
,
sizeDestination
,
Mathf
.
Sqrt
(
Time
.
deltaTime
));
GetComponent
<
Camera
>().
orthographicSize
=
Mathf
.
Lerp
(
GetComponent
<
Camera
>().
orthographicSize
,
sizeDestination
,
Mathf
.
Sqrt
(
Time
.
deltaTime
));
MapManager
.
originPos
=
transform
.
position
;
}
}
transform
.
position
=
cameraDestination
;
transform
.
position
=
originPos
;
GetComponent
<
Camera
>().
orthographicSize
=
sizeDestination
;
GetComponent
<
Camera
>().
orthographicSize
=
sizeDestination
;
isSceneChanging
=
false
;
isSceneChanging
=
false
;
}
}
...
@@ -138,10 +149,10 @@ public class CameraController : MonoBehaviour {
...
@@ -138,10 +149,10 @@ public class CameraController : MonoBehaviour {
transform
.
position
=
Vector3
.
Lerp
(
transform
.
position
,
new
Vector3
(
posx
,
posy
,
-
1
),
2f
*
Time
.
deltaTime
);
transform
.
position
=
Vector3
.
Lerp
(
transform
.
position
,
new
Vector3
(
posx
,
posy
,
-
1
),
2f
*
Time
.
deltaTime
);
transform
.
position
=
new
Vector3
(
transform
.
position
.
x
,
transform
.
position
.
y
,
-
1
);
//카메라를 원래 z축으로 이동
transform
.
position
=
new
Vector3
(
transform
.
position
.
x
,
transform
.
position
.
y
,
-
1
);
//카메라를 원래 z축으로 이동
}
}
/*
else if(MapManager.isRoomFalling == true)
else
if
(
MapManager
.
isRoomFalling
==
true
)
{
{
transform
.
position
=
player
.
transform
.
position
+
new
Vector3
(
0
,
0.2f
,
-
1
);
transform
.
position
=
player
.
transform
.
position
+
new
Vector3
(
0
,
0.2f
,
-
1
);
}
*/
}
}
}
// Camera.main.transform.position = new Vector3(posx, posy, -10);
// Camera.main.transform.position = new Vector3(posx, posy, -10);
}
}
...
@@ -189,28 +200,4 @@ public class CameraController : MonoBehaviour {
...
@@ -189,28 +200,4 @@ public class CameraController : MonoBehaviour {
return
-
1
;
return
-
1
;
}
}
public
void
ChangeState
()
{
if
(
Input
.
GetKeyDown
(
KeyCode
.
Tab
))
{
Vector3
cameraDestination
=
new
Vector3
(
0
,
0
,
0
);
float
sizeDestination
=
0f
;
if
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Ingame
)
{
cameraDestination
=
tetrisCameraCoord
;
sizeDestination
=
tetrisCameraSize
;
GameManager
.
gameState
=
GameManager
.
GameState
.
Tetris
;
}
else
if
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Tetris
)
{
cameraDestination
=
player
.
transform
.
position
;
sizeDestination
=
inGameCameraSize
;
GameManager
.
gameState
=
GameManager
.
GameState
.
Ingame
;
}
if
(
sceneChanger
!=
null
)
StopCoroutine
(
sceneChanger
);
sceneChanger
=
StartCoroutine
(
ChangeScene
(
cameraDestination
,
sizeDestination
,
GameManager
.
gameState
));
}
}
}
}
\ No newline at end of file
Assets/Scripts/Characters/Player.cs
View file @
457b45a7
...
@@ -26,22 +26,18 @@ public class Player : MonoBehaviour {
...
@@ -26,22 +26,18 @@ public class Player : MonoBehaviour {
if
(
tx
<
ttx
)
if
(
tx
<
ttx
)
{
{
MapManager
.
currentRoom
.
CloseDoor
(
"Left"
,
true
);
MapManager
.
currentRoom
.
CloseDoor
(
"Left"
,
true
);
MapManager
.
currentRoom
.
inGameDoorLeft
.
GetComponent
<
Door
>().
close
=
true
;
}
}
else
if
(
tx
>
ttx
)
else
if
(
tx
>
ttx
)
{
{
MapManager
.
currentRoom
.
CloseDoor
(
"Right"
,
true
);
MapManager
.
currentRoom
.
CloseDoor
(
"Right"
,
true
);
MapManager
.
currentRoom
.
inGameDoorRight
.
GetComponent
<
Door
>().
close
=
true
;
}
}
else
if
(
ty
<
tty
)
else
if
(
ty
<
tty
)
{
{
MapManager
.
currentRoom
.
CloseDoor
(
"Down"
,
true
);
MapManager
.
currentRoom
.
CloseDoor
(
"Down"
,
true
);
MapManager
.
currentRoom
.
inGameDoorDown
.
GetComponent
<
Door
>().
close
=
true
;
}
}
else
if
(
ty
>
tty
)
else
if
(
ty
>
tty
)
{
{
MapManager
.
currentRoom
.
CloseDoor
(
"Up"
,
true
);
MapManager
.
currentRoom
.
CloseDoor
(
"Up"
,
true
);
MapManager
.
currentRoom
.
inGameDoorUp
.
GetComponent
<
Door
>().
close
=
true
;
}
}
}
}
ttx
=
tx
;
ttx
=
tx
;
...
...
Assets/Scripts/GameManager.cs
View file @
457b45a7
...
@@ -24,7 +24,15 @@ public class GameManager : MonoBehaviour {
...
@@ -24,7 +24,15 @@ public class GameManager : MonoBehaviour {
}
}
// Update is called once per frame
// Update is called once per frame
void
Update
()
{
void
Update
()
{
if
(
Input
.
GetKeyDown
(
KeyCode
.
Tab
)
&&
CameraController
.
isSceneChanging
!=
true
)
{
if
(
gameState
==
GameState
.
Ingame
)
gameState
=
GameState
.
Tetris
;
else
if
(
gameState
==
GameState
.
Tetris
)
gameState
=
GameState
.
Ingame
;
StartCoroutine
(
FindObjectOfType
<
Camera
>().
GetComponent
<
CameraController
>().
ChangeScene
(
gameState
));
}
}
}
}
}
Assets/Scripts/Item/Addons.meta
deleted
100644 → 0
View file @
3711a2a4
fileFormatVersion: 2
guid: 3eeb43e73bfaf1f48901afcdbe4f6d11
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Pickups.meta
deleted
100644 → 0
View file @
3711a2a4
fileFormatVersion: 2
guid: af419b0d4a8e8ed4b8066e753699f2bf
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/TetrisMap/Door.cs
View file @
457b45a7
...
@@ -4,7 +4,6 @@ using UnityEngine;
...
@@ -4,7 +4,6 @@ using UnityEngine;
public
class
Door
:
MonoBehaviour
{
public
class
Door
:
MonoBehaviour
{
public
bool
close
=
false
;
public
int
position
;
public
int
position
;
public
int
enteredPosition
;
public
int
enteredPosition
;
public
Animator
animatorThisRoom
;
public
Animator
animatorThisRoom
;
...
@@ -12,7 +11,7 @@ public class Door : MonoBehaviour {
...
@@ -12,7 +11,7 @@ public class Door : MonoBehaviour {
private
void
OnTriggerExit2D
(
Collider2D
collision
)
private
void
OnTriggerExit2D
(
Collider2D
collision
)
{
{
if
(
enteredPosition
==
position
&&
collision
.
tag
.
Equals
(
"Player"
)
&&
close
==
true
)
if
(
enteredPosition
==
position
&&
collision
.
tag
.
Equals
(
"Player"
))
{
{
switch
(
position
)
switch
(
position
)
{
{
...
@@ -45,7 +44,7 @@ public class Door : MonoBehaviour {
...
@@ -45,7 +44,7 @@ public class Door : MonoBehaviour {
animatorThisRoom
.
SetBool
(
"doorClose"
,
true
);
animatorThisRoom
.
SetBool
(
"doorClose"
,
true
);
animatorNextRoom
.
SetBool
(
"doorClose"
,
true
);
animatorNextRoom
.
SetBool
(
"doorClose"
,
true
);
}
}
close
=
false
;
}
}
}
}
}
}
Assets/Scripts/TetrisMap/MapManager.cs
View file @
457b45a7
...
@@ -136,11 +136,6 @@ public class MapManager : MonoBehaviour {
...
@@ -136,11 +136,6 @@ public class MapManager : MonoBehaviour {
/// Right door in ingame.
/// Right door in ingame.
/// </summary>
/// </summary>
public
GameObject
inGameDoorRight
;
public
GameObject
inGameDoorRight
;
/// <summary>
/// <summary>
/// Array for the normal Room candidates.
/// Array for the normal Room candidates.
/// </summary>
/// </summary>
...
@@ -155,19 +150,13 @@ public class MapManager : MonoBehaviour {
...
@@ -155,19 +150,13 @@ public class MapManager : MonoBehaviour {
List
<
RoomInGame
>[,]
normalRoomsDistributed
=
new
List
<
RoomInGame
>[
3
,
3
];
List
<
RoomInGame
>[,]
normalRoomsDistributed
=
new
List
<
RoomInGame
>[
3
,
3
];
/// <summary>
/// <summary>
/// Room player exists.
/// Room player exists.
/// Not related to player's real position, it also consider if player enter the room ordinarily.
/// </summary>
/// </summary>
public
static
Room
currentRoom
;
public
static
Room
currentRoom
;
/// <summary>
/// Temporary room player exists according to only position.
/// </summary>
public
static
Room
tempRoom
;
public
static
Room
tempRoom
;
/// <summary>
/// <summary>
/// Queue that saves rooms waiting for upgrade tetrimino.
/// Queue that saves rooms waiting for upgrade tetrimino.
/// </summary>
/// </summary>
...
@@ -405,7 +394,7 @@ public class MapManager : MonoBehaviour {
...
@@ -405,7 +394,7 @@ public class MapManager : MonoBehaviour {
if
(
shakeCamera
)
if
(
shakeCamera
)
{
{
Camera
camera
=
FindObjectOfType
<
Camera
>();
Camera
camera
=
FindObjectOfType
<
Camera
>();
StartCoroutine
(
CameraShake
(
5
*
(
top
-
bottom
+
1
)
/
CameraController
.
tetrisCameraSize
,
camera
.
transform
.
position
,
camera
));
StartCoroutine
(
camera
.
GetComponent
<
CameraController
>().
CameraShake
(
5
*
(
top
-
bottom
+
1
)
/
CameraController
.
tetrisCameraSize
));
}
}
for
(
int
i
=
0
;
i
<
height
;
i
++)
for
(
int
i
=
0
;
i
<
height
;
i
++)
{
{
...
@@ -600,7 +589,7 @@ public class MapManager : MonoBehaviour {
...
@@ -600,7 +589,7 @@ public class MapManager : MonoBehaviour {
te
.
transform
.
position
+=
new
Vector3
(
0
,
-
fallSpeed
,
0
);
te
.
transform
.
position
+=
new
Vector3
(
0
,
-
fallSpeed
,
0
);
}
}
Camera
camera
=
FindObjectOfType
<
Camera
>();
Camera
camera
=
FindObjectOfType
<
Camera
>();
StartCoroutine
(
CameraShake
(
20
/
CameraController
.
tetrisCameraSize
,
camera
.
transform
.
position
,
camera
));
StartCoroutine
(
camera
.
GetComponent
<
CameraController
>().
CameraShake
(
20
/
CameraController
.
tetrisCameraSize
));
EndTetrimino
(
te
);
EndTetrimino
(
te
);
}
}
/// <summary>
/// <summary>
...
@@ -739,7 +728,7 @@ public class MapManager : MonoBehaviour {
...
@@ -739,7 +728,7 @@ public class MapManager : MonoBehaviour {
yield
return
new
WaitForSeconds
(
1f
);
yield
return
new
WaitForSeconds
(
1f
);
tetriminoSpawner
.
MakeTetrimino
();
tetriminoSpawner
.
MakeTetrimino
();
}
}
/// <summary>
/
*/
// <summary>
/// Shake the camera when tetrimino has fallen.
/// Shake the camera when tetrimino has fallen.
/// </summary>
/// </summary>
/// <param name="_amount">Amount you want to shake the camera.</param>
/// <param name="_amount">Amount you want to shake the camera.</param>
...
@@ -759,7 +748,7 @@ public class MapManager : MonoBehaviour {
...
@@ -759,7 +748,7 @@ public class MapManager : MonoBehaviour {
yield return null;
yield return null;
}
}
camera.transform.localPosition = originPos;
camera.transform.localPosition = originPos;
}
}
*/
/// <summary>
/// <summary>
/// Make room fade in.
/// Make room fade in.
/// </summary>
/// </summary>
...
@@ -768,15 +757,14 @@ public class MapManager : MonoBehaviour {
...
@@ -768,15 +757,14 @@ public class MapManager : MonoBehaviour {
public
IEnumerator
RoomFadeIn
(
Room
room
)
public
IEnumerator
RoomFadeIn
(
Room
room
)
{
{
float
alpha
=
1
;
float
alpha
=
1
;
yield
return
new
WaitForSeconds
(
0.1f
);
for
(
int
i
=
0
;
i
<
20
;
i
++)
while
(
alpha
>
0.0001
)
{
{
alpha
=
Mathf
.
Lerp
(
alpha
,
0
,
Mathf
.
Sqrt
(
Time
.
deltaTime
)
);
yield
return
new
WaitForSeconds
(
0.01f
);
room
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
leftTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
leftTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
rightTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
rightTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
fog
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
fog
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
yield
return
null
;
alpha
-=
0.05f
;
}
}
room
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
0
);
room
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
0
);
room
.
leftTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
0
);
room
.
leftTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
0
);
...
@@ -791,14 +779,14 @@ public class MapManager : MonoBehaviour {
...
@@ -791,14 +779,14 @@ public class MapManager : MonoBehaviour {
public
IEnumerator
RoomFadeOut
(
Room
room
)
public
IEnumerator
RoomFadeOut
(
Room
room
)
{
{
float
alpha
=
0
;
float
alpha
=
0
;
while
(
alpha
<
0.99909
)
for
(
int
i
=
0
;
i
<
20
;
i
++
)
{
{
alpha
=
Mathf
.
Lerp
(
alpha
,
1
,
Mathf
.
Sqrt
(
Time
.
deltaTime
)
);
yield
return
new
WaitForSeconds
(
0.01f
);
room
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
leftTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
leftTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
rightTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
rightTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
fog
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
room
.
fog
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
alpha
);
yield
return
null
;
alpha
+=
0.05f
;
}
}
room
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
1
);
room
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
1
);
room
.
leftTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
1
);
room
.
leftTetrisDoor
.
GetComponent
<
SpriteRenderer
>().
color
=
new
Color
(
1
,
1
,
1
,
1
);
...
...
Assets/Scripts/TetrisMap/Room.cs
View file @
457b45a7
...
@@ -249,7 +249,6 @@ public class Room : MonoBehaviour
...
@@ -249,7 +249,6 @@ public class Room : MonoBehaviour
}
}
door
.
GetComponent
<
Door
>().
animatorThisRoom
=
animatorThisRoom
;
door
.
GetComponent
<
Door
>().
animatorThisRoom
=
animatorThisRoom
;
door
.
GetComponent
<
Door
>().
animatorNextRoom
=
animatorNextRoom
;
door
.
GetComponent
<
Door
>().
animatorNextRoom
=
animatorNextRoom
;
door
.
GetComponent
<
Door
>().
close
=
true
;
}
}
}
}
else
else
...
...
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