Commit 4864e6a7 authored by 18손재민's avatar 18손재민

Merge branch 'tetris' into LifeStone

parents 80dcda1e 5c170031
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This source diff could not be displayed because it is too large. You can view the blob instead.
This source diff could not be displayed because it is too large. You can view the blob instead.
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userData:
assetBundleName:
assetBundleVariant:
......@@ -253,20 +253,34 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: f289cad4933d4bf42ae5c82c57bd88e4, type: 3}
m_Name:
m_EditorClassIdentifier:
maxSpeed: 400
speed: 600
speedAir: 5
jumpSpeed: 400
ropeSpeed: 200
doubleJumpSpeed: 400
maxSpeed: 5
maxDashSpeed: 10
accerlation: 600
jumpSpeed: 10
ropeSpeed: 3
doubleJumpSpeed: 10
dashAccerlation: 1000
isDashing: 0
platformArray: []
horizontal: 0
horizontalRaw: 0
dashStart: 0
groundLayer:
serializedVersion: 2
m_Bits: 256
ropeLayer:
serializedVersion: 2
m_Bits: 512
platformLayer:
serializedVersion: 2
m_Bits: 2048
outerwallLayer:
serializedVersion: 2
m_Bits: 4096
ropeDistance: 0.3
rayDistance: 1
ropeUp: 0.6
ropeDown: 0.7
--- !u!212 &489222436
SpriteRenderer:
m_ObjectHideFlags: 0
......@@ -364,6 +378,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
LCUI: {fileID: 0}
ttx: 0
tty: 0
--- !u!1001 &695959412
Prefab:
m_ObjectHideFlags: 0
......
......@@ -3,23 +3,35 @@ using System.Collections.Generic;
using UnityEngine;
public class CameraController : MonoBehaviour {
public MapManager mapManager;
public LayerMask roomLayer;
public GameObject player;
/// <summary>
/// Coroutine controls scene changing.
/// </summary>
public static Coroutine sceneChanger;
public static bool isSceneChanging = false;
Coroutine fadeIn;
Coroutine fadeOut;
/*
* If camera is in Tetris view, ideal position is (108, 240, -1)
* size 300
* */
readonly float camX = 9.5f;
readonly float camY = 4f;
private Vector3 tetrisCameraCoord = new Vector3(108, 240, -1);
private float tetrisCameraSize = 300f;
private float inGameCameraSize = 4.5f;
public Vector3 tetrisCameraCoord = new Vector3(108, 240, -1);
public const float tetrisCameraSize = 300f;
public const float inGameCameraSize = 4.5f;
GameManager.GameState lastGameState;
Vector3 destination;
private void Awake()
{
mapManager = GameObject.Find("MapManager").GetComponent<MapManager>();
}
// Use this for initialization
void Start()
......@@ -31,30 +43,43 @@ public class CameraController : MonoBehaviour {
// Update is called once per frame
void Update()
{
/*if (lastGameState != GameManager.gameState)
{
StartCoroutine("ChangeScene");
lastGameState = GameManager.gameState;
}
else if (lastGameState == GameManager.GameState.Ingame)
{
SetDestination();
}*/
ChangeState();
GotoDestination();
if(GameManager.gameState == GameManager.GameState.Ingame)
{
MapManager.originPos = transform.position;
}
}
IEnumerator ChangeScene()
IEnumerator ChangeScene(Vector3 cameraDestination, float sizeDestination, GameManager.GameState _gameState)
{
yield return null;
GameObject grid = GameObject.Find("Grid");
isSceneChanging = true;
if (fadeIn != null)
StopCoroutine(fadeIn);
if (fadeOut != null)
StopCoroutine(fadeOut);
if(GameManager.gameState == GameManager.GameState.Ingame)
{
fadeIn = StartCoroutine(MapManager.RoomFadeIn(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 0);
}
void SetDestination()
else if(GameManager.gameState == GameManager.GameState.Tetris)
{
fadeOut = StartCoroutine(MapManager.RoomFadeOut(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 2);
}
while((_gameState == GameManager.GameState.Tetris && GetComponent<Camera>().orthographicSize < sizeDestination - 1) || (_gameState == GameManager.GameState.Ingame && GetComponent<Camera>().orthographicSize > sizeDestination + 0.0001))
{
yield return new WaitForSeconds(0.01f);
Vector2 coord = Vector2.Lerp(transform.position, cameraDestination, Mathf.Sqrt(Time.deltaTime));
transform.position = new Vector3(coord.x, coord.y, -1);
GetComponent<Camera>().orthographicSize = Mathf.Lerp(GetComponent<Camera>().orthographicSize, sizeDestination, Mathf.Sqrt(Time.deltaTime));
MapManager.originPos = transform.position;
}
transform.position = cameraDestination;
GetComponent<Camera>().orthographicSize = sizeDestination;
isSceneChanging = false;
}
void GotoDestination()
......@@ -64,10 +89,16 @@ public class CameraController : MonoBehaviour {
pos.z = -1;
transform.position = pos;*/
if (GameManager.gameState == GameManager.GameState.Ingame)
if (GameManager.gameState == GameManager.GameState.Ingame && sceneChanger != null)
{
if(MapManager.isRoomFalling != true)
{
float posx = player.transform.position.x;
float posy = player.transform.position.y;
if (!MapManager.currentRoom.isRoomCleared)
{
if (RoomCol(1) != -1)
{
posy = RoomCol(1) - camY;
......@@ -84,6 +115,7 @@ public class CameraController : MonoBehaviour {
{
posx = RoomCol(4) - camX;
}
if (RoomCol(3) != -1 && RoomCol(4) != -1)
{
float middle = Player.tx * 24f + 12f;
......@@ -99,17 +131,19 @@ public class CameraController : MonoBehaviour {
{
posx = player.transform.position.x;
}
//방의 중심과 비교하여 어느게 더 가까운가
}
transform.position = Vector3.Lerp(transform.position, new Vector3(posx, posy, 0), 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
}
else if(MapManager.isRoomFalling == true)
{
transform.position = player.transform.position + new Vector3(0, 0.2f, -1);
}
}
// Camera.main.transform.position = new Vector3(posx, posy, -10);
}
float RoomCol(int dir)
......@@ -155,22 +189,28 @@ public class CameraController : MonoBehaviour {
return -1;
}
public void ChangeState()
{
GameObject grid = GameObject.Find("Grid");
if (Input.GetKeyDown(KeyCode.Tab) && GameManager.gameState == GameManager.GameState.Ingame)
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;
transform.position = tetrisCameraCoord;
GetComponent<Camera>().orthographicSize = tetrisCameraSize;
//grid.transform.position = new Vector3(0, 0, 2);
}
else if (Input.GetKeyDown(KeyCode.Tab) && GameManager.gameState == GameManager.GameState.Tetris)
else if (GameManager.gameState == GameManager.GameState.Tetris)
{
cameraDestination = player.transform.position;
sizeDestination = inGameCameraSize;
GameManager.gameState = GameManager.GameState.Ingame;
GetComponent<Camera>().orthographicSize = inGameCameraSize;
//grid.transform.position = new Vector3(0, 0, 0);
GotoDestination();
}
if (sceneChanger != null)
StopCoroutine(sceneChanger);
sceneChanger = StartCoroutine(ChangeScene(cameraDestination, sizeDestination, GameManager.gameState));
}
}
}
\ No newline at end of file
......@@ -6,15 +6,31 @@ public class Player : MonoBehaviour {
public LifeStoneManager LCUI;
public static int tx, ty;
public int ttx;
public int tty;
Coroutine roomEnterFadeIn;
Coroutine roomExitFadeOut;
// Use this for initialization
void Start () {
ttx = (int)(transform.position.x / 24f);
tty = (int)(transform.position.y / 24f);
}
// Update is called once per frame
void Update () {
tx = (int)(transform.position.x / 24f);
ty = (int)(transform.position.y / 24f);
if ((ttx != tx || tty != ty) && MapManager.isRoomFalling != true)
{
MapManager.currentRoom = MapManager.mapGrid[tx, ty];
if (roomEnterFadeIn != null)
StopCoroutine(roomEnterFadeIn);
if (roomExitFadeOut != null)
StopCoroutine(roomExitFadeOut);
roomEnterFadeIn = StartCoroutine(MapManager.RoomFadeIn(MapManager.currentRoom));
roomExitFadeOut = StartCoroutine(MapManager.RoomFadeOut(MapManager.mapGrid[ttx, tty]));
}
ttx = tx;
tty = ty;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class PlayerController : MonoBehaviour
{
......@@ -10,36 +11,50 @@ public class PlayerController : MonoBehaviour
[SerializeField]
private float maxSpeed;
[SerializeField]
private float speed;
private float maxDashSpeed;
[SerializeField]
private float speedAir;
private float accerlation;
[SerializeField]
private float jumpSpeed;
[SerializeField]
private float ropeSpeed;
[SerializeField]
private float doubleJumpSpeed;
[SerializeField]
private float dashAccerlation;
[SerializeField]
private bool isDashing = false;
public TilemapCollider2D[] platformArray;
// Bool values for jump & doublejump
private bool isGrounded = true;
private bool isJumpable = true; // Can player jump or doublejump?
private bool isInRope = false;
private bool isDownPlatform = false;
private bool ropeEnabled = true;
// Inputs
[SerializeField]
private float horizontal = 0;
[SerializeField]
private float horizontalRaw = 0;
private float verticalRaw = 0;
private bool jump = false;
[SerializeField]
private int dashStart = 0;
// Variables for IsGrounded()
[SerializeField]
private LayerMask groundLayer;
[SerializeField]
private LayerMask ropeLayer;
[SerializeField]
private LayerMask platformLayer;
[SerializeField]
private LayerMask outerwallLayer;
[SerializeField]
private float ropeDistance = 0.3f;
[SerializeField]
private float rayDistance;
[SerializeField]
private float ropeUp, ropeDown;
// Use this for initialization
void Start()
{
......@@ -52,6 +67,7 @@ public class PlayerController : MonoBehaviour
horizontal = Input.GetAxis("Horizontal");
horizontalRaw = Input.GetAxisRaw("Horizontal");
verticalRaw = Input.GetAxisRaw("Vertical");
if (Input.GetButtonDown("Jump"))
{
jump = true;
......@@ -63,6 +79,13 @@ public class PlayerController : MonoBehaviour
isGrounded = IsGrounded();
if (isGrounded)
isJumpable = true;
if(isGrounded)
{
if (horizontalRaw == 1f) transform.localScale = new Vector3(1f, transform.localScale.y, transform.localScale.z);
else if (horizontalRaw == -1f) transform.localScale = new Vector3(-1f, transform.localScale.y, transform.localScale.z);
}
if (IsInRope())
{
......@@ -72,11 +95,13 @@ public class PlayerController : MonoBehaviour
{
isInRope = false;
rb.gravityScale = 2f;
}
rb.velocity = new Vector2(0f, verticalRaw * Time.smoothDeltaTime * ropeSpeed);
StartCoroutine(RopeDelay());
}
rb.velocity = new Vector2(0f, verticalRaw * ropeSpeed);
}
else if (jump)
else if (verticalRaw != 0 && ropeEnabled && horizontalRaw == 0)
{
isInRope = true;
rb.gravityScale = 0f;
......@@ -96,41 +121,109 @@ public class PlayerController : MonoBehaviour
{
if (isGrounded)
{
vertical = jumpSpeed * Time.smoothDeltaTime;
vertical = jumpSpeed;
}
else if (isJumpable)
{
vertical = doubleJumpSpeed * Time.smoothDeltaTime;
vertical = doubleJumpSpeed;
isJumpable = false;
}
}
if(verticalRaw == -1 && !isDownPlatform)
{
RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, platformLayer);
if (hit.collider != null && rb.velocity.y == 0)
{
Room curRoom = MapManager.mapGrid[Player.tx, Player.ty];
platformArray = curRoom.GetComponentsInChildren<TilemapCollider2D>();
isDownPlatform = true;
StartCoroutine(DownPlatform());
}
}
//rb.velocity = new Vector2(horizontal * speed * Time.smoothDeltaTime, vertical);
// rb.velocity = new Vector2(rb.velocity.x, vertical);
rb.AddForce(horizontalRaw * speed * Time.smoothDeltaTime * Vector2.right);
if(horizontalRaw != 0)
{
if(horizontal != 1 && horizontal != -1 && dashStart == 0)
{
//짧게 눌렀을 때
dashStart = 1;
}
}
if(horizontalRaw == 0 && horizontal != 0 && dashStart == 1)
{
//방금 뗐을때
dashStart = 2;
//이제 빠르게 켜면 됨
}
if(dashStart == 2 && horizontalRaw != 0)
{
isDashing = true;
}
if(horizontalRaw == 0 && horizontal == 0)
{
dashStart = 0;
isDashing = false;
}
if(isDashing)
rb.AddForce(horizontalRaw * dashAccerlation * Time.smoothDeltaTime * Vector2.right);
else
rb.AddForce(horizontalRaw * accerlation * Time.smoothDeltaTime * Vector2.right);
if (((horizontalRaw == 0) || (rb.velocity.x > 0 && horizontalRaw < 0)
|| (rb.velocity.x < 0 && horizontalRaw > 0)) && (isGrounded))
{
rb.AddForce(rb.velocity.x * (-10f) * Vector2.right);
rb.AddForce(rb.velocity.x * (-10f) * Vector2.right * Time.smoothDeltaTime);
}
rb.velocity = new Vector2(Mathf.Clamp(rb.velocity.x, -maxSpeed * Time.smoothDeltaTime, maxSpeed * Time.smoothDeltaTime), vertical);
if(isDashing) rb.velocity = new Vector2(Mathf.Clamp(rb.velocity.x, -maxDashSpeed, maxDashSpeed), vertical);
else
rb.velocity = new Vector2(Mathf.Clamp(rb.velocity.x, -maxSpeed , maxSpeed ), vertical);
}
jump = false;
}
bool IsGrounded() // Is player grounded?
{
RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, groundLayer);
RaycastHit2D hit1 = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, groundLayer);
RaycastHit2D hit2 = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, platformLayer);
RaycastHit2D hit3 = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, outerwallLayer);
Debug.DrawRay(transform.position, rayDistance * Vector2.down, Color.white);
return hit.collider != null;
return (hit1.collider != null || hit2.collider != null || hit3.collider != null) && rb.velocity.y == 0 ;//플랫폼 점프 버그 방지
}
bool IsInRope() // Is player in rope?
{
RaycastHit2D hit1 = Physics2D.Raycast(transform.position, Vector2.right, ropeDistance, ropeLayer);
RaycastHit2D hit2 = Physics2D.Raycast(transform.position, Vector2.left, ropeDistance, ropeLayer);
Debug.DrawRay(transform.position, ropeDistance * Vector2.right, Color.red);
Debug.DrawRay(transform.position, ropeDistance * Vector2.left, Color.red);
return hit1.collider != null || hit2.collider != null;
RaycastHit2D hit1 = Physics2D.Raycast(transform.position + ropeUp*Vector3.up, Vector2.right, ropeDistance, ropeLayer);
RaycastHit2D hit2 = Physics2D.Raycast(transform.position + ropeUp*Vector3.up, Vector2.left, ropeDistance, ropeLayer);
RaycastHit2D hit3 = Physics2D.Raycast(transform.position - ropeDown * Vector3.up, Vector2.right, ropeDistance, ropeLayer);
RaycastHit2D hit4 = Physics2D.Raycast(transform.position - ropeDown * Vector3.up, Vector2.left, ropeDistance, ropeLayer);
Debug.DrawRay(transform.position + ropeUp * Vector3.up, ropeDistance * Vector2.right, Color.red);
Debug.DrawRay(transform.position + ropeUp * Vector3.up, ropeDistance * Vector2.left, Color.red);
Debug.DrawRay(transform.position - ropeDown * Vector3.up, ropeDistance * Vector2.right, Color.red);
Debug.DrawRay(transform.position - ropeDown * Vector3.up, ropeDistance * Vector2.left, Color.red);
return hit1.collider != null || hit2.collider != null || hit3.collider != null || hit4.collider != null;
}
public IEnumerator DownPlatform()
{
foreach (TilemapCollider2D element in platformArray)
{
if (element.name == "platform")
{
element.enabled = false;
yield return new WaitForSeconds(0.3f);
element.enabled = true;
isDownPlatform = false;
}
}
}
public IEnumerator RopeDelay()
{
ropeEnabled = false;
isJumpable = true;
yield return new WaitForSeconds(0.5f);
ropeEnabled = true;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Functions : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
......@@ -17,7 +17,7 @@ public class GameManager : MonoBehaviour {
var TS = GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>();
gameState = GameState.Ingame;
TS.MakeInitialTetrimino();
Vector2 coord = GameObject.Find("MapManager").GetComponent<MapManager>().startRoom.transform.position;
Vector2 coord = MapManager.currentRoom.transform.position;
GameObject.Find("Player").transform.position = new Vector2(coord.x, coord.y) + new Vector2(3, 3);
......
......@@ -13,14 +13,15 @@ public class MapManager : MonoBehaviour {
/// Grid showing tiles.
/// </summary>
public Transform grid;
public GameObject player;
/// <summary>
/// Tetris map's size.
/// </summary>
public float tetrisMapSize;
public static float tetrisMapSize = 24;
/// <summary>
/// Tetris map's coordinates.
/// </summary>
public Vector3 tetrisMapCoord;
public static Vector3 tetrisMapCoord = new Vector3(0, 0, 0);
/// <summary>
/// Tetrimino falling speed.
/// </summary>
......@@ -66,7 +67,11 @@ public class MapManager : MonoBehaviour {
/// <summary>
/// Check if tetrimino is falling.
/// </summary>
public bool isTetriminoFalling = false;
public static bool isTetriminoFalling = false;
/// <summary>
/// Check if room is falling after room collapsed.
/// </summary>
public static bool isRoomFalling = false;
/// <summary>
/// Check if this row is being deleted.
/// </summary>
......@@ -88,14 +93,6 @@ public class MapManager : MonoBehaviour {
/// </summary>
public Press press;
/// <summary>
/// Left door.
/// </summary>
public GameObject leftDoor;
/// <summary>
/// Right door.
/// </summary>
public GameObject rightDoor;
/// <summary>
/// Current tetrimino waiting for falling.
/// </summary>
public Tetrimino currentTetrimino;
......@@ -107,6 +104,31 @@ public class MapManager : MonoBehaviour {
/// Enum for special room types.
/// </summary>
public enum SpecialRoomType { Start, Item, BothSide, Gold, Amethyst, Boss, Normal };
/// <summary>
/// Fog of the rooms.
/// </summary>
public GameObject fog;
/// <summary>
/// Fog alpha value of cleared room.
/// </summary>
public static float clearedFogAlpha = 0.75f;
/// <summary>
/// Left door.
/// </summary>
public GameObject leftDoor;
/// <summary>
/// Right door.
/// </summary>
public GameObject rightDoor;
public GameObject inGameDoorUp;
public GameObject inGameDoorDown;
public GameObject inGameDoorLeft;
public GameObject inGameDoorRight;
/// <summary>
/// Array for the normal Room candidates.
/// </summary>
......@@ -120,13 +142,17 @@ public class MapManager : MonoBehaviour {
/// </summary>
List<RoomInGame>[,] normalRoomsDistributed = new List<RoomInGame>[3, 3];
/// <summary>
/// First room player exists.
/// Room player exists.
/// </summary>
public Room startRoom;
public static Room currentRoom;
/// <summary>
/// Queue that saves rooms waiting for upgrade tetrimino.
/// </summary>
public Queue<SpecialRoomType> roomsWaiting = new Queue<SpecialRoomType>();
/// <summary>
/// Original position of the camera when shaken.
/// </summary>
public static Vector3 originPos;
/*
* functions
......@@ -187,8 +213,6 @@ public class MapManager : MonoBehaviour {
return;
}
}
/// <summary>
/// Find full rows and create presses.
/// </summary>
......@@ -201,8 +225,8 @@ public class MapManager : MonoBehaviour {
if (IsRowFull(y) && !isRowDeleting[y])
{
isRowDeleting[y] = true;
Press leftPress = Instantiate(press, new Vector3(0, y * tetrisMapSize, 0), Quaternion.identity);
Press rightPress = Instantiate(press, new Vector3(10 * tetrisMapSize, y * tetrisMapSize, 0), Quaternion.identity);
Press leftPress = Instantiate(press, new Vector3(0, y * tetrisMapSize, 2), Quaternion.identity);
Press rightPress = Instantiate(press, new Vector3(10 * tetrisMapSize, y * tetrisMapSize, 2), Quaternion.identity);
leftPress.initialCollapseTime = Time.time;
rightPress.initialCollapseTime = Time.time;
leftPress.isLeft = true;
......@@ -249,9 +273,14 @@ public class MapManager : MonoBehaviour {
}
for (int x = 0; x < width; x++)
{
if (row > 0 && isRowDeleting[row - 1] != true && mapGrid[x, row - 1] != null && mapGrid[x, row - 1].isUpDoorOpened == true)
StartCoroutine(mapGrid[x, row - 1].CloseDoor("Up"));
if (row < realHeight && isRowDeleting[row + 1] != true && mapGrid[x, row + 1] != null && mapGrid[x, row + 1].isDownDoorOpened == true)
StartCoroutine(mapGrid[x, row + 1].CloseDoor("Down"));
Destroy(mapGrid[x, row].gameObject);
mapGrid[x, row] = null;
}
yield return new WaitForSeconds(1f);
while (leftPress.transform.localScale.x > 1)
{
yield return new WaitForSeconds(0.01f);
......@@ -331,6 +360,9 @@ public class MapManager : MonoBehaviour {
break;
}
}
isRoomFalling = true;
Vector3 previousPlayerRelativePosition = player.transform.position - currentRoom.transform.position;
player.transform.position += new Vector3(0, 0.2f, 0);
while (tetrisYCoord[top + 1] > bottom * tetrisMapSize)
{
yield return new WaitForSeconds(0.01f);
......@@ -347,17 +379,27 @@ public class MapManager : MonoBehaviour {
tetrisYCoord[i] -= yFallSpeed;
}
SetRoomsYCoord();
player.transform.position += new Vector3(0, - yFallSpeed, 0);
}
if (shakeCamera)
{
GameObject camera = GameObject.Find("Tetris Camera");
StartCoroutine(CameraShake(5 * (top - bottom + 1), camera.transform.position, camera));
Camera camera = FindObjectOfType<Camera>();
StartCoroutine(CameraShake(5 * (top - bottom + 1) / CameraController.tetrisCameraSize, camera.transform.position, camera));
}
for (int i = 0; i < height; i++)
{
tetrisYCoord[i] = i * tetrisMapSize;
}
DecreaseRowsAbove(top, bottom);
player.transform.position = currentRoom.transform.position + previousPlayerRelativePosition;
isRoomFalling = false;
for (int i = 0; i < width; i++)
{
if (bottom > 0 && mapGrid[i, bottom] != null && mapGrid[i, bottom].isRoomCleared == true && mapGrid[i, bottom].isDownDoorOpened != true)
StartCoroutine(mapGrid[i, bottom].OpenDoor("Down"));
else if(bottom > 0 && mapGrid[i, bottom - 1] != null && mapGrid[i, bottom - 1].isRoomCleared == true && mapGrid[i, bottom - 1].isUpDoorOpened != true)
StartCoroutine(mapGrid[i, bottom - 1].OpenDoor("Up"));
}
}
/// <summary>
/// Check row if it is full.
......@@ -543,8 +585,8 @@ public class MapManager : MonoBehaviour {
fallSpeed += gravity * fallTime * fallTime;
te.transform.position += new Vector3(0, -fallSpeed, 0);
}
GameObject camera = GameObject.Find("Main Camera");
StartCoroutine(CameraShake(20, camera.transform.position, camera));
Camera camera = FindObjectOfType<Camera>();
StartCoroutine(CameraShake(20 / CameraController.tetrisCameraSize, camera.transform.position, camera));
EndTetrimino(te);
}
/// <summary>
......@@ -620,23 +662,33 @@ public class MapManager : MonoBehaviour {
/// <param name="te">Tetrimino you want to create rooms.</param>
public void CreateRoom(Tetrimino te)
{
Room room;
for (int i = 0; i < te.rooms.Length; i++)
{
te.rooms[i].transform.position += new Vector3(0, 0, -2);
te.rooms[i].SetDoors();
if (te.rooms[i].specialRoomType != SpecialRoomType.Normal)
room = te.rooms[i];
room.transform.parent = grid;
if(GameManager.gameState == GameManager.GameState.Ingame)
room.transform.localPosition += new Vector3(0, 0, -2);
room.SetDoors();
if (room.specialRoomType != SpecialRoomType.Normal)
{
Instantiate(specialRoomList[(int)te.rooms[i].specialRoomType], te.rooms[i].transform.position + new Vector3(0, 0, 2), Quaternion.identity, te.rooms[i].transform);
room.roomInGame = Instantiate(specialRoomList[(int)room.specialRoomType], room.transform.position + new Vector3(0, 0, 2), Quaternion.identity, room.transform);
}
else
{
int left = te.rooms[i].leftDoorLocation;
int right = te.rooms[i].rightDoorLocation;
Instantiate(normalRoomsDistributed[left, right][Random.Range(0, normalRoomsDistributed[left, right].Count)], te.rooms[i].transform.position + new Vector3(0, 0, 2),
Quaternion.identity, te.rooms[i].transform);
int left = room.leftDoorLocation;
int right = room.rightDoorLocation;
room.roomInGame = Instantiate(normalRoomsDistributed[left, right][Random.Range(0, normalRoomsDistributed[left, right].Count)], room.transform.position + new Vector3(0, 0, 2),
Quaternion.identity, room.transform);
}
te.rooms[i].CreateDoors(leftDoor, rightDoor);
te.rooms[i].transform.parent = grid;
room.CreateDoors(leftDoor, rightDoor, inGameDoorUp, inGameDoorDown, inGameDoorLeft, inGameDoorRight);
room.fog = Instantiate(fog, room.transform.position + new Vector3(12, 12, 2), Quaternion.identity, room.transform);
if (room.mapCoord.y > 0 && mapGrid[(int)room.mapCoord.x, (int)room.mapCoord.y - 1] != null && mapGrid[(int)room.mapCoord.x, (int)room.mapCoord.y - 1].isRoomCleared == true)
StartCoroutine(mapGrid[(int)room.mapCoord.x, (int)room.mapCoord.y - 1].OpenDoor("Up"));
if (room.mapCoord.x > 0 && mapGrid[(int)room.mapCoord.x - 1, (int)room.mapCoord.y] != null && mapGrid[(int)room.mapCoord.x - 1, (int)room.mapCoord.y].isRoomCleared == true)
StartCoroutine(mapGrid[(int)room.mapCoord.x - 1, (int)room.mapCoord.y].OpenDoor("Right"));
if (room.mapCoord.x < width - 1 && mapGrid[(int)room.mapCoord.x + 1, (int)room.mapCoord.y] != null && mapGrid[(int)room.mapCoord.x + 1, (int)room.mapCoord.y].isRoomCleared == true)
StartCoroutine(mapGrid[(int)room.mapCoord.x + 1, (int)room.mapCoord.y].OpenDoor("Left"));
}
Destroy(te.gameObject);
}
......@@ -699,20 +751,68 @@ public class MapManager : MonoBehaviour {
/// <param name="originPos">Original position of the camera.</param>
/// <param name="camera">Camera you want to shake.</param>
/// <returns></returns>
public IEnumerator CameraShake(float _amount, Vector3 originPos, GameObject camera)
public IEnumerator CameraShake(float _amount, Vector3 _originPos, Camera camera)
{
float amount = _amount;
Vector3 cameraPos = _originPos;
originPos = _originPos;
while (amount > 0)
{
//transform.localPosition = (Vector3)Random.insideUnitCircle * amount + originPos;
camera.transform.localPosition = new Vector3(0.2f * Random.insideUnitCircle.x * amount + originPos.x, Random.insideUnitCircle.y * amount + originPos.y, originPos.z);
//transform.localPosition = new Vector3(Random.insideUnitCircle.x * amount + originPos.x, originPos.y, originPos.z);
//transform.localPosition = new Vector3(originPos.x, Random.insideUnitCircle.y * amount + originPos.y, originPos.z);
cameraPos = new Vector3(0.2f * Random.insideUnitCircle.x * amount * camera.orthographicSize + originPos.x, Random.insideUnitCircle.y * amount * camera.orthographicSize + originPos.y, originPos.z);
camera.transform.position = cameraPos;
amount -= _amount / 40;
yield return null;
}
camera.transform.localPosition = originPos;
}
/// <summary>
/// Make room fade in.
/// </summary>
/// <param name="room">Room you want to fade in.</param>
/// <returns></returns>
public static IEnumerator RoomFadeIn(Room room)
{
float alpha = 1;
while(alpha > 0.0001)
{
alpha = Mathf.Lerp(alpha, 0, Mathf.Sqrt(Time.deltaTime));
room.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.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
yield return null;
}
room.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
room.leftTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
room.rightTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
}
/// <summary>
/// Make room fade out.
/// </summary>
/// <param name="room">Room you want to fade out.</param>
/// <returns></returns>
public static IEnumerator RoomFadeOut(Room room)
{
float alpha = 0;
while (alpha < 0.99909)
{
alpha = Mathf.Lerp(alpha, 1, Mathf.Sqrt(Time.deltaTime));
room.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);
if(room.isRoomCleared == false && alpha < clearedFogAlpha)
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
yield return null;
}
room.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
room.leftTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
room.rightTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
if(room.isRoomCleared == true)
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, clearedFogAlpha);
else
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
}
void Awake()
{
......@@ -748,7 +848,6 @@ public class MapManager : MonoBehaviour {
rightCount = 0;
leftCount++;
}
}
tetriminoSpawner = GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>();
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
/// <summary>
/// Room class
/// </summary>
public class Room : MonoBehaviour
{
/*
* variables
*/
/// <summary>
/// Room's Location on tetris map.
/// Not related to real location.
......@@ -30,9 +35,64 @@ public class Room : MonoBehaviour
/// Special room types.
/// </summary>
public MapManager.SpecialRoomType specialRoomType;
/// <summary>
/// Location of the left door.
/// </summary>
public int leftDoorLocation;
/// <summary>
/// Location of the right door.
/// </summary>
public int rightDoorLocation;
/// <summary>
/// Height of side doors.
/// </summary>
public int[] doorLocations = { 1, 9, 17 };
/// <summary>
/// Fog of the room.
/// </summary>
public GameObject fog;
/// <summary>
/// Left door of the room.
/// </summary>
public GameObject leftTetrisDoor;
/// <summary>
/// Right door of the room.
/// </summary>
public GameObject rightTetrisDoor;
/// <summary>
/// Up door of the room.
/// </summary>
public GameObject inGameDoorUp;
/// <summary>
/// Down door of the room.
/// </summary>
public GameObject inGameDoorDown;
/// <summary>
/// Left door of the room.
/// </summary>
public GameObject inGameDoorLeft;
/// <summary>
/// Right door of the room.
/// </summary>
public GameObject inGameDoorRight;
/// <summary>
/// Room in InGame of the room.
/// </summary>
public RoomInGame roomInGame;
/// <summary>
/// Check if room is clear and escapable.
/// </summary>
public bool isRoomCleared;
public bool isUpDoorOpened;
public bool isDownDoorOpened;
public bool isLeftDoorOpened;
public bool isRightDoorOpened;
/*
* functions
*/
/// <summary>
/// Select which doors would be opened.
/// </summary>
public void SetDoors()
......@@ -49,9 +109,132 @@ public class Room : MonoBehaviour
/// <summary>
/// Create doors.
/// </summary>
public void CreateDoors(GameObject leftDoor, GameObject rightDoor)
public void CreateDoors(GameObject _leftTetrisDoor, GameObject _rightTetrisDoor, GameObject _inGameDoorUp, GameObject _inGameDoorDown, GameObject _inGameDoorLeft, GameObject _inGameDoorRight)
{
float standardSize = MapManager.tetrisMapSize / 24;
Tilemap outerWallMap = roomInGame.transform.GetChild(4).GetComponent<Tilemap>();
leftTetrisDoor = Instantiate(_leftTetrisDoor, transform.position + new Vector3(standardSize, doorLocations[leftDoorLocation], 0), Quaternion.identity, transform);
rightTetrisDoor = Instantiate(_rightTetrisDoor, transform.position + new Vector3(standardSize * 23, doorLocations[rightDoorLocation], 0), Quaternion.identity, transform);
inGameDoorUp = Instantiate(_inGameDoorUp, transform.position + new Vector3(standardSize * 11, standardSize * 23, 2), Quaternion.identity, transform);
inGameDoorDown = Instantiate(_inGameDoorDown, transform.position + new Vector3(standardSize * 11, 0, 2), Quaternion.identity, transform);
inGameDoorLeft = Instantiate(_inGameDoorLeft, transform.position + new Vector3(0, doorLocations[leftDoorLocation], 2), Quaternion.identity, transform);
inGameDoorRight = Instantiate(_inGameDoorRight, transform.position + new Vector3(standardSize * 23f, doorLocations[rightDoorLocation], 2), Quaternion.identity, transform);
for (int i = 0; i < 3; i++)
{
Instantiate(leftDoor, transform.position + new Vector3(1, leftDoorLocation * 8 + 1, 0), Quaternion.identity, transform);
Instantiate(rightDoor, transform.position + new Vector3(23, rightDoorLocation * 8 + 1, 0), Quaternion.identity, transform);
if (i != leftDoorLocation)
{
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 1, 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i], 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
}
if (i != rightDoorLocation)
{
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 1, 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i], 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
}
}
}
/// <summary>
/// Open selected door of this room.
/// </summary>
/// <param name="direction">Direction of the door.</param>
/// <returns></returns>
public IEnumerator OpenDoor(string direction)
{
float standardSize = MapManager.tetrisMapSize / 24;
for(int i = 0; i < 25; i++)
{
switch (direction)
{
case "Up":
inGameDoorUp.transform.GetChild(0).transform.position += new Vector3(standardSize / 20, 0, 0);
inGameDoorUp.transform.GetChild(1).transform.position += new Vector3(-standardSize / 25, 0, 0);
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1].inGameDoorDown.transform.GetChild(0).transform.position += new Vector3(-standardSize / 20, 0, 0);
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1].inGameDoorDown.transform.GetChild(1).transform.position += new Vector3(standardSize / 25, 0, 0);
isUpDoorOpened = true;
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1].isDownDoorOpened = true;
break;
case "Down":
inGameDoorDown.transform.GetChild(0).transform.position += new Vector3(-standardSize / 20, 0, 0);
inGameDoorDown.transform.GetChild(1).transform.position += new Vector3(standardSize / 25, 0, 0);
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1].inGameDoorUp.transform.GetChild(0).transform.position += new Vector3(standardSize / 20, 0, 0);
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1].inGameDoorUp.transform.GetChild(1).transform.position += new Vector3(-standardSize / 25, 0, 0);
isDownDoorOpened = true;
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1].isUpDoorOpened = true;
break;
case "Left":
inGameDoorLeft.transform.GetChild(0).transform.position += new Vector3(0, standardSize / 20, 0);
inGameDoorLeft.transform.GetChild(1).transform.position += new Vector3(0, -standardSize / 25, 0);
MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y].inGameDoorRight.transform.GetChild(0).transform.position += new Vector3(0, -standardSize / 20, 0);
MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y].inGameDoorRight.transform.GetChild(1).transform.position += new Vector3(0, standardSize / 25, 0);
isLeftDoorOpened = true;
MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y].isRightDoorOpened = true;
break;
case "Right":
inGameDoorRight.transform.GetChild(0).transform.position += new Vector3(0, -standardSize / 20, 0);
inGameDoorRight.transform.GetChild(1).transform.position += new Vector3(0, standardSize / 25, 0);
MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y].inGameDoorLeft.transform.GetChild(0).transform.position += new Vector3(0, standardSize / 20, 0);
MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y].inGameDoorLeft.transform.GetChild(1).transform.position += new Vector3(0, -standardSize / 25, 0);
isRightDoorOpened = true;
MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y].isLeftDoorOpened = true;
break;
}
yield return new WaitForSeconds(0.04f);
}
}
/// <summary>
/// Close selected door of this room.
/// </summary>
/// <param name="direction">Direction of the door.</param>
/// <returns></returns>
public IEnumerator CloseDoor(string direction)
{
float standardSize = MapManager.tetrisMapSize / 24;
for (int i = 0; i < 25; i++)
{
switch (direction)
{
case "Up":
inGameDoorUp.transform.GetChild(0).transform.position += new Vector3(-standardSize / 20, 0, 0);
inGameDoorUp.transform.GetChild(1).transform.position += new Vector3(standardSize / 25, 0, 0);
isUpDoorOpened = false;
break;
case "Down":
inGameDoorDown.transform.GetChild(0).transform.position += new Vector3(standardSize / 20, 0, 0);
inGameDoorDown.transform.GetChild(1).transform.position += new Vector3(-standardSize / 25, 0, 0);
isDownDoorOpened = false;
break;
case "Left":
inGameDoorLeft.transform.GetChild(0).transform.position += new Vector3(0, -standardSize / 20, 0);
inGameDoorLeft.transform.GetChild(1).transform.position += new Vector3(0, standardSize / 25, 0);
isLeftDoorOpened = false;
break;
case "Right":
inGameDoorRight.transform.GetChild(0).transform.position += new Vector3(0, standardSize / 20, 0);
inGameDoorRight.transform.GetChild(1).transform.position += new Vector3(0, -standardSize / 25, 0);
isRightDoorOpened = false;
break;
}
yield return new WaitForSeconds(0.04f);
}
}
/// <summary>
/// Clear the cleared room.
/// </summary>
public void ClearRoom()
{
isRoomCleared = true;
if (mapCoord.y < MapManager.realHeight && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1] != null && isUpDoorOpened != true)
StartCoroutine(OpenDoor("Up"));
if (mapCoord.y > 0 && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1] != null && isDownDoorOpened != true)
StartCoroutine(OpenDoor("Down"));
if (mapCoord.x > 0 && MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y] != null && isLeftDoorOpened != true)
StartCoroutine(OpenDoor("Left"));
if (mapCoord.x < MapManager.width - 1 && MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y] != null && isRightDoorOpened != true)
StartCoroutine(OpenDoor("Right"));
//Need to make extra works.
}
}
......@@ -14,9 +14,4 @@ public class RoomInGame : MonoBehaviour {
/// The enum for door information.
/// </summary>
public enum DoorInfo { Up, Down, Left, Right };
/// <summary>
/// Check if room is clear and escapable.
/// </summary>
public bool isRoomClear;
}
......@@ -41,6 +41,11 @@ public class Test : MonoBehaviour {
{
timer.text = (mapManager.timeToFallTetrimino - mapManager.tetriminoWaitedTime).ToString();
}
public void ClearRoom()
{
MapManager.currentRoom.ClearRoom();
}
private void Awake()
{
......@@ -58,7 +63,7 @@ public class Test : MonoBehaviour {
ChangeTetrimino();
if (Input.GetKeyDown(KeyCode.Alpha2))
SpawnBossTetrimino();
if(!mapManager.isTetriminoFalling)
if(!MapManager.isTetriminoFalling)
Timer();
/*if (Input.GetKeyDown(KeyCode.Tab) && GameManager.gameState != GameManager.GameState.Tetris)
{
......
......@@ -41,8 +41,8 @@ public class TetriminoSpawner : MonoBehaviour {
else
randomTetrimino = TetriminoRandomizer();
mapManager.currentTetrimino = Instantiate(tetriminoes[randomTetrimino],
mapManager.tetrisMapCoord + mapManager.tetrisMapSize * new Vector3(randomPosition, MapManager.realHeight + 1, mapManager.tetrisMapCoord.z), Quaternion.identity);
mapManager.currentTetrimino.mapCoord = (mapManager.currentTetrimino.transform.position - mapManager.tetrisMapCoord) / mapManager.tetrisMapSize;
MapManager.tetrisMapCoord + MapManager.tetrisMapSize * new Vector3(randomPosition, MapManager.realHeight + 1, MapManager.tetrisMapCoord.z), Quaternion.identity);
mapManager.currentTetrimino.mapCoord = (mapManager.currentTetrimino.transform.position - MapManager.tetrisMapCoord) / MapManager.tetrisMapSize;
mapManager.SetRoomMapCoord(mapManager.currentTetrimino);
mapManager.MakeTetriminoRightPlace(mapManager.currentTetrimino);
for(int i = 0; i < mapManager.currentTetrimino.rotatedPosition.Length; i++)
......@@ -53,7 +53,7 @@ public class TetriminoSpawner : MonoBehaviour {
mapManager.currentTetrimino.rotatedPosition[i] = (int)mapManager.currentTetrimino.mapCoord.x;
}
MakeGhost(mapManager.currentTetrimino, randomTetrimino);
mapManager.isTetriminoFalling = false;
MapManager.isTetriminoFalling = false;
while (mapManager.roomsWaiting.Count != 0 && mapManager.currentTetrimino.notNormalRoomCount < 4)
{
mapManager.UpgradeRoom(mapManager.roomsWaiting.Dequeue());
......@@ -71,18 +71,19 @@ public class TetriminoSpawner : MonoBehaviour {
{
int randomPosition = Random.Range(0, MapManager.width);
int randomTetrimino = TetriminoRandomizer();
mapManager.currentTetrimino = Instantiate(tetriminoes[randomTetrimino], mapManager.tetrisMapCoord + mapManager.tetrisMapSize * new Vector3(randomPosition, 0, mapManager.tetrisMapCoord.z), Quaternion.identity);
mapManager.startRoom = mapManager.currentTetrimino.rooms[Random.Range(0, mapManager.currentTetrimino.rooms.Length)];
mapManager.startRoom.specialRoomType = MapManager.SpecialRoomType.Start;
mapManager.currentTetrimino.mapCoord = (mapManager.currentTetrimino.transform.position - mapManager.tetrisMapCoord) / mapManager.tetrisMapSize;
mapManager.currentTetrimino = Instantiate(tetriminoes[randomTetrimino], MapManager.tetrisMapCoord + MapManager.tetrisMapSize * new Vector3(randomPosition, 0, MapManager.tetrisMapCoord.z), Quaternion.identity);
MapManager.currentRoom = mapManager.currentTetrimino.rooms[Random.Range(0, mapManager.currentTetrimino.rooms.Length)];
MapManager.currentRoom.specialRoomType = MapManager.SpecialRoomType.Start;
mapManager.currentTetrimino.mapCoord = (mapManager.currentTetrimino.transform.position - MapManager.tetrisMapCoord) / MapManager.tetrisMapSize;
mapManager.SetRoomMapCoord(mapManager.currentTetrimino);
mapManager.MakeTetriminoRightPlace(mapManager.currentTetrimino);
for (int i = 0; i < mapManager.currentTetrimino.rooms.Length; i++)
{
mapManager.currentTetrimino.transform.position = mapManager.currentTetrimino.mapCoord * mapManager.tetrisMapSize + mapManager.tetrisMapCoord;
mapManager.currentTetrimino.transform.position = mapManager.currentTetrimino.mapCoord * MapManager.tetrisMapSize + MapManager.tetrisMapCoord;
}
mapManager.UpdateMap(mapManager.currentTetrimino);
mapManager.CreateRoom(mapManager.currentTetrimino);
MapManager.currentRoom.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
MakeTetrimino();
}
}
......
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......@@ -31,7 +31,7 @@ TextureImporter:
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