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

Merge branch 'tetris' into LifeStone

parents 80dcda1e 5c170031
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......@@ -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);
......
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......@@ -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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fileFormatVersion: 2
guid: 620da30d8b72f0746850541f35391105
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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......@@ -31,7 +31,7 @@ TextureImporter:
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: -1
filterMode: 0
aniso: -1
mipBias: -100
wrapU: 1
......
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