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tetra-tower
Commits
57d96f6a
Commit
57d96f6a
authored
Feb 26, 2019
by
18류지석
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Player와 EnemyAttack 레이어 만듦. 쿨타임 표시됨. Cool UI를 캔버스에 넣고 InventoryManager에 등록해야함
parent
70ae7f50
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20 changed files
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464 additions
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10 deletions
+464
-10
Goblin.prefab
Assets/Prefabs/Characters/Enemy/Goblin.prefab
+6
-2
Player.prefab
Assets/Prefabs/Characters/Player.prefab
+1
-1
particle.prefab
Assets/Prefabs/Characters/particle.prefab
+1
-1
CoolPrefab.prefab
Assets/Prefabs/UI/CoolPrefab.prefab
+152
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CoolPrefab.prefab.meta
Assets/Prefabs/UI/CoolPrefab.prefab.meta
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CoolUI.prefab
Assets/Prefabs/UI/CoolUI.prefab
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CoolUI.prefab.meta
Assets/Prefabs/UI/CoolUI.prefab.meta
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InventoryManager.prefab
...Prefabs/UI/In-Game UI/InventoryUI/InventoryManager.prefab
+1
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LifeStoneUI.prefab
Assets/Prefabs/UI/In-Game UI/LifeStoneUI.prefab
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Cools.meta
Assets/Resources/Sprites/Cools.meta
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bit sword_cool1.png
Assets/Resources/Sprites/Cools/bit sword_cool1.png
+0
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Assets/Resources/Sprites/Cools/bit sword_cool1.png.meta
+97
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Player.cs
Assets/Scripts/Characters/Player.cs
+0
-1
InventoryManager.cs
Assets/Scripts/Item/InventoryManager.cs
+2
-0
Item.cs
Assets/Scripts/Item/Item.cs
+3
-0
BitSword.cs
Assets/Scripts/Item/Items/BitSword.cs
+9
-2
CoolUI.cs
Assets/Scripts/UI/In-game UI/CoolUI.cs
+66
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CoolUI.cs.meta
Assets/Scripts/UI/In-game UI/CoolUI.cs.meta
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Physics2DSettings.asset
ProjectSettings/Physics2DSettings.asset
+1
-1
TagManager.asset
ProjectSettings/TagManager.asset
+2
-2
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Assets/Scripts/Characters/Player.cs
View file @
57d96f6a
...
...
@@ -22,7 +22,6 @@ public class Player : MonoBehaviour {
{
yield
return
null
;
displayText
.
transform
.
position
=
transform
.
position
+
new
Vector3
(
0
,
2
,
0
);
Debug
.
Log
(
i
);
displayText
.
color
=
new
Color
(
displayText
.
color
.
r
,
displayText
.
color
.
g
,
displayText
.
color
.
b
,
(
float
)
i
/
255
);
}
displayText
.
text
=
""
;
...
...
Assets/Scripts/Item/InventoryManager.cs
View file @
57d96f6a
...
...
@@ -16,6 +16,8 @@ public class InventoryManager : Singleton<InventoryManager> {
public
Text
price
;
GameObject
player
;
public
GameObject
coolUI
;
private
void
Start
()
{
player
=
GameManager
.
Instance
.
player
;
...
...
Assets/Scripts/Item/Item.cs
View file @
57d96f6a
...
...
@@ -18,6 +18,7 @@ public abstract class Item {
public
string
[]
comboName
=
new
string
[
3
];
public
float
[]
comboCool
=
new
float
[
3
];
public
float
[]
comboCurrentCool
=
new
float
[
3
];
public
Sprite
[]
coolSprite
=
new
Sprite
[
3
];
public
bool
ComboAction
(
string
currentCombo
)
{
...
...
@@ -28,6 +29,7 @@ public abstract class Item {
if
(
comboCurrentCool
[
i
]
<
comboCool
[
i
])
return
false
;
comboCurrentCool
[
i
]
=
0
;
if
(
comboCool
[
i
]
>
0
)
InventoryManager
.
Instance
.
coolUI
.
GetComponent
<
CoolUI
>().
InitCool
(
this
,
i
);
if
(
i
==
0
)
PlaySkill1
();
else
if
(
i
==
1
)
PlaySkill2
();
...
...
@@ -79,6 +81,7 @@ public abstract class Item {
{
comboCool
=
new
float
[
3
]
{
0
,
0
,
0
};
comboCurrentCool
=
new
float
[
3
]
{
0
,
0
,
0
};
coolSprite
=
new
Sprite
[
3
];
Declare
();
}
public
virtual
void
Declare
()
...
...
Assets/Scripts/Item/Items/BitSword.cs
View file @
57d96f6a
...
...
@@ -25,17 +25,24 @@ public class BitSword: Item
comboName
=
new
string
[
3
]
{
"I"
,
""
,
""
};
comboCool
=
new
float
[
3
]
{
50
,
0
,
0
};
comboCurrentCool
=
new
float
[
3
]
{
50
,
0
,
0
};
coolSprite
[
0
]
=
Resources
.
Load
<
Sprite
>(
"Sprites/Cools/bit sword_cool1"
);
}
public
override
void
GlobalOtherEffect
(
string
combo
)
{
List
<
Item
>
itemList
=
InventoryManager
.
Instance
.
itemList
;
if
(
MapManager
.
currentRoom
.
isRoomCleared
)
if
(
combo
.
Equals
(
"A"
))
return
;
if
(!
MapManager
.
currentRoom
.
isRoomCleared
)
{
for
(
int
i
=
combo
.
Length
;
i
>=
1
;
i
--)
{
if
(
combo
[
i
-
1
]
==
'A'
)
comboCurrentCool
[
0
]++;
if
(
combo
[
i
-
1
]
==
'A'
)
{
comboCurrentCool
[
0
]++;
}
foreach
(
Item
item
in
itemList
)
{
...
...
Assets/Scripts/UI/In-game UI/CoolUI.cs
0 → 100644
View file @
57d96f6a
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
public
class
CoolUI
:
MonoBehaviour
{
public
Vector3
startPos
;
public
Vector2
interval
;
public
int
maxCol
;
public
GameObject
coolPrefab
;
public
float
size
;
public
Color
coolingColor
;
List
<
CoolUIUnit
>
coolList
;
private
void
Awake
()
{
coolList
=
new
List
<
CoolUIUnit
>();
}
private
void
Update
()
{
SetCoolOnPosition
();
}
public
void
InitCool
(
Item
item
,
int
skillNo
)
{
CoolUIUnit
tmpUnit
=
new
CoolUIUnit
(
Instantiate
(
coolPrefab
,
transform
),
item
,
skillNo
);
tmpUnit
.
obj
.
GetComponent
<
Image
>().
sprite
=
item
.
coolSprite
[
skillNo
];
tmpUnit
.
obj
.
GetComponent
<
Image
>().
enabled
=
true
;
tmpUnit
.
obj
.
GetComponent
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
size
,
size
);
tmpUnit
.
obj
.
transform
.
GetChild
(
0
).
GetComponent
<
Image
>().
color
=
coolingColor
;
tmpUnit
.
obj
.
transform
.
GetChild
(
0
).
GetComponentInChildren
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
size
,
size
);
coolList
.
Add
(
tmpUnit
);
}
public
void
SetCoolOnPosition
()
{
for
(
int
i
=
0
;
i
<
coolList
.
Count
;
i
++)
{
if
(
coolList
[
i
].
item
.
comboCurrentCool
[
coolList
[
i
].
skillNo
]
>=
coolList
[
i
].
item
.
comboCool
[
coolList
[
i
].
skillNo
])
{
Destroy
(
coolList
[
i
].
obj
);
coolList
.
RemoveAt
(
i
);
continue
;
}
Debug
.
Log
(
coolList
[
i
].
item
.
comboCurrentCool
[
coolList
[
i
].
skillNo
]);
coolList
[
i
].
obj
.
GetComponent
<
RectTransform
>().
localPosition
=
-
startPos
-
new
Vector3
(
interval
.
x
*
(
i
%
maxCol
),
interval
.
y
*
(
i
/
4
));
coolList
[
i
].
obj
.
transform
.
GetChild
(
0
).
GetComponentInChildren
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
size
*
(
1
-(
coolList
[
i
].
item
.
comboCurrentCool
[
coolList
[
i
].
skillNo
]
/
coolList
[
i
].
item
.
comboCool
[
coolList
[
i
].
skillNo
])),
size
);
}
}
}
class
CoolUIUnit
{
public
GameObject
obj
;
public
Item
item
;
public
int
skillNo
;
public
CoolUIUnit
(
GameObject
obj
,
Item
item
,
int
skillNo
)
{
this
.
obj
=
obj
;
this
.
item
=
item
;
this
.
skillNo
=
skillNo
;
}
}
\ No newline at end of file
Assets/Scripts/UI/In-game UI/CoolUI.cs.meta
0 → 100644
View file @
57d96f6a
fileFormatVersion: 2
guid: 5a374f59265c73748893ff240c42b87e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ProjectSettings/Physics2DSettings.asset
View file @
57d96f6a
...
...
@@ -52,4 +52,4 @@ Physics2DSettings:
m_ColliderAsleepColor
:
{
r
:
0.5686275
,
g
:
0.95686275
,
b
:
0.54509807
,
a
:
0.36078432
}
m_ColliderContactColor
:
{
r
:
1
,
g
:
0
,
b
:
1
,
a
:
0.6862745
}
m_ColliderAABBColor
:
{
r
:
1
,
g
:
1
,
b
:
0
,
a
:
0.2509804
}
m_LayerCollisionMatrix
:
fedffefffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffe9ff
effffdffffffffffffffedffeffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_LayerCollisionMatrix
:
fedffefffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffe9ff
6ffffdffffffffffffffedff6ffffffffffffffffffffdff6
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
ProjectSettings/TagManager.asset
View file @
57d96f6a
...
...
@@ -30,8 +30,8 @@ TagManager:
-
PlayerAttack
-
EnemyCollider
-
EnemyTrigger
-
-
-
EnemyAttack
-
Player
-
-
-
...
...
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