Commit 57d96f6a authored by 18류지석's avatar 18류지석

Player와 EnemyAttack 레이어 만듦. 쿨타임 표시됨. Cool UI를 캔버스에 넣고 InventoryManager에 등록해야함

parent 70ae7f50
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......
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......@@ -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 = "";
......
......@@ -16,6 +16,8 @@ public class InventoryManager : Singleton<InventoryManager> {
public Text price;
GameObject player;
public GameObject coolUI;
private void Start()
{
player = GameManager.Instance.player;
......
......@@ -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()
......
......@@ -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)
{
......
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;
}
}
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......@@ -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: fedffefffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffe9ffeffffdffffffffffffffedffeffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_LayerCollisionMatrix: fedffefffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffe9ff6ffffdffffffffffffffedff6ffffffffffffffffffffdff6ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
......@@ -30,8 +30,8 @@ TagManager:
- PlayerAttack
- EnemyCollider
- EnemyTrigger
-
-
- EnemyAttack
- Player
-
-
-
......
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