Commit 5c170031 authored by 18손재민's avatar 18손재민

방 열고 닫히기 및 방 콜라이더 구현함. 이제 문이 없는 빈공간은 벽으로 막음.

parent 3486b29f
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m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
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...@@ -9,7 +9,10 @@ public class CameraController : MonoBehaviour { ...@@ -9,7 +9,10 @@ public class CameraController : MonoBehaviour {
/// <summary> /// <summary>
/// Coroutine controls scene changing. /// Coroutine controls scene changing.
/// </summary> /// </summary>
public Coroutine sceneChanger; 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) * If camera is in Tetris view, ideal position is (108, 240, -1)
* size 300 * size 300
...@@ -40,52 +43,43 @@ public class CameraController : MonoBehaviour { ...@@ -40,52 +43,43 @@ public class CameraController : MonoBehaviour {
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
/*if (lastGameState != GameManager.gameState)
{
StartCoroutine("ChangeScene");
lastGameState = GameManager.gameState;
}
else if (lastGameState == GameManager.GameState.Ingame)
{
SetDestination();
}*/
ChangeState(); ChangeState();
GotoDestination(); GotoDestination();
if(GameManager.gameState == GameManager.GameState.Ingame)
{
MapManager.originPos = transform.position;
}
} }
IEnumerator ChangeScene(Vector3 cameraDestination, float sizeDestination, GameManager.GameState _gameState)
IEnumerator ChangeScene(Vector3 cameraDestination, float cameraSize, GameManager.GameState _gameState)
{ {
GameObject grid = GameObject.Find("Grid"); GameObject grid = GameObject.Find("Grid");
float alpha = 1; isSceneChanging = true;
if (fadeIn != null)
StopCoroutine(fadeIn);
if (fadeOut != null)
StopCoroutine(fadeOut);
if(GameManager.gameState == GameManager.GameState.Ingame) if(GameManager.gameState == GameManager.GameState.Ingame)
{ {
mapManager.currentRoom.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0); fadeIn = StartCoroutine(MapManager.RoomFadeIn(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 0); grid.transform.position = new Vector3(0, 0, 0);
} }
else if(GameManager.gameState == GameManager.GameState.Tetris) else if(GameManager.gameState == GameManager.GameState.Tetris)
{ {
fadeOut = StartCoroutine(MapManager.RoomFadeOut(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 2); grid.transform.position = new Vector3(0, 0, 2);
} }
while((_gameState == GameManager.GameState.Tetris && GetComponent<Camera>().orthographicSize < cameraSize - 1) || (_gameState == GameManager.GameState.Ingame && GetComponent<Camera>().orthographicSize > cameraSize + 0.1)) 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); yield return new WaitForSeconds(0.01f);
Vector2 coord = Vector2.Lerp(transform.position, cameraDestination, Mathf.Sqrt(Time.deltaTime)); Vector2 coord = Vector2.Lerp(transform.position, cameraDestination, 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, cameraSize, Mathf.Sqrt(Time.deltaTime)); GetComponent<Camera>().orthographicSize = Mathf.Lerp(GetComponent<Camera>().orthographicSize, sizeDestination, Mathf.Sqrt(Time.deltaTime));
if (_gameState == GameManager.GameState.Ingame)
alpha = Mathf.Lerp(alpha, 0, Mathf.Sqrt(Time.deltaTime));
else if (_gameState == GameManager.GameState.Tetris)
alpha = 1;
mapManager.currentRoom.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
}
transform.position = cameraDestination;
GetComponent<Camera>().orthographicSize = cameraSize;
MapManager.originPos = transform.position; MapManager.originPos = transform.position;
} }
void SetDestination() transform.position = cameraDestination;
{ GetComponent<Camera>().orthographicSize = sizeDestination;
isSceneChanging = false;
} }
void GotoDestination() void GotoDestination()
...@@ -95,13 +89,14 @@ public class CameraController : MonoBehaviour { ...@@ -95,13 +89,14 @@ public class CameraController : MonoBehaviour {
pos.z = -1; pos.z = -1;
transform.position = pos;*/ 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 posx = player.transform.position.x;
float posy = player.transform.position.y; float posy = player.transform.position.y;
Room curRoom = MapManager.mapGrid[Player.tx, Player.ty]; if (!MapManager.currentRoom.isRoomCleared)
if (!curRoom.GetComponentInChildren<RoomInGame>().isRoomClear)
{ {
if (RoomCol(1) != -1) if (RoomCol(1) != -1)
...@@ -140,17 +135,15 @@ public class CameraController : MonoBehaviour { ...@@ -140,17 +135,15 @@ public class CameraController : MonoBehaviour {
//방의 중심과 비교하여 어느게 더 가까운가 //방의 중심과 비교하여 어느게 더 가까운가
} }
} }
transform.position = Vector3.Lerp(transform.position, new Vector3(posx, posy, -1), 2f * Time.deltaTime);
transform.position = Vector3.Lerp(transform.position, new Vector3(posx, posy, 0), 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)
{
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);
} }
float RoomCol(int dir) float RoomCol(int dir)
...@@ -199,39 +192,25 @@ public class CameraController : MonoBehaviour { ...@@ -199,39 +192,25 @@ public class CameraController : MonoBehaviour {
public void ChangeState() public void ChangeState()
{ {
GameObject grid = GameObject.Find("Grid"); if (Input.GetKeyDown(KeyCode.Tab))
if (Input.GetKeyDown(KeyCode.Tab) && GameManager.gameState == GameManager.GameState.Ingame) {
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; GameManager.gameState = GameManager.GameState.Tetris;
if(sceneChanger != null)
StopCoroutine(sceneChanger);
sceneChanger = StartCoroutine(ChangeScene(tetrisCameraCoord, tetrisCameraSize, GameManager.gameState));
/*transform.position = tetrisCameraCoord;
GetComponent<Camera>().orthographicSize = tetrisCameraSize;
grid.transform.position = new Vector3(0, 0, 2);
MapManager.originPos = transform.position;*/
} }
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; GameManager.gameState = GameManager.GameState.Ingame;
}
if (sceneChanger != null) if (sceneChanger != null)
StopCoroutine(sceneChanger); StopCoroutine(sceneChanger);
sceneChanger = StartCoroutine(ChangeScene(player.transform.position, inGameCameraSize, GameManager.gameState)); sceneChanger = StartCoroutine(ChangeScene(cameraDestination, sizeDestination, GameManager.gameState));
/*GetComponent<Camera>().orthographicSize = inGameCameraSize;
grid.transform.position = new Vector3(0, 0, 0);
transform.position = player.transform.position;
GotoDestination();
MapManager.originPos = transform.position;*/
} }
} }
} }
\ No newline at end of file
...@@ -7,16 +7,29 @@ public class Player : MonoBehaviour { ...@@ -7,16 +7,29 @@ public class Player : MonoBehaviour {
public static int tx, ty; public static int tx, ty;
public int ttx; public int ttx;
public int tty; public int tty;
Coroutine roomEnterFadeIn;
Coroutine roomExitFadeOut;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
ttx = (int)(transform.position.x / 24f);
tty = (int)(transform.position.y / 24f);
} }
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
tx = (int)(transform.position.x / 24f); tx = (int)(transform.position.x / 24f);
ty = (int)(transform.position.y / 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; ttx = tx;
tty = ty; tty = ty;
} }
......
...@@ -17,7 +17,7 @@ public class GameManager : MonoBehaviour { ...@@ -17,7 +17,7 @@ public class GameManager : MonoBehaviour {
var TS = GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>(); var TS = GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>();
gameState = GameState.Ingame; gameState = GameState.Ingame;
TS.MakeInitialTetrimino(); TS.MakeInitialTetrimino();
Vector2 coord = GameObject.Find("MapManager").GetComponent<MapManager>().currentRoom.transform.position; Vector2 coord = MapManager.currentRoom.transform.position;
GameObject.Find("Player").transform.position = new Vector2(coord.x, coord.y) + new Vector2(3, 3); GameObject.Find("Player").transform.position = new Vector2(coord.x, coord.y) + new Vector2(3, 3);
......
...@@ -13,14 +13,15 @@ public class MapManager : MonoBehaviour { ...@@ -13,14 +13,15 @@ public class MapManager : MonoBehaviour {
/// Grid showing tiles. /// Grid showing tiles.
/// </summary> /// </summary>
public Transform grid; public Transform grid;
public GameObject player;
/// <summary> /// <summary>
/// Tetris map's size. /// Tetris map's size.
/// </summary> /// </summary>
public float tetrisMapSize; public static float tetrisMapSize = 24;
/// <summary> /// <summary>
/// Tetris map's coordinates. /// Tetris map's coordinates.
/// </summary> /// </summary>
public Vector3 tetrisMapCoord; public static Vector3 tetrisMapCoord = new Vector3(0, 0, 0);
/// <summary> /// <summary>
/// Tetrimino falling speed. /// Tetrimino falling speed.
/// </summary> /// </summary>
...@@ -66,7 +67,11 @@ public class MapManager : MonoBehaviour { ...@@ -66,7 +67,11 @@ public class MapManager : MonoBehaviour {
/// <summary> /// <summary>
/// Check if tetrimino is falling. /// Check if tetrimino is falling.
/// </summary> /// </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> /// <summary>
/// Check if this row is being deleted. /// Check if this row is being deleted.
/// </summary> /// </summary>
...@@ -100,10 +105,14 @@ public class MapManager : MonoBehaviour { ...@@ -100,10 +105,14 @@ public class MapManager : MonoBehaviour {
/// </summary> /// </summary>
public enum SpecialRoomType { Start, Item, BothSide, Gold, Amethyst, Boss, Normal }; public enum SpecialRoomType { Start, Item, BothSide, Gold, Amethyst, Boss, Normal };
/// <summary> /// <summary>
/// Fog of rooms. /// Fog of the rooms.
/// </summary> /// </summary>
public GameObject fog; public GameObject fog;
/// <summary> /// <summary>
/// Fog alpha value of cleared room.
/// </summary>
public static float clearedFogAlpha = 0.75f;
/// <summary>
/// Left door. /// Left door.
/// </summary> /// </summary>
public GameObject leftDoor; public GameObject leftDoor;
...@@ -111,6 +120,15 @@ public class MapManager : MonoBehaviour { ...@@ -111,6 +120,15 @@ public class MapManager : MonoBehaviour {
/// Right door. /// Right door.
/// </summary> /// </summary>
public GameObject rightDoor; public GameObject rightDoor;
public GameObject inGameDoorUp;
public GameObject inGameDoorDown;
public GameObject inGameDoorLeft;
public GameObject inGameDoorRight;
/// <summary> /// <summary>
/// Array for the normal Room candidates. /// Array for the normal Room candidates.
/// </summary> /// </summary>
...@@ -126,11 +144,15 @@ public class MapManager : MonoBehaviour { ...@@ -126,11 +144,15 @@ public class MapManager : MonoBehaviour {
/// <summary> /// <summary>
/// Room player exists. /// Room player exists.
/// </summary> /// </summary>
public Room currentRoom; public static Room currentRoom;
/// <summary> /// <summary>
/// Queue that saves rooms waiting for upgrade tetrimino. /// Queue that saves rooms waiting for upgrade tetrimino.
/// </summary> /// </summary>
public Queue<SpecialRoomType> roomsWaiting = new Queue<SpecialRoomType>(); public Queue<SpecialRoomType> roomsWaiting = new Queue<SpecialRoomType>();
/// <summary>
/// Original position of the camera when shaken.
/// </summary>
public static Vector3 originPos;
/* /*
* functions * functions
...@@ -191,8 +213,6 @@ public class MapManager : MonoBehaviour { ...@@ -191,8 +213,6 @@ public class MapManager : MonoBehaviour {
return; return;
} }
} }
/// <summary> /// <summary>
/// Find full rows and create presses. /// Find full rows and create presses.
/// </summary> /// </summary>
...@@ -205,8 +225,8 @@ public class MapManager : MonoBehaviour { ...@@ -205,8 +225,8 @@ public class MapManager : MonoBehaviour {
if (IsRowFull(y) && !isRowDeleting[y]) if (IsRowFull(y) && !isRowDeleting[y])
{ {
isRowDeleting[y] = true; isRowDeleting[y] = true;
Press leftPress = Instantiate(press, new Vector3(0, 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, 0), Quaternion.identity); Press rightPress = Instantiate(press, new Vector3(10 * tetrisMapSize, y * tetrisMapSize, 2), Quaternion.identity);
leftPress.initialCollapseTime = Time.time; leftPress.initialCollapseTime = Time.time;
rightPress.initialCollapseTime = Time.time; rightPress.initialCollapseTime = Time.time;
leftPress.isLeft = true; leftPress.isLeft = true;
...@@ -253,9 +273,14 @@ public class MapManager : MonoBehaviour { ...@@ -253,9 +273,14 @@ public class MapManager : MonoBehaviour {
} }
for (int x = 0; x < width; x++) 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); Destroy(mapGrid[x, row].gameObject);
mapGrid[x, row] = null; mapGrid[x, row] = null;
} }
yield return new WaitForSeconds(1f);
while (leftPress.transform.localScale.x > 1) while (leftPress.transform.localScale.x > 1)
{ {
yield return new WaitForSeconds(0.01f); yield return new WaitForSeconds(0.01f);
...@@ -335,6 +360,9 @@ public class MapManager : MonoBehaviour { ...@@ -335,6 +360,9 @@ public class MapManager : MonoBehaviour {
break; 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) while (tetrisYCoord[top + 1] > bottom * tetrisMapSize)
{ {
yield return new WaitForSeconds(0.01f); yield return new WaitForSeconds(0.01f);
...@@ -351,6 +379,7 @@ public class MapManager : MonoBehaviour { ...@@ -351,6 +379,7 @@ public class MapManager : MonoBehaviour {
tetrisYCoord[i] -= yFallSpeed; tetrisYCoord[i] -= yFallSpeed;
} }
SetRoomsYCoord(); SetRoomsYCoord();
player.transform.position += new Vector3(0, - yFallSpeed, 0);
} }
if (shakeCamera) if (shakeCamera)
{ {
...@@ -362,6 +391,15 @@ public class MapManager : MonoBehaviour { ...@@ -362,6 +391,15 @@ public class MapManager : MonoBehaviour {
tetrisYCoord[i] = i * tetrisMapSize; tetrisYCoord[i] = i * tetrisMapSize;
} }
DecreaseRowsAbove(top, bottom); 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> /// <summary>
/// Check row if it is full. /// Check row if it is full.
...@@ -624,25 +662,33 @@ public class MapManager : MonoBehaviour { ...@@ -624,25 +662,33 @@ public class MapManager : MonoBehaviour {
/// <param name="te">Tetrimino you want to create rooms.</param> /// <param name="te">Tetrimino you want to create rooms.</param>
public void CreateRoom(Tetrimino te) public void CreateRoom(Tetrimino te)
{ {
Room room;
for (int i = 0; i < te.rooms.Length; i++) for (int i = 0; i < te.rooms.Length; i++)
{ {
te.rooms[i].transform.parent = grid; room = te.rooms[i];
room.transform.parent = grid;
if(GameManager.gameState == GameManager.GameState.Ingame) if(GameManager.gameState == GameManager.GameState.Ingame)
te.rooms[i].transform.localPosition += new Vector3(0, 0, -2); room.transform.localPosition += new Vector3(0, 0, -2);
te.rooms[i].SetDoors(); room.SetDoors();
if (te.rooms[i].specialRoomType != SpecialRoomType.Normal) if (room.specialRoomType != SpecialRoomType.Normal)
{ {
te.rooms[i].roomInGame = 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 else
{ {
int left = te.rooms[i].leftDoorLocation; int left = room.leftDoorLocation;
int right = te.rooms[i].rightDoorLocation; int right = room.rightDoorLocation;
te.rooms[i].roomInGame = Instantiate(normalRoomsDistributed[left, right][Random.Range(0, normalRoomsDistributed[left, right].Count)], te.rooms[i].transform.position + new Vector3(0, 0, 2), room.roomInGame = Instantiate(normalRoomsDistributed[left, right][Random.Range(0, normalRoomsDistributed[left, right].Count)], room.transform.position + new Vector3(0, 0, 2),
Quaternion.identity, te.rooms[i].transform); Quaternion.identity, room.transform);
} }
te.rooms[i].CreateDoors(leftDoor, rightDoor); room.CreateDoors(leftDoor, rightDoor, inGameDoorUp, inGameDoorDown, inGameDoorLeft, inGameDoorRight);
te.rooms[i].fog = Instantiate(fog, te.rooms[i].transform.position + new Vector3(12, 12, 2), Quaternion.identity, te.rooms[i].transform); 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); Destroy(te.gameObject);
} }
...@@ -698,8 +744,6 @@ public class MapManager : MonoBehaviour { ...@@ -698,8 +744,6 @@ public class MapManager : MonoBehaviour {
yield return new WaitForSeconds(1f); yield return new WaitForSeconds(1f);
tetriminoSpawner.MakeTetrimino(); tetriminoSpawner.MakeTetrimino();
} }
public static Vector3 originPos;
/// <summary> /// <summary>
/// Shake the camera when tetrimino has fallen. /// Shake the camera when tetrimino has fallen.
/// </summary> /// </summary>
...@@ -721,6 +765,54 @@ public class MapManager : MonoBehaviour { ...@@ -721,6 +765,54 @@ public class MapManager : MonoBehaviour {
} }
camera.transform.localPosition = originPos; 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() void Awake()
{ {
......
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Tilemaps;
/// <summary> /// <summary>
/// Room class /// Room class
/// </summary> /// </summary>
public class Room : MonoBehaviour public class Room : MonoBehaviour
{ {
/*
* variables
*/
/// <summary> /// <summary>
/// Room's Location on tetris map. /// Room's Location on tetris map.
/// Not related to real location. /// Not related to real location.
...@@ -31,11 +35,64 @@ public class Room : MonoBehaviour ...@@ -31,11 +35,64 @@ public class Room : MonoBehaviour
/// Special room types. /// Special room types.
/// </summary> /// </summary>
public MapManager.SpecialRoomType specialRoomType; public MapManager.SpecialRoomType specialRoomType;
/// <summary>
/// Location of the left door.
/// </summary>
public int leftDoorLocation; public int leftDoorLocation;
/// <summary>
/// Location of the right door.
/// </summary>
public int rightDoorLocation; public int rightDoorLocation;
/// <summary>
/// Height of side doors.
/// </summary>
public int[] doorLocations = { 1, 9, 17 };
/// <summary>
/// Fog of the room.
/// </summary>
public GameObject fog; 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; public RoomInGame roomInGame;
/// <summary> /// <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. /// Select which doors would be opened.
/// </summary> /// </summary>
public void SetDoors() public void SetDoors()
...@@ -52,9 +109,132 @@ public class Room : MonoBehaviour ...@@ -52,9 +109,132 @@ public class Room : MonoBehaviour
/// <summary> /// <summary>
/// Create doors. /// Create doors.
/// </summary> /// </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++)
{
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)
{ {
Instantiate(leftDoor, transform.position + new Vector3(1, leftDoorLocation * 8 + 1, 0), Quaternion.identity, transform); case "Up":
Instantiate(rightDoor, transform.position + new Vector3(23, rightDoorLocation * 8 + 1, 0), Quaternion.identity, transform); 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 { ...@@ -14,9 +14,4 @@ public class RoomInGame : MonoBehaviour {
/// The enum for door information. /// The enum for door information.
/// </summary> /// </summary>
public enum DoorInfo { Up, Down, Left, Right }; 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 { ...@@ -41,6 +41,11 @@ public class Test : MonoBehaviour {
{ {
timer.text = (mapManager.timeToFallTetrimino - mapManager.tetriminoWaitedTime).ToString(); timer.text = (mapManager.timeToFallTetrimino - mapManager.tetriminoWaitedTime).ToString();
} }
public void ClearRoom()
{
MapManager.currentRoom.ClearRoom();
}
private void Awake() private void Awake()
{ {
...@@ -58,7 +63,7 @@ public class Test : MonoBehaviour { ...@@ -58,7 +63,7 @@ public class Test : MonoBehaviour {
ChangeTetrimino(); ChangeTetrimino();
if (Input.GetKeyDown(KeyCode.Alpha2)) if (Input.GetKeyDown(KeyCode.Alpha2))
SpawnBossTetrimino(); SpawnBossTetrimino();
if(!mapManager.isTetriminoFalling) if(!MapManager.isTetriminoFalling)
Timer(); Timer();
/*if (Input.GetKeyDown(KeyCode.Tab) && GameManager.gameState != GameManager.GameState.Tetris) /*if (Input.GetKeyDown(KeyCode.Tab) && GameManager.gameState != GameManager.GameState.Tetris)
{ {
......
...@@ -41,8 +41,8 @@ public class TetriminoSpawner : MonoBehaviour { ...@@ -41,8 +41,8 @@ public class TetriminoSpawner : MonoBehaviour {
else else
randomTetrimino = TetriminoRandomizer(); randomTetrimino = TetriminoRandomizer();
mapManager.currentTetrimino = Instantiate(tetriminoes[randomTetrimino], mapManager.currentTetrimino = Instantiate(tetriminoes[randomTetrimino],
mapManager.tetrisMapCoord + mapManager.tetrisMapSize * new Vector3(randomPosition, MapManager.realHeight + 1, mapManager.tetrisMapCoord.z), Quaternion.identity); 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.currentTetrimino.mapCoord = (mapManager.currentTetrimino.transform.position - MapManager.tetrisMapCoord) / MapManager.tetrisMapSize;
mapManager.SetRoomMapCoord(mapManager.currentTetrimino); mapManager.SetRoomMapCoord(mapManager.currentTetrimino);
mapManager.MakeTetriminoRightPlace(mapManager.currentTetrimino); mapManager.MakeTetriminoRightPlace(mapManager.currentTetrimino);
for(int i = 0; i < mapManager.currentTetrimino.rotatedPosition.Length; i++) for(int i = 0; i < mapManager.currentTetrimino.rotatedPosition.Length; i++)
...@@ -53,7 +53,7 @@ public class TetriminoSpawner : MonoBehaviour { ...@@ -53,7 +53,7 @@ public class TetriminoSpawner : MonoBehaviour {
mapManager.currentTetrimino.rotatedPosition[i] = (int)mapManager.currentTetrimino.mapCoord.x; mapManager.currentTetrimino.rotatedPosition[i] = (int)mapManager.currentTetrimino.mapCoord.x;
} }
MakeGhost(mapManager.currentTetrimino, randomTetrimino); MakeGhost(mapManager.currentTetrimino, randomTetrimino);
mapManager.isTetriminoFalling = false; MapManager.isTetriminoFalling = false;
while (mapManager.roomsWaiting.Count != 0 && mapManager.currentTetrimino.notNormalRoomCount < 4) while (mapManager.roomsWaiting.Count != 0 && mapManager.currentTetrimino.notNormalRoomCount < 4)
{ {
mapManager.UpgradeRoom(mapManager.roomsWaiting.Dequeue()); mapManager.UpgradeRoom(mapManager.roomsWaiting.Dequeue());
...@@ -71,19 +71,19 @@ public class TetriminoSpawner : MonoBehaviour { ...@@ -71,19 +71,19 @@ public class TetriminoSpawner : MonoBehaviour {
{ {
int randomPosition = Random.Range(0, MapManager.width); int randomPosition = Random.Range(0, MapManager.width);
int randomTetrimino = TetriminoRandomizer(); int randomTetrimino = TetriminoRandomizer();
mapManager.currentTetrimino = Instantiate(tetriminoes[randomTetrimino], mapManager.tetrisMapCoord + mapManager.tetrisMapSize * new Vector3(randomPosition, 0, mapManager.tetrisMapCoord.z), Quaternion.identity); 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 = mapManager.currentTetrimino.rooms[Random.Range(0, mapManager.currentTetrimino.rooms.Length)];
mapManager.currentRoom.specialRoomType = MapManager.SpecialRoomType.Start; MapManager.currentRoom.specialRoomType = MapManager.SpecialRoomType.Start;
mapManager.currentTetrimino.mapCoord = (mapManager.currentTetrimino.transform.position - mapManager.tetrisMapCoord) / mapManager.tetrisMapSize; mapManager.currentTetrimino.mapCoord = (mapManager.currentTetrimino.transform.position - MapManager.tetrisMapCoord) / MapManager.tetrisMapSize;
mapManager.SetRoomMapCoord(mapManager.currentTetrimino); mapManager.SetRoomMapCoord(mapManager.currentTetrimino);
mapManager.MakeTetriminoRightPlace(mapManager.currentTetrimino); mapManager.MakeTetriminoRightPlace(mapManager.currentTetrimino);
for (int i = 0; i < mapManager.currentTetrimino.rooms.Length; i++) 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.UpdateMap(mapManager.currentTetrimino);
mapManager.CreateRoom(mapManager.currentTetrimino); mapManager.CreateRoom(mapManager.currentTetrimino);
mapManager.currentRoom.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0); MapManager.currentRoom.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
MakeTetrimino(); MakeTetrimino();
} }
} }
......
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