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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......@@ -9,7 +9,10 @@ public class CameraController : MonoBehaviour {
/// <summary>
/// Coroutine controls scene changing.
/// </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)
* size 300
......@@ -40,52 +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(Vector3 cameraDestination, float cameraSize, GameManager.GameState _gameState)
IEnumerator ChangeScene(Vector3 cameraDestination, float sizeDestination, GameManager.GameState _gameState)
{
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)
{
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);
}
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 < 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);
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, cameraSize, 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;
GetComponent<Camera>().orthographicSize = Mathf.Lerp(GetComponent<Camera>().orthographicSize, sizeDestination, Mathf.Sqrt(Time.deltaTime));
MapManager.originPos = transform.position;
}
void SetDestination()
{
transform.position = cameraDestination;
GetComponent<Camera>().orthographicSize = sizeDestination;
isSceneChanging = false;
}
void GotoDestination()
......@@ -95,13 +89,14 @@ 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;
Room curRoom = MapManager.mapGrid[Player.tx, Player.ty];
if (!curRoom.GetComponentInChildren<RoomInGame>().isRoomClear)
if (!MapManager.currentRoom.isRoomCleared)
{
if (RoomCol(1) != -1)
......@@ -140,17 +135,15 @@ public class CameraController : MonoBehaviour {
//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)
......@@ -199,39 +192,25 @@ public class CameraController : MonoBehaviour {
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;
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;
}
if (sceneChanger != null)
StopCoroutine(sceneChanger);
sceneChanger = StartCoroutine(ChangeScene(player.transform.position, inGameCameraSize, GameManager.gameState));
/*GetComponent<Camera>().orthographicSize = inGameCameraSize;
grid.transform.position = new Vector3(0, 0, 0);
transform.position = player.transform.position;
GotoDestination();
MapManager.originPos = transform.position;*/
sceneChanger = StartCoroutine(ChangeScene(cameraDestination, sizeDestination, GameManager.gameState));
}
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}
\ No newline at end of file
......@@ -7,16 +7,29 @@ public class Player : MonoBehaviour {
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;
}
......
......@@ -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>().currentRoom.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());
......@@ -71,19 +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.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.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);
MapManager.currentRoom.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
MakeTetrimino();
}
}
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