Commit 5c66ced5 authored by 18손재민's avatar 18손재민

이제 모든 적이 죽으면 방이 클리어됨. 포탈 생성 수정중

parents 9f27e305 6f7548ef
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......@@ -314,7 +314,7 @@ AnimatorState:
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......
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......@@ -11,9 +11,8 @@ public class AttackProperty : MonoBehaviour{
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Enemy") && !collision.transform.GetChild(0).GetComponent<Enemy>().untouchable)
if (collision.CompareTag("Enemy") && !collision.transform.GetChild(0).GetComponent<Enemy>().Invisible)
{
Debug.Log(damage);
PlayerAttackInfo curAttack = new PlayerAttackInfo(damage, knockBackMultiplier, debuffNum, debuffType, debuffTime);
Enemy enemyInfo = collision.transform.GetChild(0).GetComponent<Enemy>();
collision.transform.GetChild(0).GetComponent<Enemy>().GetDamaged(curAttack);
......
......@@ -24,7 +24,7 @@ public class EnemyDamaged : StateMachineBehaviour {
}
knockbackSpeed = animator.GetFloat("knockbackDistance") / knockbackTime;
Transform playerTransform = EnemyManager.Instance.player.transform;
Transform playerTransform = EnemyManager.Instance.Player.transform;
pivotTransform = animator.transform.parent;
pivotTransform.eulerAngles = (playerTransform.position.x - pivotTransform.position.x < 0) ? leftsideAngle : rightsideAngle;
knockbackDir = (playerTransform.position.x - pivotTransform.position.x < 0) ? 1 : -1;
......
......@@ -24,7 +24,7 @@ public class EnemyMeleeIdle : StateMachineBehaviour {
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (animator.GetComponent<Enemy>().playerDistance < noticeRange)
if (animator.GetComponent<Enemy>().PlayerDistance < noticeRange)
{
animator.SetTrigger("TrackTrigger");
return;
......
......@@ -16,7 +16,7 @@ public class EnemyMeleeTrack : StateMachineBehaviour {
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
trackSpeed = animator.GetComponent<Enemy>().trackSpeed;
attackRange = animator.GetComponent<Enemy>().attackRange;
player = EnemyManager.Instance.player;
player = EnemyManager.Instance.Player;
pivotTransform = animator.transform.parent;
float halfHeight = pivotTransform.gameObject.GetComponent<BoxCollider2D>().size.y / 2.0f;
......@@ -26,7 +26,7 @@ public class EnemyMeleeTrack : StateMachineBehaviour {
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (animator.GetComponent<Enemy>().playerDistance < attackRange)
if (animator.GetComponent<Enemy>().PlayerDistance < attackRange)
{
animator.SetTrigger("AttackTrigger");
return;
......
......@@ -35,10 +35,11 @@ public class Enemy : MonoBehaviour {
private EnemyManager enemyManager;
// for animation
[HideInInspector]
public float playerDistance;
private Animator animator;
public bool untouchable = false;
public bool Invisible { get; private set; }
public bool Untouchable { get; private set; }
public float PlayerDistance { get; private set; }
private readonly float knockbackCritPoint = 0.25f;
// drop item
private int[] dropTable;
......@@ -55,14 +56,15 @@ public class Enemy : MonoBehaviour {
private void Start()
{
this.currHealth = maxHealth;
dropTable = enemyManager.dropTableByID[monsterID];
Physics2D.IgnoreCollision(enemyManager.player.gameObject.GetComponent<Collider2D>(), transform.parent.GetComponent<Collider2D>());
currHealth = maxHealth;
Invisible = Untouchable = false;
dropTable = enemyManager.DropTableByID[monsterID];
Physics2D.IgnoreCollision(enemyManager.Player.gameObject.GetComponent<Collider2D>(), transform.parent.GetComponent<Collider2D>());
}
private void Update()
{
playerDistance = Vector2.Distance(enemyManager.player.transform.position, transform.parent.position);
PlayerDistance = Vector2.Distance(enemyManager.Player.transform.position, transform.parent.position);
}
// hit by player or debuff
......@@ -70,20 +72,28 @@ public class Enemy : MonoBehaviour {
currHealth -= attack.damage;
if (currHealth <= 0)
{
untouchable = true;
Invisible = true;
animator.SetTrigger("DeadTrigger");
return;
}
animator.SetFloat("knockbackDistance", attack.damage / this.weight * attack.knockBackMultiplier);
if(attack.damage / this.weight >= 0.25f)
float knockbackDist = attack.damage * attack.knockBackMultiplier / weight;
float knockbackTime = (knockbackDist >= 0.5f) ? 0.5f : knockbackDist;
StartCoroutine(Knockback(knockbackDist, knockbackTime));
if (knockbackDist >= knockbackCritPoint)
{
animator.SetFloat("knockbackTime", knockbackTime);
animator.SetTrigger("DamagedTrigger");
}
}
// Animation Event
// Dead
public void DeadEvent()
{
transform.parent.gameObject.SetActive(false);
enemyManager.EnemyDeadCount++; // 다른 enemy로 인해 소환되는 enemy가 추가될 경우 여기를 건드려야 함
// Drop 아이템 결정. 인덱스 별 아이템은 맨 밑에 서술
float denominator = dropTable[dropTable.Length - 1];
......@@ -111,12 +121,10 @@ public class Enemy : MonoBehaviour {
}
if (indexOfItem == 7) // Amethyst Potion
{
Debug.Log("Amethyst Potion");
// insert!
}
if (indexOfItem >= 8 && indexOfItem <= 11) // Item
{
Debug.Log("Item");
inventoryManager.ItemInstantiate((ItemQuality)(indexOfItem - 8), transform.parent.position, EnemyManager.dropObjStrength);
}
if (indexOfItem >= 12 && indexOfItem <= 15) // Addon
......@@ -124,12 +132,30 @@ public class Enemy : MonoBehaviour {
inventoryManager.AddonInstantiate((ItemQuality)(indexOfItem - 12), transform.parent.position, EnemyManager.dropObjStrength);
}
this.currHealth = this.maxHealth;
this.untouchable = false;
currHealth = maxHealth;
Invisible = false;
return;
}
// Coroutine
// Knockback
IEnumerator Knockback(float knockbackDist, float knockbackTime)
{
Untouchable = true;
bool isPlayerLeft = (enemyManager.Player.transform.position.x - transform.parent.position.x <= 0);
float knockbackVelocity = ((isPlayerLeft) ? 1 : -1) * knockbackDist / knockbackTime;
transform.parent.eulerAngles = (isPlayerLeft) ? new Vector2(0.0f, 0.0f) : new Vector2(0.0f, 180.0f);
Vector2 tempVelocity = transform.parent.GetComponent<Rigidbody2D>().velocity;
tempVelocity.x = knockbackVelocity;
transform.parent.GetComponent<Rigidbody2D>().velocity = tempVelocity;
yield return new WaitForSeconds(knockbackTime);
Untouchable = false;
}
// Debuff
IEnumerator DebuffCase(EnemyDebuffed sCase)
{
......@@ -220,4 +246,4 @@ public class Enemy : MonoBehaviour {
* 13 - Addon(Ordinary)
* 14 - Addon(Superior)
* 15 - Addon(Masterpiece)
*/
*/
......@@ -9,22 +9,30 @@ public class EnemyManager : Singleton<EnemyManager>
{
// data
// static
private readonly int poolSize = 10;
public static readonly float goldPer = 0.5f;
public static readonly int ameNum = 0;
public static readonly float dropObjStrength = 1f;
// hold player for animation
public GameObject player;
public GameObject Player { get; private set; }
// data of drop item
public TextAsset dropTableData;
public Dictionary<int, int[]> dropTableByID = new Dictionary<int, int[]>();
[SerializeField]
private TextAsset dropTableData;
public Dictionary<int, int[]> DropTableByID { get; private set; }
// enemy prefab and pool
[SerializeField]
private GameObject[] enemyPrefab;
private readonly int poolSize = 10;
public Dictionary<GameObject, GameObject[]> EnemyPool { get; private set; }
// enemy count
[SerializeField]
private uint EnemySpawnCount;
public uint EnemyDeadCount;
// enemy prefab
public GameObject[] enemyPrefab;
public Dictionary<GameObject, GameObject[]> enemyPool = new Dictionary<GameObject, GameObject[]>();
// method
// Constructor - protect calling raw constructor
......@@ -33,14 +41,15 @@ public class EnemyManager : Singleton<EnemyManager>
// Awake
private void Awake()
{
player = GameObject.Find("Player");
Player = GameObject.Find("Player");
LoadDropTable(dropTableData);
CreateEnemyPool();
}
// Spawn Enemy to Map
public void SpawnEnemy()
public void SpawnEnemyToMap()
{
EnemySpawnCount = EnemyDeadCount = 0;
Transform enemySpots = MapManager.currentRoom.roomInGame.transform.Find("enemy spot");
foreach(Transform enemySpot in enemySpots)
{
......@@ -53,10 +62,16 @@ public class EnemyManager : Singleton<EnemyManager>
}
}
public bool IsClear()
{
return (EnemyDeadCount == EnemySpawnCount);
}
// Object Pool
private void CreateEnemyPool()
{
foreach(GameObject eachEnemy in enemyPrefab)
EnemyPool = new Dictionary<GameObject, GameObject[]>();
foreach (GameObject eachEnemy in enemyPrefab)
{
GameObject[] pool = new GameObject[poolSize];
for(int i = 0; i < pool.Length; i++)
......@@ -64,14 +79,14 @@ public class EnemyManager : Singleton<EnemyManager>
pool[i] = Instantiate(eachEnemy);
pool[i].SetActive(false);
}
enemyPool.Add(eachEnemy, pool);
EnemyPool.Add(eachEnemy, pool);
}
}
private GameObject PickFromPool(GameObject enemy)
{
Debug.Log(enemy.name);
GameObject[] pool = enemyPool[enemy];
EnemySpawnCount += 1;
GameObject[] pool = EnemyPool[enemy];
foreach(GameObject obj in pool)
{
if (!obj.activeSelf)
......@@ -88,7 +103,7 @@ public class EnemyManager : Singleton<EnemyManager>
pool[i] = Instantiate(enemy);
pool[i].SetActive(false);
}
enemyPool[enemy] = pool;
EnemyPool[enemy] = pool;
pool[beforeExtend].SetActive(true);
return pool[beforeExtend];
......@@ -97,6 +112,7 @@ public class EnemyManager : Singleton<EnemyManager>
// Load Dictionary
private void LoadDropTable(TextAsset dataFile)
{
DropTableByID = new Dictionary<int, int[]>();
string[] linesFromText = dataFile.text.Split('\n');
string[] cellValue = null;
......@@ -126,7 +142,7 @@ public class EnemyManager : Singleton<EnemyManager>
dropTable[j] = cumulated;
}
dropTableByID.Add(enemyID, dropTable);
DropTableByID.Add(enemyID, dropTable);
}
}
}
......@@ -28,7 +28,7 @@ public class GameManager : MonoBehaviour {
gameState = GameState.Ingame;
GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>().MakeInitialTetrimino();
Vector2 coord = MapManager.currentRoom.transform.position;
GameObject.Find("Player").transform.position = MapManager.currentRoom.roomInGame.transform.Find("Portal").position + warpPosition;
GameObject.Find("Player").transform.position = MapManager.currentRoom.roomInGame.transform.Find("portalspot").position + warpPosition;
GameObject.Find("Main Camera").transform.position = GameObject.Find("Player").transform.position;
}
......
......@@ -139,6 +139,10 @@ public class MapManager : MonoBehaviour {
/// </summary>
public GameObject clearedFog;
/// <summary>
/// Portal of the room.
/// </summary>
public GameObject portal;
/// <summary>
/// Press.
/// </summary>
public Press press;
......@@ -869,7 +873,6 @@ public class MapManager : MonoBehaviour {
currentRoom = newRoom;
StartCoroutine(RoomFadeIn(newRoom));
playerIcon.transform.position = currentRoom.mapCoord * tetrisMapSize + new Vector3(0, 0, -2);
//newRoom.GetComponent<SpriteRenderer>().sprite = roomSurfaceSpritesDistributed[newRoom.stage][(int)RoomSpriteType.Current];
}
/// <summary>
/// Make room fade in.
......@@ -1188,6 +1191,11 @@ public class MapManager : MonoBehaviour {
{
PortalControl();
}
if(!currentRoom.isRoomCleared && (GameObject.Find("EnemyManager").GetComponent<EnemyManager>().IsClear() ||
(currentRoom.specialRoomType != RoomType.Normal && currentRoom.specialRoomType != RoomType.Boss)))
{
currentRoom.ClearRoom();
}
}
}
}
......@@ -146,13 +146,10 @@ public class Room : MonoBehaviour
/// </summary>
public void CreatePortal()
{
portal = roomInGame.transform.Find("Portal").gameObject;
MapManager mapManager = GameObject.Find("MapManager").GetComponent<MapManager>();
portal = roomInGame.transform.Find("portalspot").gameObject;
if (specialRoomType != RoomType.Normal)
{
portal.SetActive(true);
isPortal = true;
return;
}
else
{
int portalDistance = 0;
......@@ -195,32 +192,29 @@ public class Room : MonoBehaviour
switch (portalDistance)
{
case 1:
return;
break;
case 2:
if (Random.Range(0, 10) % 10 == 0)
{
portal.SetActive(true);
isPortal = true;
}
return;
break;
case 3:
if (Random.Range(0, 4) % 10 == 0)
{
portal.SetActive(true);
isPortal = true;
}
return;
break;
case 4:
if (Random.Range(0, 2) % 10 == 0)
{
portal.SetActive(true);
isPortal = true;
}
return;
break;
}
portal.SetActive(true);
isPortal = true;
}
if(isPortal)
portal = Instantiate(mapManager.portal, portal.transform.position, Quaternion.identity, roomInGame.transform);
}
/// <summary>
/// Open selected door of this room.
......
......@@ -7,6 +7,6 @@ public class NormalRoomInGame : RoomInGame {
public override void RoomEnter()
{
base.RoomEnter();
GameObject.Find("EnemyManager").GetComponent<EnemyManager>().SpawnEnemy();
GameObject.Find("EnemyManager").GetComponent<EnemyManager>().SpawnEnemyToMap();
}
}
......@@ -56,7 +56,7 @@ public class Test : MonoBehaviour {
}
public void SummonEnemy()
{
enemyManager.SpawnEnemy();
enemyManager.SpawnEnemyToMap();
}
......
......@@ -103,8 +103,6 @@ public class TetriminoSpawner : MonoBehaviour {
mapManager.CreateRoom(MapManager.currentTetrimino);
MapManager.currentRoom.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
mapManager.playerIcon.transform.position = MapManager.currentRoom.mapCoord * MapManager.tetrisMapSize + new Vector3(0, 0, -2);
//MapManager.currentRoom.GetComponent<SpriteRenderer>().sprite = mapManager.roomSurfaceSpritesDistributed[MapManager.currentStage][(int)RoomSpriteType.Current];
MapManager.currentRoom.ClearRoom();
MapManager.tempRoom = MapManager.currentRoom;
mapManager.playerIcon = Instantiate(mapManager.playerIcon, MapManager.currentRoom.mapCoord * MapManager.tetrisMapSize + new Vector3(0, 0, -2)
, Quaternion.identity, mapManager.grid);
......
......@@ -30,7 +30,7 @@ TagManager:
- PlayerAttack
- EnemyCollider
- EnemyTrigger
-
- Portal
-
-
-
......
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