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tetra-tower
Commits
5c66ced5
Commit
5c66ced5
authored
Feb 12, 2019
by
18손재민
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이제 모든 적이 죽으면 방이 클리어됨. 포탈 생성 수정중
parents
9f27e305
6f7548ef
Changes
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18 changed files
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439 additions
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105 deletions
+439
-105
melee.controller
Assets/Animation/Enemy/melee.controller
+3
-3
Room Start 1-1.prefab
Assets/Prefabs/Rooms/SpecialRoom/Room Start 1-1.prefab
+117
-0
PlayerIcon.prefab
Assets/Prefabs/TetrisMap/PlayerIcon.prefab
+1
-1
Portal.prefab
Assets/Prefabs/TetrisMap/Portal.prefab
+1
-1
testEnemy.unity
Assets/Scenes/testEnemy.unity
+218
-42
AttackProperty.cs
Assets/Scripts/Characters/AttackProperty.cs
+1
-2
EnemyDamaged.cs
...s/Scripts/Characters/Enemy/Animator State/EnemyDamaged.cs
+1
-1
EnemyMeleeIdle.cs
...Scripts/Characters/Enemy/Animator State/EnemyMeleeIdle.cs
+1
-1
EnemyMeleeTrack.cs
...cripts/Characters/Enemy/Animator State/EnemyMeleeTrack.cs
+2
-2
Enemy.cs
Assets/Scripts/Characters/Enemy/Enemy.cs
+41
-15
EnemyManager.cs
Assets/Scripts/EnemyManager.cs
+32
-16
GameManager.cs
Assets/Scripts/GameManager.cs
+1
-1
MapManager.cs
Assets/Scripts/TetrisMap/MapManager.cs
+9
-1
Room.cs
Assets/Scripts/TetrisMap/Room.cs
+8
-14
NormalRoomInGame.cs
Assets/Scripts/TetrisMap/Rooms/NormalRoomInGame.cs
+1
-1
Test.cs
Assets/Scripts/TetrisMap/Test.cs
+1
-1
TetriminoSpawner.cs
Assets/Scripts/TetrisMap/TetriminoSpawner.cs
+0
-2
TagManager.asset
ProjectSettings/TagManager.asset
+1
-1
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Assets/Scripts/Characters/AttackProperty.cs
View file @
5c66ced5
...
...
@@ -11,9 +11,8 @@ public class AttackProperty : MonoBehaviour{
private
void
OnTriggerEnter2D
(
Collider2D
collision
)
{
if
(
collision
.
CompareTag
(
"Enemy"
)
&&
!
collision
.
transform
.
GetChild
(
0
).
GetComponent
<
Enemy
>().
untoucha
ble
)
if
(
collision
.
CompareTag
(
"Enemy"
)
&&
!
collision
.
transform
.
GetChild
(
0
).
GetComponent
<
Enemy
>().
Invisi
ble
)
{
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
);
...
...
Assets/Scripts/Characters/Enemy/Animator State/EnemyDamaged.cs
View file @
5c66ced5
...
...
@@ -24,7 +24,7 @@ public class EnemyDamaged : StateMachineBehaviour {
}
knockbackSpeed
=
animator
.
GetFloat
(
"knockbackDistance"
)
/
knockbackTime
;
Transform
playerTransform
=
EnemyManager
.
Instance
.
p
layer
.
transform
;
Transform
playerTransform
=
EnemyManager
.
Instance
.
P
layer
.
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
;
...
...
Assets/Scripts/Characters/Enemy/Animator State/EnemyMeleeIdle.cs
View file @
5c66ced5
...
...
@@ -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
>().
p
layerDistance
<
noticeRange
)
if
(
animator
.
GetComponent
<
Enemy
>().
P
layerDistance
<
noticeRange
)
{
animator
.
SetTrigger
(
"TrackTrigger"
);
return
;
...
...
Assets/Scripts/Characters/Enemy/Animator State/EnemyMeleeTrack.cs
View file @
5c66ced5
...
...
@@ -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
.
p
layer
;
player
=
EnemyManager
.
Instance
.
P
layer
;
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
>().
p
layerDistance
<
attackRange
)
if
(
animator
.
GetComponent
<
Enemy
>().
P
layerDistance
<
attackRange
)
{
animator
.
SetTrigger
(
"AttackTrigger"
);
return
;
...
...
Assets/Scripts/Characters/Enemy/Enemy.cs
View file @
5c66ced5
...
...
@@ -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
.
p
layer
.
transform
.
position
,
transform
.
parent
.
position
);
PlayerDistance
=
Vector2
.
Distance
(
enemyManager
.
P
layer
.
transform
.
position
,
transform
.
parent
.
position
);
}
// hit by player or debuff
...
...
@@ -70,20 +72,28 @@ public class Enemy : MonoBehaviour {
currHealth
-=
attack
.
damage
;
if
(
currHealth
<=
0
)
{
untoucha
ble
=
true
;
Invisi
ble
=
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
.
untoucha
ble
=
false
;
currHealth
=
maxHealth
;
Invisi
ble
=
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)
*/
*/
Assets/Scripts/EnemyManager.cs
View file @
5c66ced5
...
...
@@ -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
()
{
p
layer
=
GameObject
.
Find
(
"Player"
);
P
layer
=
GameObject
.
Find
(
"Player"
);
LoadDropTable
(
dropTableData
);
CreateEnemyPool
();
}
// Spawn Enemy to Map
public
void
SpawnEnemy
()
public
void
SpawnEnemy
ToMap
()
{
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
);
}
e
nemyPool
.
Add
(
eachEnemy
,
pool
);
E
nemyPool
.
Add
(
eachEnemy
,
pool
);
}
}
private
GameObject
PickFromPool
(
GameObject
enemy
)
{
Debug
.
Log
(
enemy
.
name
)
;
GameObject
[]
pool
=
e
nemyPool
[
enemy
];
EnemySpawnCount
+=
1
;
GameObject
[]
pool
=
E
nemyPool
[
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
);
}
e
nemyPool
[
enemy
]
=
pool
;
E
nemyPool
[
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
;
}
d
ropTableByID
.
Add
(
enemyID
,
dropTable
);
D
ropTableByID
.
Add
(
enemyID
,
dropTable
);
}
}
}
Assets/Scripts/GameManager.cs
View file @
5c66ced5
...
...
@@ -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
;
}
...
...
Assets/Scripts/TetrisMap/MapManager.cs
View file @
5c66ced5
...
...
@@ -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
();
}
}
}
}
Assets/Scripts/TetrisMap/Room.cs
View file @
5c66ced5
...
...
@@ -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.
...
...
Assets/Scripts/TetrisMap/Rooms/NormalRoomInGame.cs
View file @
5c66ced5
...
...
@@ -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
>().
SpawnEnemy
ToMap
();
}
}
Assets/Scripts/TetrisMap/Test.cs
View file @
5c66ced5
...
...
@@ -56,7 +56,7 @@ public class Test : MonoBehaviour {
}
public
void
SummonEnemy
()
{
enemyManager
.
SpawnEnemy
();
enemyManager
.
SpawnEnemy
ToMap
();
}
...
...
Assets/Scripts/TetrisMap/TetriminoSpawner.cs
View file @
5c66ced5
...
...
@@ -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
);
...
...
ProjectSettings/TagManager.asset
View file @
5c66ced5
...
...
@@ -30,7 +30,7 @@ TagManager:
-
PlayerAttack
-
EnemyCollider
-
EnemyTrigger
-
-
Portal
-
-
-
...
...
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