Commit 5e806fe3 authored by 18손재민's avatar 18손재민

포탈 wip

parent dfcc65bd
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......@@ -83,7 +83,7 @@ public class CameraController : MonoBehaviour {
GetComponent<Camera>().orthographicSize = Mathf.Lerp(GetComponent<Camera>().orthographicSize, sizeDestination, Mathf.Sqrt(Time.deltaTime));
}
}
else if (GameManager.gameState == GameState.Tetris)
else if (GameManager.gameState == GameState.Tetris || GameManager.gameState == GameState.Portal)
{
StartCoroutine(mapManager.RoomFadeOut(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 2);
......
......@@ -35,8 +35,7 @@ public enum ComboState {Idle, Combo, Attack}
/// <summary>
/// Enum for game's state.
/// </summary>
public enum GameState { MainMenu, Ingame, Tetris, Pause, Inventory, GameOver }
public enum GameState { MainMenu, Ingame, Tetris, Portal, Inventory, Pause, GameOver }
/// <summary>
/// Enum for room types.
/// </summary>
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour {
......@@ -10,6 +11,15 @@ public class GameManager : MonoBehaviour {
/// </summary>
public static GameState gameState;
public Canvas gameOverScreen;
public void RestartGame()
{
gameOverScreen.gameObject.SetActive(false);
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
// Use this for initialization
void Start () {
gameState = GameState.Ingame;
......@@ -32,8 +42,17 @@ public class GameManager : MonoBehaviour {
}
if(gameState == GameState.GameOver)
{
if(gameOverScreen.isActiveAndEnabled == false)
Debug.Log("Game Over");
Time.timeScale = 0;
gameOverScreen.gameObject.SetActive(true);
}
if (gameState == GameState.Portal)
{
if (Input.GetKeyDown(KeyCode.Escape))
{
gameState = GameState.Ingame;
StartCoroutine(GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraController>().ChangeScene());
}
}
}
}
......@@ -51,17 +51,7 @@ public class Door : MonoBehaviour {
break;
}
MapManager.isDoorClosing = true;
MapManager mapManager = GameObject.Find("MapManager").GetComponent<MapManager>();
Room room = MapManager.currentRoom;
StartCoroutine(mapManager.RoomFadeOut(room));
if(room.specialRoomType == RoomType.Normal)
room.GetComponent<SpriteRenderer>().sprite = mapManager.roomsSpritesDistributed[room.stage][(int)RoomSpriteType.Normal1 + room.roomConcept];
else
room.GetComponent<SpriteRenderer>().sprite = mapManager.roomsSpritesDistributed[room.stage][(int)room.specialRoomType];
MapManager.currentRoom = MapManager.tempRoom;
room = MapManager.currentRoom;
StartCoroutine(mapManager.RoomFadeIn(room));
room.GetComponent<SpriteRenderer>().sprite = mapManager.roomsSpritesDistributed[room.stage][(int)RoomSpriteType.Current];
GameObject.Find("MapManager").GetComponent<MapManager>().ChangeRoom();
if (MapManager.currentRoom.isRoomCleared != true)
{
animatorThisRoom.SetBool("isPlayerTouchEnded", true);
......
......@@ -152,6 +152,10 @@ public class MapManager : MonoBehaviour {
/// Right door in ingame.
/// </summary>
public GameObject inGameDoorRight;
/// <summary>
/// Portal of a door.
/// </summary>
public GameObject Portal;
public RoomInGame[] normalRoomList1;
public RoomInGame[] normalRoomList2;
......@@ -684,9 +688,6 @@ public class MapManager : MonoBehaviour {
room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)RoomSpriteType.Normal1 + room.roomConcept];
else
room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)room.specialRoomType];
if (currentGhost != null)
currentGhost.rooms[i].GetComponent<SpriteRenderer>().sprite = room.GetComponent<SpriteRenderer>().sprite;
}
......@@ -778,6 +779,19 @@ public class MapManager : MonoBehaviour {
yield return new WaitForSeconds(1f);
tetriminoSpawner.MakeTetrimino();
}
public void ChangeRoom()
{
Room room = currentRoom;
StartCoroutine(RoomFadeOut(room));
if (room.specialRoomType == RoomType.Normal)
room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)RoomSpriteType.Normal1 + room.roomConcept];
else
room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)room.specialRoomType];
currentRoom = tempRoom;
room = currentRoom;
StartCoroutine(RoomFadeIn(room));
room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)RoomSpriteType.Current];
}
/// <summary>
/// Make room fade in.
/// </summary>
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Portal : MonoBehaviour {
private void OnTriggerStay2D(Collider2D collision)
{
if (collision.tag.Equals("Player"))
{
Debug.Log("Entered");
if (Input.GetKeyDown(KeyCode.F))
{
Debug.Log("Portal");
GameManager.gameState = GameState.Portal;
StartCoroutine(GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraController>().ChangeScene());
}
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
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......@@ -77,6 +77,10 @@ public class Room : MonoBehaviour
/// </summary>
public RoomInGame roomInGame;
/// <summary>
/// Portal of the room.
/// </summary>
public GameObject portal;
/// <summary>
/// Check if room is clear and escapable.
/// </summary>
public bool isRoomCleared;
......@@ -130,6 +134,30 @@ public class Room : MonoBehaviour
}
}
}
/// <summary>
/// Create portal in cleared room.
/// </summary>
public void CreatePortal()
{
if(specialRoomType != RoomType.Normal)
{
portal.SetActive(true);
}
else
{
}
}
/// <summary>
/// Open selected door of this room.
/// </summary>
......
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