Commit 65440dce authored by 18김상언's avatar 18김상언

Merge remote-tracking branch 'origin/LifeStone' into enemy

parents 9dc70132 f015c152
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......
...@@ -9,7 +9,7 @@ MonoBehaviour: ...@@ -9,7 +9,7 @@ MonoBehaviour:
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......
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...@@ -506,21 +506,6 @@ Prefab: ...@@ -506,21 +506,6 @@ Prefab:
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......
...@@ -42,7 +42,7 @@ public class Player : MonoBehaviour { ...@@ -42,7 +42,7 @@ public class Player : MonoBehaviour {
} }
ttx = tx; ttx = tx;
tty = ty; tty = ty;
if (lifeStoneManager.CountType(LifeStoneType.Normal) == 0) if (lifeStoneManager.CountType(LifeStoneType.Normal) + lifeStoneManager.CountType(LifeStoneType.Gold) + lifeStoneManager.CountType(LifeStoneType.Amethyst) == 0)
GameManager.gameState = GameState.GameOver; GameManager.gameState = GameState.GameOver;
} }
} }
...@@ -58,8 +58,7 @@ public class PlayerController : MonoBehaviour ...@@ -58,8 +58,7 @@ public class PlayerController : MonoBehaviour
[SerializeField] [SerializeField]
private float rayDistance; private float rayDistance;
[SerializeField] [SerializeField]
private DroppedItem lastDropItem; private IPlayerInteraction lastDropItem;
private DroppedLifeStone lastLifeStone;
private bool interaction; private bool interaction;
public PlayerState playerState, previousState; public PlayerState playerState, previousState;
...@@ -86,28 +85,16 @@ public class PlayerController : MonoBehaviour ...@@ -86,28 +85,16 @@ public class PlayerController : MonoBehaviour
jump = true; jump = true;
} }
if (GetItemRay() == false) if (!GetItemRay() && lastDropItem != null)
{ {
if (lastDropItem != null) lastDropItem.HighlightSwitch(false);
{ lastDropItem = null;
lastDropItem.HighlightSwitch(false);
lastDropItem = null;
}
if (lastLifeStone != null)
{
lastLifeStone.HighlightSwitch(false);
lastLifeStone = null;
}
} }
if (lastDropItem != null && interaction) if(lastDropItem != null && interaction)
{ {
print(lastDropItem.PushItem() + "냠냠"); lastDropItem.Apply();
} lastDropItem = null;
if (lastLifeStone != null && interaction)
{
lastLifeStone.ApplyLifeStone();
print("생명석 냠냠");
} }
} }
...@@ -250,69 +237,15 @@ public class PlayerController : MonoBehaviour ...@@ -250,69 +237,15 @@ public class PlayerController : MonoBehaviour
bool GetItemRay() bool GetItemRay()
{ {
RaycastHit2D hit1 = Physics2D.Raycast(transform.position + new Vector3(Player.X / 2f *0f, 0, 0), Vector2.down, rayDistance, itemLayer); RaycastHit2D hit1 = Physics2D.Raycast(transform.position , Vector2.down, rayDistance, itemLayer);
// RaycastHit2D hit2 = Physics2D.Raycast(transform.position - new Vector3(Player.X / 2f, 0, 0), Vector2.down, rayDistance, itemLayer); Debug.DrawRay(transform.position , rayDistance * Vector2.down, Color.white);
Debug.DrawRay(transform.position + new Vector3(Player.X / 2f*0f, 0, 0), rayDistance * Vector2.down, Color.white);
if (hit1.collider != null) if (hit1.collider != null)
{ {
DroppedItem temp = hit1.collider.GetComponent<DroppedItem>(); IPlayerInteraction temp = hit1.collider.GetComponent<IPlayerInteraction>();
DroppedLifeStone stoneTemp; if (lastDropItem != null) lastDropItem.HighlightSwitch(false);
if (temp == null) if (temp != null) temp.HighlightSwitch(true);
{ lastDropItem = temp;
stoneTemp = hit1.collider.GetComponent<DroppedLifeStone>();
if (lastLifeStone!= stoneTemp)
{
if (lastLifeStone != null)
{
lastLifeStone.HighlightSwitch(false);
}
lastLifeStone = stoneTemp;
stoneTemp.HighlightSwitch(true);
}
}
else if (lastDropItem != temp)
{
if (lastDropItem != null)
{
lastDropItem.HighlightSwitch(false);
}
lastDropItem = temp;
temp.HighlightSwitch(true);
}
} }
/*else if(hit2.collider != null)
{
DroppedItem temp = hit2.collider.GetComponent<DroppedItem>();
DroppedLifeStone stoneTemp;
if (temp == null)
{
stoneTemp = hit2.collider.GetComponent<DroppedLifeStone>();
if (lastLifeStone != stoneTemp)
{
if (lastLifeStone != null)
{
lastLifeStone.HighlightSwitch(false);
}
lastLifeStone = stoneTemp;
stoneTemp.HighlightSwitch(true);
}
}
else if (lastDropItem != temp)
{
if (lastDropItem != null)
{
lastDropItem.HighlightSwitch(false);
}
lastDropItem = temp;
temp.HighlightSwitch(true);
}
}*/
return hit1.collider != null; return hit1.collider != null;
} }
bool IsInRope() // Is player in rope? bool IsInRope() // Is player in rope?
......
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class DroppedItem : MonoBehaviour public class DroppedItem : MonoBehaviour, IPlayerInteraction
{ {
InventoryManager inventoryManager; InventoryManager inventoryManager;
public bool itemAddon; //false: item true: addon public bool itemAddon; //false: item true: addon
...@@ -48,22 +48,21 @@ public class DroppedItem : MonoBehaviour ...@@ -48,22 +48,21 @@ public class DroppedItem : MonoBehaviour
bc2D.size = sprt.size; bc2D.size = sprt.size;
transform.localScale = new Vector3((addon.sizeInventory.x * itemSizeMultiplier) / sprt.size.x, (addon.sizeInventory.y * itemSizeMultiplier) / sprt.size.y, 1); transform.localScale = new Vector3((addon.sizeInventory.x * itemSizeMultiplier) / sprt.size.x, (addon.sizeInventory.y * itemSizeMultiplier) / sprt.size.y, 1);
} }
public bool PushItem() public void Apply()
{ {
if (!itemAddon && inventoryManager.PushItem(item)) if (!itemAddon && inventoryManager.PushItem(item))
{ {
Destroy(gameObject); Destroy(gameObject);
return true;
} }
else if (itemAddon && inventoryManager.PushAddon(addon)) else if (itemAddon && inventoryManager.PushAddon(addon))
{ {
Destroy(gameObject); Destroy(gameObject);
return true;
} }
return false;
} }
public void HighlightSwitch(bool enabled) public void HighlightSwitch(bool enabled)
{ {
highlight.SetActive(enabled); highlight.SetActive(enabled);
highlight.GetComponent<SpriteRenderer>().sortingOrder = -1 + (enabled ? 2 : 0);
GetComponent<SpriteRenderer>().sortingOrder = (enabled ? 2 : 0);
} }
} }
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IPlayerInteraction {
void HighlightSwitch(bool enabled);
void Apply();
}
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......
...@@ -34,7 +34,7 @@ public class InventoryManager : MonoBehaviour { ...@@ -34,7 +34,7 @@ public class InventoryManager : MonoBehaviour {
addonPool[i] = new List<string>(); addonPool[i] = new List<string>();
} }
itemPool[0].Add("Bow"); //itemPool[0].Add("Bow");
itemPool[0].Add("Dagger"); itemPool[0].Add("Dagger");
itemPool[1].Add("Baculus"); itemPool[1].Add("Baculus");
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class SwapTile : MonoBehaviour {
public TileBase[] tileFR;
public TileBase[] tileIT;
public TileBase[] tileWW;
public TileBase[] tileUT;
public Tilemap map;
public RoomInGame roomInGame;
public TileBase[] fillLeftDoor;
public TileBase[] fillRightDoor;
//기본 테마를 숲속 유적으로 하고 if(얼음신전)
public void Init()
{
for(int i=0;i<tileFR.Length;i++)
map.SwapTile(tileFR[i], tileIT[i]);
}
/*
같은 방식으로
if(수로)
for(int i=0;i<tileFR.Length;i++)
map.SwapTile(tileFR[i], tileWW[i]);
if(나무아래)
for(int i=0;i<tileFR.Length;i++)
map.SwapTile(tileFR[i], tileUT[i]);
*/
public void FillEmptyDoor(int leftDoorLocation, int rightDoorLocation)
{
Tilemap outerWallMap = roomInGame.transform.GetChild(4).GetComponent<Tilemap>();
int[] doorLocations = { 1, 9 ,17};
for (int i = 0; i < 3; i++)
{
//경우를 따지자
/*
* 왼쪽의 경우
* 문 위 타일
* 1. 오른쪽에 타일이 없음 -> [| |] 모양 넣기 0
* 2. 오른쪽에만 타일이 있음 -> [| .] 모양 넣기 2
* 3. 오른쪽이랑 오른쪽 대각선 위에 타일이 있음 -> [| ] 모양 넣기 1
*
* 문 아래 타일
* 1. 오른쪽 타일 없음 -> 문 위랑 동일
* 2. 오른족에만 타일 -> [| '] 모양 넣기 3
* 3. 오른족이랑 오른쪽 대각선 아래에 타일 -> [| ] 모양
*
* 오른쪽의 경우
* 문 위 타일
* 1. 왼쪽에 X -> [| |]
* 2. 왼쪽에만 -> [. |]
* 3. 왼쪽이랑 왼쪽 대각선 아래 -> [ |]
*
* 문 아래
* 1. 왼쪽에 X -> [| |]
* 2. 왼쪽에만 -> [' |]
* 3. 왼쪽이랑 왼쪽 대각선 위 -> [ |]
*/
if (i != leftDoorLocation)
{
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 1, 0), fillLeftDoor[0]);
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i], 0), fillLeftDoor[0]);
if(outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] + 2, 0)) && outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] + 3, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 2, 0), fillLeftDoor[1]);
else if (outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] + 2, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 2, 0), fillLeftDoor[2]);
else
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 2, 0), fillLeftDoor[0]);
if(outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] -1, 0)) && outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] - 2, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] - 1, 0), fillLeftDoor[1]);
else if(outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] - 1, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] - 1, 0), fillLeftDoor[3]);
else
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] - 1, 0), fillLeftDoor[0]);
}
if (i != rightDoorLocation)
{
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 1, 0), fillRightDoor[0]);
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i], 0), fillRightDoor[0]);
if (outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] + 2, 0)) && outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] + 3, 0)))
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 2, 0), fillRightDoor[1]);
else if(outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] + 2, 0)))
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 2, 0), fillRightDoor[2]);
else
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 2, 0), fillRightDoor[0]);
if (outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] - 1, 0)) && outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] - 2, 0)))
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] - 1, 0), fillRightDoor[1]);
else if (outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] - 1, 0)))
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] - 1, 0), fillRightDoor[3]);
else
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] - 1, 0), fillRightDoor[0]);
}
}
}
}
...@@ -711,14 +711,13 @@ public class MapManager : MonoBehaviour { ...@@ -711,14 +711,13 @@ public class MapManager : MonoBehaviour {
} }
if(GameManager.gameState == GameState.Tetris) if(GameManager.gameState == GameState.Tetris)
{ {
if (Input.GetButtonDown("Vertical")) if (Input.GetButtonDown("TetriminoVertical"))
{ {
TetriminoRotate(currentTetrimino, (int)Input.GetAxisRaw("Vertical")); TetriminoRotate(currentTetrimino, (int)Input.GetAxisRaw("TetriminoVertical"));
} }
else if (Input.GetButtonDown("Horizontal") && lifeStoneManager.CountType(LifeStoneType.Gold) > 0) else if (Input.GetButtonDown("TetriminoHorizontal") && lifeStoneManager.CountType(LifeStoneType.Gold) > 0)
{ {
MoveTetriminoHorizontal(currentTetrimino, new Vector3((int)Input.GetAxisRaw("Horizontal"), 0, 0)); MoveTetriminoHorizontal(currentTetrimino, new Vector3((int)Input.GetAxisRaw("TetriminoHorizontal"), 0, 0));
lifeStoneManager.ChangeToNormal(LifeStoneType.Gold, tetriminoCost); lifeStoneManager.ChangeToNormal(LifeStoneType.Gold, tetriminoCost);
} }
else if (Input.GetKeyDown(KeyCode.Space) && lifeStoneManager.CountType(LifeStoneType.Gold) > 0) else if (Input.GetKeyDown(KeyCode.Space) && lifeStoneManager.CountType(LifeStoneType.Gold) > 0)
...@@ -786,6 +785,7 @@ public class MapManager : MonoBehaviour { ...@@ -786,6 +785,7 @@ public class MapManager : MonoBehaviour {
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) 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)
room.OpenDoor("Right"); room.OpenDoor("Right");
} }
StartCoroutine(GetComponent<TileManager>().SetTetriminoTiles(te));
Destroy(te.gameObject); Destroy(te.gameObject);
} }
/// <summary> /// <summary>
...@@ -1020,6 +1020,10 @@ public class MapManager : MonoBehaviour { ...@@ -1020,6 +1020,10 @@ public class MapManager : MonoBehaviour {
portalDistributedVertical[i] = new List<int>(); portalDistributedVertical[i] = new List<int>();
for (int i = 0; i < 10; i++) for (int i = 0; i < 10; i++)
portalDistributedHorizontal[i] = new List<int>(); portalDistributedHorizontal[i] = new List<int>();
TileManager tileManager = GetComponent<TileManager>();
for (int concept = 0; concept < 4; concept++) for (int concept = 0; concept < 4; concept++)
for (int leftDoor = 0; leftDoor < 3; leftDoor++) for (int leftDoor = 0; leftDoor < 3; leftDoor++)
for (int rightDoor = 0; rightDoor < 3; rightDoor++) for (int rightDoor = 0; rightDoor < 3; rightDoor++)
......
...@@ -6,7 +6,7 @@ public class Portal : MonoBehaviour { ...@@ -6,7 +6,7 @@ public class Portal : MonoBehaviour {
private void OnTriggerStay2D(Collider2D collision) private void OnTriggerStay2D(Collider2D collision)
{ {
if (collision.tag.Equals("Player") && Input.GetKeyDown(KeyCode.F)) if (collision.tag.Equals("Player") && Input.GetButtonDown("Interaction"))
{ {
StartCoroutine(GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraController>().ChangeScene(GameState.Portal)); StartCoroutine(GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraController>().ChangeScene(GameState.Portal));
} }
......
...@@ -92,6 +92,10 @@ public class Room : MonoBehaviour ...@@ -92,6 +92,10 @@ public class Room : MonoBehaviour
/// Check if room is destroyed. /// Check if room is destroyed.
/// </summary> /// </summary>
public bool isRoomDestroyed = false; public bool isRoomDestroyed = false;
/// <summary>
/// Check if portal is active or not.
/// </summary>
public bool isPortal = false;
/* /*
* functions * functions
...@@ -116,7 +120,7 @@ public class Room : MonoBehaviour ...@@ -116,7 +120,7 @@ public class Room : MonoBehaviour
public void CreateDoors(GameObject _leftTetrisDoor, GameObject _rightTetrisDoor, GameObject _inGameDoorUp, GameObject _inGameDoorDown, GameObject _inGameDoorLeft, GameObject _inGameDoorRight) public void CreateDoors(GameObject _leftTetrisDoor, GameObject _rightTetrisDoor, GameObject _inGameDoorUp, GameObject _inGameDoorDown, GameObject _inGameDoorLeft, GameObject _inGameDoorRight)
{ {
float standardSize = MapManager.tetrisMapSize / 24; float standardSize = MapManager.tetrisMapSize / 24;
Tilemap outerWallMap = roomInGame.transform.GetChild(4).GetComponent<Tilemap>(); Tilemap wallTileMap = roomInGame.transform.Find("wall").GetComponent<Tilemap>();
leftTetrisDoor = Instantiate(_leftTetrisDoor, transform.position + new Vector3(standardSize, doorLocations[leftDoorLocation], 0), Quaternion.identity, transform); 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); rightTetrisDoor = Instantiate(_rightTetrisDoor, transform.position + new Vector3(standardSize * 23, doorLocations[rightDoorLocation], 0), Quaternion.identity, transform);
...@@ -128,27 +132,23 @@ public class Room : MonoBehaviour ...@@ -128,27 +132,23 @@ public class Room : MonoBehaviour
{ {
if (i != leftDoorLocation) if (i != leftDoorLocation)
{ {
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 1, 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0))); wallTileMap.SetTile(new Vector3Int(0, doorLocations[i] + 1, 0), wallTileMap.GetTile(new Vector3Int(0, 0, 0)));
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i], 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0))); wallTileMap.SetTile(new Vector3Int(0, doorLocations[i], 0), wallTileMap.GetTile(new Vector3Int(0, 0, 0)));
} }
if (i != rightDoorLocation) if (i != rightDoorLocation)
{ {
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 1, 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0))); wallTileMap.SetTile(new Vector3Int(23, doorLocations[i] + 1, 0), wallTileMap.GetTile(new Vector3Int(0, 0, 0)));
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i], 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0))); wallTileMap.SetTile(new Vector3Int(23, doorLocations[i], 0), wallTileMap.GetTile(new Vector3Int(0, 0, 0)));
} }
} }
} }
public bool isPortal = false;
/// <summary> /// <summary>
/// Create portal in cleared room. /// Create portal in cleared room.
/// </summary> /// </summary>
public void CreatePortal() public void CreatePortal()
{ {
portal = roomInGame.transform.GetChild(roomInGame.transform.childCount - 1).gameObject; GameObject portal = roomInGame.transform.Find("Portal").gameObject;
if(specialRoomType != RoomType.Normal) if (specialRoomType != RoomType.Normal)
{ {
portal.SetActive(true); portal.SetActive(true);
isPortal = true; isPortal = true;
...@@ -223,11 +223,6 @@ public class Room : MonoBehaviour ...@@ -223,11 +223,6 @@ public class Room : MonoBehaviour
isPortal = true; isPortal = true;
} }
} }
/// <summary> /// <summary>
/// Open selected door of this room. /// Open selected door of this room.
/// </summary> /// </summary>
......
...@@ -10,4 +10,5 @@ public class RoomInGame : MonoBehaviour { ...@@ -10,4 +10,5 @@ public class RoomInGame : MonoBehaviour {
/// Information for stage. /// Information for stage.
/// </summary> /// </summary>
public bool[] concept = new bool[4]; public bool[] concept = new bool[4];
public bool[,] tileInfo = new bool[24, 24];
} }
...@@ -55,6 +55,10 @@ public class Test : MonoBehaviour { ...@@ -55,6 +55,10 @@ public class Test : MonoBehaviour {
{ {
enemyManager.SpawnEnemy(); enemyManager.SpawnEnemy();
} }
public void ChangeTile()
{
GameObject.Find("MapManager").GetComponent<TileManager>().SetAllTiles(MapManager.currentRoom.roomInGame);
}
private void Awake() private void Awake()
......
...@@ -5,105 +5,137 @@ using UnityEngine.Tilemaps; ...@@ -5,105 +5,137 @@ using UnityEngine.Tilemaps;
public class TileManager : MonoBehaviour public class TileManager : MonoBehaviour
{ {
/// <summary>
/// Array of all tiles.
/// </summary>
public TileBase[] allTiles;
/// <summary>
/// Dictionary for distributing all tiles.
/// Each dimensions for stage and concept.
/// </summary>
Dictionary<string, TileBase>[,] tilesDistributed = new Dictionary<string, TileBase>[5, 4];
public TileBase[] tileFR; void Awake()
public TileBase[] tileIT;
public TileBase[] tileWW;
public TileBase[] tileUT;
public Tilemap map;
public RoomInGame roomInGame;
public TileBase[] fillLeftDoor;
public TileBase[] fillRightDoor;
//기본 테마를 숲속 유적으로 하고 if(얼음신전)
public void Init()
{ {
for (int i = 0; i < tileFR.Length; i++) for (int i = 0; i < 5; i++)
map.SwapTile(tileFR[i], tileIT[i]); for (int j = 0; j < 4; j++)
tilesDistributed[i, j] = new Dictionary<string, TileBase>();
string tileName;
for(int i = 0; i < allTiles.Length; i++)
{
tileName = allTiles[i].name;
tilesDistributed[int.Parse(tileName.Substring(0, 1)) - 1, int.Parse(tileName.Substring(1, 1)) - 1].Add(tileName.Substring(2), allTiles[i]);
}
} }
/// <summary>
/// Check room's tilemap's all position that if tile exists there or not.
/// </summary>
/// <param name="roomInGame">Room you want to check.</param>
/* public void CheckAllTiles(RoomInGame roomInGame)
같은 방식으로
if(수로)
for(int i=0;i<tileFR.Length;i++)
map.SwapTile(tileFR[i], tileWW[i]);
if(나무아래)
for(int i=0;i<tileFR.Length;i++)
map.SwapTile(tileFR[i], tileUT[i]);
*/
public void FillEmptyDoor(int leftDoorLocation, int rightDoorLocation)
{ {
Tilemap outerWallMap = roomInGame.transform.GetChild(4).GetComponent<Tilemap>(); Tilemap roomTileMap = roomInGame.transform.Find("wall").GetComponent<Tilemap>();
int[] doorLocations = { 1, 9, 17 }; for (int x = 0; x < 24; x++)
for (int i = 0; i < 3; i++) for(int y = 0; y < 24; y++)
{
//경우를 따지자
/*
* 왼쪽의 경우
* 문 위 타일
* 1. 오른쪽에 타일이 없음 -> [| |] 모양 넣기 0
* 2. 오른쪽에만 타일이 있음 -> [| .] 모양 넣기 2
* 3. 오른쪽이랑 오른쪽 대각선 위에 타일이 있음 -> [| ] 모양 넣기 1
*
* 문 아래 타일
* 1. 오른쪽 타일 없음 -> 문 위랑 동일
* 2. 오른족에만 타일 -> [| '] 모양 넣기 3
* 3. 오른족이랑 오른쪽 대각선 아래에 타일 -> [| ] 모양
*
* 오른쪽의 경우
* 문 위 타일
* 1. 왼쪽에 X -> [| |]
* 2. 왼쪽에만 -> [. |]
* 3. 왼쪽이랑 왼쪽 대각선 아래 -> [ |]
*
* 문 아래
* 1. 왼쪽에 X -> [| |]
* 2. 왼쪽에만 -> [' |]
* 3. 왼쪽이랑 왼쪽 대각선 위 -> [ |]
*/
if (i != leftDoorLocation)
{ {
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 1, 0), fillLeftDoor[0]); if (roomTileMap.GetTile(new Vector3Int(x, y, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i], 0), fillLeftDoor[0]); roomInGame.tileInfo[x, y] = true;
if (outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] + 2, 0)) && outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] + 3, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 2, 0), fillLeftDoor[1]);
else if (outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] + 2, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 2, 0), fillLeftDoor[2]);
else
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 2, 0), fillLeftDoor[0]);
if (outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] - 1, 0)) && outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] - 2, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] - 1, 0), fillLeftDoor[1]);
else if (outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] - 1, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] - 1, 0), fillLeftDoor[3]);
else else
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] - 1, 0), fillLeftDoor[0]); roomInGame.tileInfo[x, y] = false;
} }
if (i != rightDoorLocation) }
/// <summary>
/// Check tile and set name for specified direction.
/// </summary>
/// <param name="roomInGame">Room you want to check.</param>
/// <param name="originPos">Position of tile map you want to check.</param>
/// <param name="checkPos">Direction you want to check.</param>
/// <returns></returns>
public char CheckQuarterTile(RoomInGame roomInGame, Vector2Int originPos, Vector2Int checkPos)
{
int verticalTile = 0, horizontalTile = 0;
bool[,] tileInfo = roomInGame.tileInfo;
if (!IsTileInRoom(originPos.x + checkPos.x))
horizontalTile = 2;
else if (tileInfo[originPos.x + checkPos.x, originPos.y])
horizontalTile = 1;
if (!IsTileInRoom(originPos.y + checkPos.y))
verticalTile = 2;
else if (tileInfo[originPos.x, originPos.y + checkPos.y])
verticalTile = 1;
if ((verticalTile == 2 && horizontalTile == 2) || (verticalTile == 0 && horizontalTile == 2) || (verticalTile == 2 && horizontalTile == 0))
return '3';
else if (verticalTile == 2)
return '1';
else if (horizontalTile == 2)
return '2';
else if (verticalTile == 1 && horizontalTile == 1)
{
if (tileInfo[originPos.x + checkPos.x, originPos.y + checkPos.y])
return 'o';
else
return 's';
}
else if (verticalTile == 1)
return 'v';
else if (horizontalTile == 1)
return 'h';
else
return 'b';
}
/// <summary>
/// Check if it is out of the room or not.
/// </summary>
/// <param name="n">Position you want to check.</param>
/// <returns></returns>
bool IsTileInRoom(int n)
{
return n >= 0 && n < 24;
}
/// <summary>
/// Set all tiles of the room.
/// Cut for every 72 tiles.
/// </summary>
/// <param name="roomInGame">Room you want to set.</param>
/// <returns></returns>
public IEnumerator SetAllTiles(RoomInGame roomInGame)
{
int stage = MapManager.currentStage;
//int concept = room.roomConcept;
int concept = 0;
Tilemap roomTileMap = roomInGame.transform.Find("wall").GetComponent<Tilemap>();
CheckAllTiles(roomInGame);
for(int y = 0; y < 24; y++)
{
/*if (y % 3 == 0)
yield return null;*/
for(int x = 0; x < 24; x++)
{ {
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 1, 0), fillRightDoor[0]); if (roomInGame.tileInfo[x, y])
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i], 0), fillRightDoor[0]); {
string tileName = CheckQuarterTile(roomInGame, new Vector2Int(x, y), new Vector2Int(-1, 1)).ToString() +
if (outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] + 2, 0)) && outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] + 3, 0))) CheckQuarterTile(roomInGame, new Vector2Int(x, y), new Vector2Int(1, 1)).ToString() +
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 2, 0), fillRightDoor[1]); CheckQuarterTile(roomInGame, new Vector2Int(x, y), new Vector2Int(-1, -1)).ToString() +
else if (outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] + 2, 0))) CheckQuarterTile(roomInGame, new Vector2Int(x, y), new Vector2Int(1, -1)).ToString();
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 2, 0), fillRightDoor[2]); //Debug.Log(tileName);
else if(tilesDistributed[stage, concept].ContainsKey(tileName))
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 2, 0), fillRightDoor[0]); roomTileMap.SetTile(new Vector3Int(x, y, 0), tilesDistributed[stage, concept][tileName]);
}
if (outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] - 1, 0)) && outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] - 2, 0)))
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] - 1, 0), fillRightDoor[1]);
else if (outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] - 1, 0)))
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] - 1, 0), fillRightDoor[3]);
else
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] - 1, 0), fillRightDoor[0]);
} }
} }
yield return null;
}
/// <summary>
/// Set tiles for all rooms in tetrimino.
/// </summary>
/// <param name="tetrimino">Tetrimino you want to set.</param>
/// <returns></returns>
public IEnumerator SetTetriminoTiles(Tetrimino tetrimino)
{
for(int i = 0; i < tetrimino.rooms.Length; i++)
{
yield return null;
StartCoroutine(SetAllTiles(tetrimino.rooms[i].roomInGame));
}
} }
} }
......
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class DroppedLifeStone : MonoBehaviour public class DroppedLifeStone : MonoBehaviour, IPlayerInteraction
{ {
LifeStoneInfo info; LifeStoneInfo info;
public Sprite[] sprites; public Sprite[] sprites;
...@@ -32,7 +32,7 @@ public class DroppedLifeStone : MonoBehaviour ...@@ -32,7 +32,7 @@ public class DroppedLifeStone : MonoBehaviour
unitObj = new GameObject[inSize.x * inSize.y]; unitObj = new GameObject[inSize.x * inSize.y];
highObj = new GameObject[inSize.x * inSize.y]; highObj = new GameObject[inSize.x * inSize.y];
transform.position = pos - new Vector3(inSize.x * unitSize, 0, 0); transform.position = pos - new Vector3(inSize.x * unitSize / 2f, 0, 0);
for (int i = 0; i < inSize.x * inSize.y; i++) for (int i = 0; i < inSize.x * inSize.y; i++)
{ {
...@@ -44,16 +44,16 @@ public class DroppedLifeStone : MonoBehaviour ...@@ -44,16 +44,16 @@ public class DroppedLifeStone : MonoBehaviour
highObj[i] = Instantiate(highlightSprite, transform); highObj[i] = Instantiate(highlightSprite, transform);
highObj[i].transform.localPosition = unitObj[i].transform.localPosition; highObj[i].transform.localPosition = unitObj[i].transform.localPosition;
highObj[i].GetComponent<SpriteRenderer>().enabled = false; highObj[i].SetActive(false);
} }
} }
bc2D.offset = new Vector2(unitSize * inSize.x / 2f, unitSize * inSize.y / 2f); bc2D.offset = new Vector2(unitSize * inSize.x / 2f, unitSize * inSize.y / 2f);
bc2D.size = new Vector2(unitSize * inSize.x, unitSize * inSize.y); bc2D.size = new Vector2(unitSize * inSize.x, unitSize * inSize.y);
} }
public void ApplyLifeStone() public void Apply()
{ {
GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>().PushLifeStone(info); if(GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>().PushLifeStone(info))
Destroy(gameObject); Destroy(gameObject);
} }
public void HighlightSwitch(bool enabled) public void HighlightSwitch(bool enabled)
{ {
...@@ -62,7 +62,12 @@ public class DroppedLifeStone : MonoBehaviour ...@@ -62,7 +62,12 @@ public class DroppedLifeStone : MonoBehaviour
for (int i = 0; i < inSize.x * inSize.y; i++) for (int i = 0; i < inSize.x * inSize.y; i++)
{ {
if (inFill[i] != ' ') if (inFill[i] != ' ')
highObj[i].GetComponent<SpriteRenderer>().enabled = enabled; {
highObj[i].SetActive(enabled);
highObj[i].GetComponent<SpriteRenderer>().sortingOrder = -1 + (enabled ? 2 : 0);
unitObj[i].GetComponent<SpriteRenderer>().sortingOrder = (enabled ? 2 : 0);
}
} }
} }
} }
\ No newline at end of file
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DroppedPotion : MonoBehaviour, IPlayerInteraction {
public GameObject highlight;
public void Apply()
{
GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>().ChangeFromNormal(LifeStoneType.Gold, 3);
Destroy(gameObject);
}
public void HighlightSwitch(bool enabled)
{
highlight.SetActive(enabled);
highlight.GetComponent<SpriteRenderer>().sortingOrder = -1 + (enabled ? 2 : 0);
GetComponent<SpriteRenderer>().sortingOrder = (enabled ? 2 : 0);
}
}
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externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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...@@ -35,6 +35,7 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -35,6 +35,7 @@ public class LifeStoneManager : MonoBehaviour {
/// lifeStoneUnit Prefab /// lifeStoneUnit Prefab
/// </summary> /// </summary>
public GameObject lifeUnitPrefab; public GameObject lifeUnitPrefab;
public GameObject goldPotionPrefab;
/// <summary> /// <summary>
/// strength of vibration when Lifestone falls /// strength of vibration when Lifestone falls
/// </summary> /// </summary>
...@@ -64,58 +65,64 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -64,58 +65,64 @@ public class LifeStoneManager : MonoBehaviour {
lifeStoneUnit = new GameObject[50, 3]; lifeStoneUnit = new GameObject[50, 3];
for (int i = 0; i < 50; i++) for (int j = 0; j < 3; j++) lifeStoneArray[i, j] = 0; for (int i = 0; i < 50; i++) for (int j = 0; j < 3; j++) lifeStoneArray[i, j] = 0;
//StartCoroutine("TestEnumerator"); //StartCoroutine("TestEnumerator");
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 8), "AAAAAAAAAAAAAAAAAAAAAAAA")); PushLifeStone(CreateLifeStoneInfo(new Vector2Int(3, 6), 0, 0));
} }
IEnumerator TestEnumerator() IEnumerator TestEnumerator()
{ {
yield return null; yield return null;
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 8), "AAAAAAAAAAAAAAAAAAAAAAAA"));
/*
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 1), "AAA"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
/*PushLifeStone(CreateLifeStoneInfo(5, 0.2f, 3));
yield return new WaitForSeconds(2);
PushLifeStone(CreateLifeStoneInfo(3, 0.2f, 0));
yield return new WaitForSeconds(2);
PushLifeStone(CreateLifeStoneInfo(4, 0.2f, 0));
yield return new WaitForSeconds(2);
InstantiateDroppedLifeStone(CreateLifeStoneInfo(4, 0.1f, 0), GameObject.Find("Player").transform.position + new Vector3(2,2,0));
yield return new WaitForSeconds(2);
ExpandRow(4);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 8), "AAAAAAAAAAAAAAAAAAAAAAAA"));
PushLifeStone(new LifeStoneInfo(new Vector2Int(2, 5), " AAAABA A "));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(2, 3), " AAA A"));
yield return new WaitForSeconds(2);
ChangeFromNormal(2, 5);
yield return new WaitForSeconds(2);
ChangeToNormal(2, 3);
yield return new WaitForSeconds(2);
DestroyStone(3);*/
} }
/// <summary>
/// expand lifestoneframe row
/// </summary>
/// <param name="rowNum"></param>
public void ExpandRow(int rowNum) public void ExpandRow(int rowNum)
{ {
lifeStoneRowNum += rowNum; lifeStoneRowNum += rowNum;
frameSuper.GetComponent<LifeStoneFrame>().AddRow(lifeStoneRowNum); frameSuper.GetComponent<LifeStoneFrame>().AddRow(lifeStoneRowNum);
} }
public void InstantiatePotion(Vector3 pos)
{
Instantiate(goldPotionPrefab, pos, Quaternion.identity);
}
/// <summary>
/// Instantiate Dropped LifeStone
/// </summary>
/// <param name="info"></param>
/// <param name="pos"></param>
public void InstantiateDroppedLifeStone(Vector2Int size, int num, float goldPer, int ameNum, Vector3 pos)
{
GameObject tmpObj = Instantiate(droppedLifeStonePrefab);
tmpObj.GetComponent<DroppedLifeStone>().Init(CreateLifeStoneInfo(size, num, goldPer, ameNum), pos);
}
public void InstantiateDroppedLifeStone(Vector2Int size, float goldPer, int ameNum, Vector3 pos)
{
GameObject tmpObj = Instantiate(droppedLifeStonePrefab);
tmpObj.GetComponent<DroppedLifeStone>().Init(CreateLifeStoneInfo(size, goldPer, ameNum), pos);
}
public void InstantiateDroppedLifeStone(int num, float goldPer, int ameNum, Vector3 pos)
{
GameObject tmpObj = Instantiate(droppedLifeStonePrefab);
tmpObj.GetComponent<DroppedLifeStone>().Init(CreateLifeStoneInfo(num, goldPer, ameNum), pos);
}
public void InstantiateDroppedLifeStone(LifeStoneInfo info, Vector3 pos) public void InstantiateDroppedLifeStone(LifeStoneInfo info, Vector3 pos)
{ {
GameObject tmpObj = Instantiate(droppedLifeStonePrefab); GameObject tmpObj = Instantiate(droppedLifeStonePrefab);
tmpObj.GetComponent<DroppedLifeStone>().Init(info, pos); tmpObj.GetComponent<DroppedLifeStone>().Init(info, pos);
} }
/// <summary>
/// Randomize LifeStone by size, num, gold probablity, number of ametyst
/// </summary>
/// <param name="size"></param>
/// <param name="num"></param>
/// <param name="goldPer"></param>
/// <param name="ameNum"></param>
/// <returns></returns>
public LifeStoneInfo CreateLifeStoneInfo(Vector2Int size, int num, float goldPer, int ameNum) public LifeStoneInfo CreateLifeStoneInfo(Vector2Int size, int num, float goldPer, int ameNum)
{ {
System.Random rnd = new System.Random(); System.Random rnd = new System.Random();
...@@ -228,7 +235,7 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -228,7 +235,7 @@ public class LifeStoneManager : MonoBehaviour {
/// push LifeStone in LifeStoneFrame /// push LifeStone in LifeStoneFrame
/// </summary> /// </summary>
/// <param name="pushInfo"></param> /// <param name="pushInfo"></param>
public void PushLifeStone(LifeStoneInfo pushInfo) public bool PushLifeStone(LifeStoneInfo pushInfo)
{ {
System.Random rnd = new System.Random(); System.Random rnd = new System.Random();
Vector2Int pSize = pushInfo.getSize(); Vector2Int pSize = pushInfo.getSize();
...@@ -259,6 +266,8 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -259,6 +266,8 @@ public class LifeStoneManager : MonoBehaviour {
for (int i = 0; i <= 3 - pSize.x; i++) for (int i = 0; i <= 3 - pSize.x; i++)
if (minRow[i] < selectedRow) selectedRow = minRow[i]; if (minRow[i] < selectedRow) selectedRow = minRow[i];
if (selectedRow == lifeStoneRowNum) return false;
for (int i = 0; i <= 3 - pSize.x; i++) for (int i = 0; i <= 3 - pSize.x; i++)
if (minRow[i] == selectedRow) selColCand.Add(i); if (minRow[i] == selectedRow) selColCand.Add(i);
...@@ -319,10 +328,15 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -319,10 +328,15 @@ public class LifeStoneManager : MonoBehaviour {
} }
} }
} }
return true;
} }
/// <summary>
/// count lifestoneunit in lifestoneframe by type
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public int CountType(LifeStoneType type) public int CountType(LifeStoneType type)
{ {
int count = 0; int count = 0;
...@@ -332,8 +346,26 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -332,8 +346,26 @@ public class LifeStoneManager : MonoBehaviour {
count++; count++;
return count; return count;
} }
/// <summary>
/// count lifestoneunit in lifestoneframe
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public int CountType()
{
int count = 0;
for (int i = 0; i < 3; i++)
for (int j = 0; j < lifeStoneRowNum; j++)
if (lifeStoneArray[j, i] > 0)
count++;
return count;
}
public void DestroyStone(int num) /// <summary>
/// destroy lifestone by number
/// </summary>
/// <param name="num"></param>
public void DestroyStone(int num)
{ {
System.Random rnd = new System.Random(); System.Random rnd = new System.Random();
ArrayList candArray = new ArrayList(); ArrayList candArray = new ArrayList();
...@@ -361,6 +393,11 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -361,6 +393,11 @@ public class LifeStoneManager : MonoBehaviour {
StartCoroutine(DestroyInPhase(candArray)); StartCoroutine(DestroyInPhase(candArray));
} }
/// <summary>
/// make term among lifestone destroy
/// </summary>
/// <param name="candArray"></param>
/// <returns></returns>
IEnumerator DestroyInPhase(ArrayList candArray) IEnumerator DestroyInPhase(ArrayList candArray)
{ {
for (int i = 0; i < candArray.Count; i++) for (int i = 0; i < candArray.Count; i++)
...@@ -372,6 +409,11 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -372,6 +409,11 @@ public class LifeStoneManager : MonoBehaviour {
} }
} }
/// <summary>
/// change normal lifestone unit to type
/// </summary>
/// <param name="type"></param>
/// <param name="num"></param>
public void ChangeFromNormal(LifeStoneType type, int num) public void ChangeFromNormal(LifeStoneType type, int num)
{ {
System.Random rnd = new System.Random(); System.Random rnd = new System.Random();
...@@ -390,6 +432,11 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -390,6 +432,11 @@ public class LifeStoneManager : MonoBehaviour {
StartCoroutine(ChangeInPhase(candArray,(int)type)); StartCoroutine(ChangeInPhase(candArray,(int)type));
} }
/// <summary>
/// change type lifestone unit to normal
/// </summary>
/// <param name="type"></param>
/// <param name="num"></param>
public void ChangeToNormal(LifeStoneType type, int num) public void ChangeToNormal(LifeStoneType type, int num)
{ {
System.Random rnd = new System.Random(); System.Random rnd = new System.Random();
...@@ -408,6 +455,12 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -408,6 +455,12 @@ public class LifeStoneManager : MonoBehaviour {
StartCoroutine(ChangeInPhase(candArray, 1)); StartCoroutine(ChangeInPhase(candArray, 1));
} }
/// <summary>
/// make term among changing
/// </summary>
/// <param name="candArray"></param>
/// <param name="type"></param>
/// <returns></returns>
IEnumerator ChangeInPhase(ArrayList candArray, int type) IEnumerator ChangeInPhase(ArrayList candArray, int type)
{ {
System.Random rnd = new System.Random(); System.Random rnd = new System.Random();
...@@ -421,9 +474,14 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -421,9 +474,14 @@ public class LifeStoneManager : MonoBehaviour {
} }
} }
/// <summary>
/// lifestoneframe vibration
/// </summary>
/// <param name="vibration">strength of vibration</param>
/// <returns></returns>
public IEnumerator VibrateEnumerator(float vibration) public IEnumerator VibrateEnumerator(float vibration)
{ {
while(vibration > lifeStoneSize * 0.05f) while(vibration > lifeStoneSize * 0.005f)
{ {
Vector2 tmpVector = Random.insideUnitCircle; Vector2 tmpVector = Random.insideUnitCircle;
transform.position = new Vector3(lifeStoneLocation.x + tmpVector.x * vibration * 0.3f, lifeStoneLocation.y + tmpVector.y * vibration, 0); transform.position = new Vector3(lifeStoneLocation.x + tmpVector.x * vibration * 0.3f, lifeStoneLocation.y + tmpVector.y * vibration, 0);
......
...@@ -18,7 +18,7 @@ public class LifeStoneTest : MonoBehaviour { ...@@ -18,7 +18,7 @@ public class LifeStoneTest : MonoBehaviour {
public void push() public void push()
{ {
uii.PushLifeStone(uii.CreateLifeStoneInfo(Convert.ToInt32(numText.GetComponent<InputField>().text), Convert.ToSingle(goldPerText.GetComponent<InputField>().text), Convert.ToInt32(ameNumText.GetComponent<InputField>().text))); uii.InstantiateDroppedLifeStone(Convert.ToInt32(numText.GetComponent<InputField>().text), Convert.ToSingle(goldPerText.GetComponent<InputField>().text), Convert.ToInt32(ameNumText.GetComponent<InputField>().text),GameObject.Find("Player").transform.position);
} }
public void gold() public void gold()
{ {
...@@ -40,4 +40,8 @@ public class LifeStoneTest : MonoBehaviour { ...@@ -40,4 +40,8 @@ public class LifeStoneTest : MonoBehaviour {
{ {
uii.ExpandRow(Convert.ToInt32(rowText.GetComponent<InputField>().text)); uii.ExpandRow(Convert.ToInt32(rowText.GetComponent<InputField>().text));
} }
public void goldPotion()
{
uii.InstantiatePotion(GameObject.Find("Player").transform.position);
}
} }
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...@@ -37,6 +37,38 @@ InputManager: ...@@ -37,6 +37,38 @@ InputManager:
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- serializedVersion: 3 - serializedVersion: 3
m_Name: Fire1 m_Name: Fire1
descriptiveName: descriptiveName:
......
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