Commit 771bfc7d authored by 18류지석's avatar 18류지석

생명석 UI 내에서 거의 완

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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DestroyUnit : StateMachineBehaviour {
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
Destroy(animator.gameObject);
}
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
}
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/// </summary> /// </summary>
string fill; string fill;
LifeStoneInfo(Vector2Int size, string fill) public LifeStoneInfo(Vector2Int size, string fill)
{ {
this.size = size; this.size = size;
this.fill = fill; this.fill = fill;
...@@ -33,6 +33,13 @@ public class LifeStoneInfo : MonoBehaviour { ...@@ -33,6 +33,13 @@ public class LifeStoneInfo : MonoBehaviour {
{ {
return size; return size;
} }
public int getAmount()
{
int count = 0;
for (int i = 0; i < fill.Length; i++)
if (fill[i] != ' ') count++;
return count;
}
public string getFill() public string getFill()
{ {
return fill; return fill;
......
...@@ -14,7 +14,7 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -14,7 +14,7 @@ public class LifeStoneManager : MonoBehaviour {
/// <summary> /// <summary>
/// The number of lifeStoneRows /// The number of lifeStoneRows
/// </summary> /// </summary>
public int lifeStoneRow; public int lifeStoneRowNum;
/// <summary> /// <summary>
/// Size of lifeStone /// Size of lifeStone
/// </summary> /// </summary>
...@@ -31,6 +31,14 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -31,6 +31,14 @@ public class LifeStoneManager : MonoBehaviour {
/// super Object fo stones /// super Object fo stones
/// </summary> /// </summary>
public GameObject stoneSuper; public GameObject stoneSuper;
/// <summary>
/// lifeStoneUnit Prefab
/// </summary>
public GameObject lifeUnitPrefab;
/// <summary>
/// strength of vibration when Lifestone falls
/// </summary>
public float vibrationVariable;
/// <summary> /// <summary>
/// Array of lifestone /// Array of lifestone
/// 0 row is the bottom /// 0 row is the bottom
...@@ -40,41 +48,206 @@ public class LifeStoneManager : MonoBehaviour { ...@@ -40,41 +48,206 @@ public class LifeStoneManager : MonoBehaviour {
/// 3: amethyst lifestone /// 3: amethyst lifestone
/// </summary> /// </summary>
public int[,] lifeStoneArray; public int[,] lifeStoneArray;
/// <summary>
/// Array of lifestone GameObject
/// </summary>
[HideInInspector]public GameObject[,] lifeStoneUnit;
[HideInInspector]public LifeStoneFrame lifeStoneFrame; [HideInInspector]public LifeStoneFrame lifeStoneFrame;
void Start () { void Start () {
transform.position = new Vector3(lifeStoneLocation.x, lifeStoneLocation.y, 0); transform.position = new Vector3(lifeStoneLocation.x, lifeStoneLocation.y, 0);
lifeStoneFrame = new LifeStoneFrame(frameSuper.transform, standardImage, lifeStoneRow, lifeStoneSize, sprites); lifeStoneFrame = new LifeStoneFrame(frameSuper.transform, standardImage, lifeStoneRowNum, lifeStoneSize, sprites);
lifeStoneArray = new int[50, 3]; lifeStoneArray = new int[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");
} }
IEnumerator TestEnumerator()
{
//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>
/// push LifeStone in LifeStoneFrame
/// </summary>
/// <param name="pushInfo"></param>
void PushLifeStone(LifeStoneInfo pushInfo) void PushLifeStone(LifeStoneInfo pushInfo)
{ {
Vector2Int pSize = pushInfo.getSize(); System.Random rnd = new System.Random();
string pFill = pushInfo.getFill(); Vector2Int pSize = pushInfo.getSize();
int[] minRow = new int[] { lifeStoneRow, lifeStoneRow, lifeStoneRow}; string pFill = pushInfo.getFill();
int[] minRow = new int[] { lifeStoneRowNum, lifeStoneRowNum, lifeStoneRowNum };
{ int selectedCol = 0, selectedRow = lifeStoneRowNum;
int i, j, pi, pj; ArrayList selColCand = new ArrayList();
for (i = 0; i < 3 - pSize.x; i++) {
{ int i, j, pi, pj;
for (j = lifeStoneRow - 1; j >= 0; j--) for (i = 0; i <= 3 - pSize.x; i++)
{ {
for (pi = 0; pi < pSize.x; pi++) for (j = lifeStoneRowNum - 1; j >= 0; j--)
{ {
for (pj = 0; pj < pSize.y; pj++) for (pi = 0; pi < pSize.x; pi++)
{ {
if (pFill[pj * pSize.x + pi] != ' ' && lifeStoneArray[j + pj, i + pi] != 0) break; for (pj = 0; pj < pSize.y; pj++)
} {
if (pj != pSize.y) break; if (pFill[pj * pSize.x + pi] != ' ' && lifeStoneArray[j + pj, i + pi] != 0) break;
} }
if (pi != pSize.x) break; if (pj != pSize.y) break;
} }
} if (pi != pSize.x) break;
} minRow[i] = j;
} }
}
}
for (int i = 0; i <= 3 - pSize.x; i++)
if (minRow[i] < selectedRow) selectedRow = minRow[i];
for (int i = 0; i <= 3 - pSize.x; i++)
if (minRow[i] == selectedRow) selColCand.Add(i);
selectedCol = (int)selColCand[rnd.Next(selColCand.Count)];
float vibration = pushInfo.getAmount() * vibrationVariable * lifeStoneSize;
for (int pj = 0; pj < pSize.y; pj++)
{
if (selectedRow + pj >= lifeStoneRowNum) break;
for (int pi = 0; pi < pSize.x; pi++)
if (pFill[pj * pSize.x + pi] != ' ')
{
int xtmp = selectedCol + pi, ytmp = selectedRow + pj;
lifeStoneArray[ytmp, xtmp] = pFill[pj * pSize.x + pi] - 'A' + 1;
lifeStoneUnit[ytmp, xtmp] = Instantiate(lifeUnitPrefab, stoneSuper.transform);
lifeStoneUnit[ytmp, xtmp].GetComponent<LifeUnitInFrame>().Init(
lifeStoneArray[ytmp, xtmp],
lifeStoneSize,
new Vector2Int(xtmp, ytmp),
new Vector2Int(xtmp, lifeStoneRowNum + pj),
new Vector2(0.2f * lifeStoneSize, 0.2f * lifeStoneSize),
vibration);
vibration = 0;
}
}
}
public int CountType(int type)
{
int count = 0;
for (int j = 0; j < 3; j++)
for (int i = 0; i < lifeStoneRowNum; i++)
if (lifeStoneArray[j, i] == type)
count++;
return count;
}
public void DestroyStone(int num)
{
System.Random rnd = new System.Random();
ArrayList candArray = new ArrayList();
for (int i = 0; i < num; i++)
{
for(int pj = lifeStoneRowNum-1; pj>=0;pj--)
{
ArrayList sCandArray = new ArrayList();
for(int pi = 0; pi < 3; pi++)
{
if (lifeStoneArray[pj, pi] != 0)
sCandArray.Add(new Vector2Int(pi, pj));
}
if (sCandArray.Count > 0)
{
int tmp = rnd.Next(sCandArray.Count);
Vector2Int vtmp = (Vector2Int)sCandArray[tmp];
candArray.Add(vtmp);
lifeStoneArray[vtmp.y, vtmp.x] = 0;
break;
}
}
}
StartCoroutine(DestroyInPhase(candArray));
}
IEnumerator DestroyInPhase(ArrayList candArray)
{
for (int i = 0; i < candArray.Count; i++)
{
Vector2Int vtmp = (Vector2Int)candArray[i];
lifeStoneUnit[vtmp.y, vtmp.x].GetComponent<LifeUnitInFrame>().unitDestroy();
lifeStoneUnit[vtmp.y, vtmp.x] = null;
yield return new WaitForSeconds(0.1f);
}
}
public void ChangeFromNormal(int type, int num)
{
System.Random rnd = new System.Random();
ArrayList candArray = new ArrayList();
for (int j = 0; j < lifeStoneRowNum; j++)
for (int i = 0; i < 3; i++)
if (lifeStoneArray[j, i] == 1)
candArray.Add(new Vector2Int(i, j));
while (candArray.Count > num)
candArray.RemoveAt(rnd.Next(candArray.Count));
for(int i=0; i<candArray.Count; i++)
{
Vector2Int vtmp = (Vector2Int)candArray[i];
lifeStoneArray[vtmp.y, vtmp.x] = type;
}
StartCoroutine(ChangeInPhase(candArray,type));
}
public void ChangeToNormal(int type, int num)
{
System.Random rnd = new System.Random();
ArrayList candArray = new ArrayList();
for (int j = 0; j < lifeStoneRowNum; j++)
for (int i = 0; i < 3; i++)
if (lifeStoneArray[j, i] == type)
candArray.Add(new Vector2Int(i, j));
while (candArray.Count > num)
candArray.RemoveAt(rnd.Next(candArray.Count));
for (int i = 0; i < candArray.Count; i++)
{
Vector2Int vtmp = (Vector2Int)candArray[i];
lifeStoneArray[vtmp.y, vtmp.x] = 1;
}
StartCoroutine(ChangeInPhase(candArray, 1));
}
IEnumerator ChangeInPhase(ArrayList candArray, int type)
{
System.Random rnd = new System.Random();
while (candArray.Count > 0)
{
int tmp = rnd.Next(candArray.Count);
Vector2Int vtmp = (Vector2Int)candArray[tmp];
lifeStoneUnit[vtmp.y, vtmp.x].GetComponent<LifeUnitInFrame>().ChangeType(type);
candArray.RemoveAt(tmp);
yield return new WaitForSeconds(0.1f);
}
}
public IEnumerator vibrateEnumerator(float vibration)
{
while(vibration > lifeStoneSize * 0.05f)
{
Vector2 tmpVector = Random.insideUnitCircle;
transform.position = new Vector3(lifeStoneLocation.x + tmpVector.x * vibration * 0.3f, lifeStoneLocation.y + tmpVector.y * vibration, 0);
vibration *= 0.8f;
yield return null;
}
transform.position = new Vector3(lifeStoneLocation.x, lifeStoneLocation.y, 0);
}
} }
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent (typeof (Animator))]
public class LifeUnitInFrame : MonoBehaviour {
int type;
Animator animator;
Vector2Int pos,startPos;
Vector2 zeroPos;
float size;
float v, accel;
float vibration;
void Start()
{
}
/// <summary>
/// Create LifeStoneUnit from above. Starts to fall
/// </summary>
/// <param name="_type"> type of lifestone unit</param>
/// <param name="_size"> size of lifestone unit</param>
/// <param name="_pos"> destination point in lifestoneFrame</param>
/// <param name="_startPos"> starting point above the lifestoneFrame</param>
/// <param name="_zeroPos"> base position of (0,0) lifestoneFrame</param>
public void Init(int _type, float _size, Vector2Int _pos, Vector2Int _startPos, Vector2 _zeroPos, float _vibration)
{
animator = GetComponent<Animator>();
size = _size; type = _type; pos = _pos; startPos = _startPos; zeroPos = _zeroPos; vibration = _vibration;
GetComponent<RectTransform>().sizeDelta = new Vector2(size, size);
transform.localPosition = new Vector2(zeroPos.x + startPos.x * size, zeroPos.y + startPos.y * size);
v = 0;
accel = size * 0.01f;
animator.SetInteger("type", type);
StartCoroutine("FadeInEnumerator");
}
public void unitDestroy()
{
animator.SetBool("destroy", true);
}
/// <summary>
/// Change type of this unit
/// </summary>
/// <param name="_type">target type</param>
/// <returns></returns>
public bool ChangeType(int _type)
{
if(type == 1 && _type != 1 || type != 1 && _type == 1)
{
type = _type;
animator.SetInteger("type", type);
return true;
}
return false;
}
IEnumerator FadeInEnumerator()
{
float alpha = 0;
float fadeTime = 0.3f;
while (alpha <= 1f)
{
GetComponent<Image>().color = new Color(255, 255, 255, alpha);
alpha += 1f / fadeTime * Time.deltaTime;
yield return null;
}
GetComponent<Image>().color = new Color(255, 255, 255, 1f);
StartCoroutine("FallEnumerator");
}
IEnumerator FallEnumerator()
{
while (true)
{
float vtmp = transform.localPosition.y - v;
if (vtmp <= zeroPos.y + pos.y * size)
{
transform.localPosition = new Vector2(transform.localPosition.x, zeroPos.y + pos.y * size);
break;
}
transform.localPosition = new Vector2(transform.localPosition.x, vtmp);
v += accel;
yield return null;
}
if (vibration != 0)
StartCoroutine(GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>().vibrateEnumerator(vibration));
}
}
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guid: 9d7f3af1f0dcc8047ab5c9a940039d8c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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Assets/Sprites/LifeStone/lifestone.png

172 Bytes | W: | H:

Assets/Sprites/LifeStone/lifestone.png

1.87 KB | W: | H:

Assets/Sprites/LifeStone/lifestone.png
Assets/Sprites/LifeStone/lifestone.png
Assets/Sprites/LifeStone/lifestone.png
Assets/Sprites/LifeStone/lifestone.png
  • 2-up
  • Swipe
  • Onion skin
...@@ -4,6 +4,29 @@ TextureImporter: ...@@ -4,6 +4,29 @@ TextureImporter:
fileIDToRecycleName: fileIDToRecycleName:
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21300008: ls_togold1
21300010: ls_togold2
21300012: ls_togold3
21300014: ls_togold4
21300016: ls_amethyst
21300018: ls_toame1
21300020: ls_toame2
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21300042: ls_ameX1
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...@@ -97,7 +120,387 @@ TextureImporter: ...@@ -97,7 +120,387 @@ TextureImporter:
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......
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