Commit 78c14f6c authored by 18손재민's avatar 18손재민

Merge branch 'LifeStone'

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......
...@@ -3,23 +3,35 @@ using System.Collections.Generic; ...@@ -3,23 +3,35 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class CameraController : MonoBehaviour { public class CameraController : MonoBehaviour {
public MapManager mapManager;
public LayerMask roomLayer; public LayerMask roomLayer;
public GameObject player; public GameObject player;
/// <summary>
/// Coroutine controls scene changing.
/// </summary>
public static Coroutine sceneChanger;
public static bool isSceneChanging = false;
Coroutine fadeIn;
Coroutine fadeOut;
/* /*
* If camera is in Tetris view, ideal position is (108, 240, -1) * If camera is in Tetris view, ideal position is (108, 240, -1)
* size 300 * size 300
* */ * */
readonly float camX = 9.5f; readonly float camX = 9.5f;
readonly float camY = 4f; readonly float camY = 4f;
private Vector3 tetrisCameraCoord = new Vector3(108, 240, -1); public Vector3 tetrisCameraCoord = new Vector3(108, 240, -1);
private float tetrisCameraSize = 300f; public const float tetrisCameraSize = 300f;
private float inGameCameraSize = 4.5f; public const float inGameCameraSize = 4.5f;
GameManager.GameState lastGameState; GameManager.GameState lastGameState;
Vector3 destination; Vector3 destination;
private void Awake()
{
mapManager = GameObject.Find("MapManager").GetComponent<MapManager>();
}
// Use this for initialization // Use this for initialization
void Start() void Start()
...@@ -31,30 +43,43 @@ public class CameraController : MonoBehaviour { ...@@ -31,30 +43,43 @@ public class CameraController : MonoBehaviour {
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
/*if (lastGameState != GameManager.gameState)
{
StartCoroutine("ChangeScene");
lastGameState = GameManager.gameState;
}
else if (lastGameState == GameManager.GameState.Ingame)
{
SetDestination();
}*/
ChangeState(); ChangeState();
GotoDestination(); GotoDestination();
if(GameManager.gameState == GameManager.GameState.Ingame)
{
MapManager.originPos = transform.position;
}
} }
IEnumerator ChangeScene(Vector3 cameraDestination, float sizeDestination, GameManager.GameState _gameState)
IEnumerator ChangeScene()
{
yield return null;
}
void SetDestination()
{ {
GameObject grid = GameObject.Find("Grid");
isSceneChanging = true;
if (fadeIn != null)
StopCoroutine(fadeIn);
if (fadeOut != null)
StopCoroutine(fadeOut);
if(GameManager.gameState == GameManager.GameState.Ingame)
{
fadeIn = StartCoroutine(MapManager.RoomFadeIn(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 0);
}
else if(GameManager.gameState == GameManager.GameState.Tetris)
{
fadeOut = StartCoroutine(MapManager.RoomFadeOut(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 2);
}
while((_gameState == GameManager.GameState.Tetris && GetComponent<Camera>().orthographicSize < sizeDestination - 1) || (_gameState == GameManager.GameState.Ingame && GetComponent<Camera>().orthographicSize > sizeDestination + 0.0001))
{
yield return new WaitForSeconds(0.01f);
Vector2 coord = Vector2.Lerp(transform.position, cameraDestination, Mathf.Sqrt(Time.deltaTime));
transform.position = new Vector3(coord.x, coord.y, -1);
GetComponent<Camera>().orthographicSize = Mathf.Lerp(GetComponent<Camera>().orthographicSize, sizeDestination, Mathf.Sqrt(Time.deltaTime));
MapManager.originPos = transform.position;
}
transform.position = cameraDestination;
GetComponent<Camera>().orthographicSize = sizeDestination;
isSceneChanging = false;
} }
void GotoDestination() void GotoDestination()
...@@ -64,62 +89,61 @@ public class CameraController : MonoBehaviour { ...@@ -64,62 +89,61 @@ public class CameraController : MonoBehaviour {
pos.z = -1; pos.z = -1;
transform.position = pos;*/ transform.position = pos;*/
if (GameManager.gameState == GameManager.GameState.Ingame) if (GameManager.gameState == GameManager.GameState.Ingame && isSceneChanging != true)
{ {
float posx = player.transform.position.x; if(MapManager.isRoomFalling != true)
float posy = player.transform.position.y;
Room curRoom = MapManager.mapGrid[Player.tx, Player.ty];
if (!curRoom.GetComponentInChildren<RoomInGame>().isRoomClear)
{ {
float posx = player.transform.position.x;
if (RoomCol(1) != -1) float posy = player.transform.position.y;
{
posy = RoomCol(1) - camY; if (!MapManager.currentRoom.isRoomCleared)
}
if (RoomCol(2) != -1)
{
posy = RoomCol(2) + camY;
}
if (RoomCol(3) != -1)
{
posx = RoomCol(3) + camX;
}
if (RoomCol(4) != -1)
{ {
posx = RoomCol(4) - camX;
}
if (RoomCol(3) != -1 && RoomCol(4) != -1) if (RoomCol(1) != -1)
{ {
float middle = Player.tx * 24f + 12f; posy = RoomCol(1) - camY;
if (middle - RoomCol(3) > 20f) }
if (RoomCol(2) != -1)
{
posy = RoomCol(2) + camY;
}
if (RoomCol(3) != -1)
{ {
posx = RoomCol(3) + camX; posx = RoomCol(3) + camX;
} }
else if (RoomCol(4) - middle > 20f) if (RoomCol(4) != -1)
{ {
posx = RoomCol(4) - camX; posx = RoomCol(4) - camX;
} }
else
if (RoomCol(3) != -1 && RoomCol(4) != -1)
{ {
posx = player.transform.position.x; float middle = Player.tx * 24f + 12f;
if (middle - RoomCol(3) > 20f)
{
posx = RoomCol(3) + camX;
}
else if (RoomCol(4) - middle > 20f)
{
posx = RoomCol(4) - camX;
}
else
{
posx = player.transform.position.x;
}
//방의 중심과 비교하여 어느게 더 가까운가
} }
//방의 중심과 비교하여 어느게 더 가까운가
} }
} transform.position = Vector3.Lerp(transform.position, new Vector3(posx, posy, -1), 2f * Time.deltaTime);
transform.position = Vector3.Lerp(transform.position, new Vector3(posx, posy, 0), 2f * Time.deltaTime);
transform.position = new Vector3(transform.position.x, transform.position.y, -1); //카메라를 원래 z축으로 이동 transform.position = new Vector3(transform.position.x, transform.position.y, -1); //카메라를 원래 z축으로 이동
}
else if(MapManager.isRoomFalling == true)
{
transform.position = player.transform.position + new Vector3(0, 0.2f, -1);
}
} }
// Camera.main.transform.position = new Vector3(posx, posy, -10); // Camera.main.transform.position = new Vector3(posx, posy, -10);
} }
float RoomCol(int dir) float RoomCol(int dir)
...@@ -165,22 +189,28 @@ public class CameraController : MonoBehaviour { ...@@ -165,22 +189,28 @@ public class CameraController : MonoBehaviour {
return -1; return -1;
} }
public void ChangeState() public void ChangeState()
{ {
GameObject grid = GameObject.Find("Grid"); if (Input.GetKeyDown(KeyCode.Tab))
if (Input.GetKeyDown(KeyCode.Tab) && GameManager.gameState == GameManager.GameState.Ingame)
{
GameManager.gameState = GameManager.GameState.Tetris;
transform.position = tetrisCameraCoord;
GetComponent<Camera>().orthographicSize = tetrisCameraSize;
//grid.transform.position = new Vector3(0, 0, 2);
}
else if (Input.GetKeyDown(KeyCode.Tab) && GameManager.gameState == GameManager.GameState.Tetris)
{ {
GameManager.gameState = GameManager.GameState.Ingame; Vector3 cameraDestination = new Vector3(0, 0, 0);
GetComponent<Camera>().orthographicSize = inGameCameraSize; float sizeDestination = 0f;
//grid.transform.position = new Vector3(0, 0, 0); if (GameManager.gameState == GameManager.GameState.Ingame)
GotoDestination(); {
cameraDestination = tetrisCameraCoord;
sizeDestination = tetrisCameraSize;
GameManager.gameState = GameManager.GameState.Tetris;
}
else if (GameManager.gameState == GameManager.GameState.Tetris)
{
cameraDestination = player.transform.position;
sizeDestination = inGameCameraSize;
GameManager.gameState = GameManager.GameState.Ingame;
}
if (sceneChanger != null)
StopCoroutine(sceneChanger);
sceneChanger = StartCoroutine(ChangeScene(cameraDestination, sizeDestination, GameManager.gameState));
} }
} }
} }
\ No newline at end of file
...@@ -3,20 +3,33 @@ using System.Collections.Generic; ...@@ -3,20 +3,33 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class Player : MonoBehaviour { public class Player : MonoBehaviour {
public LifeCrystalUI LCUI; public LifeStoneManager LCUI;
public static int tx, ty; public static int tx, ty;
public int ttx; public int ttx;
public int tty; public int tty;
Coroutine roomEnterFadeIn;
Coroutine roomExitFadeOut;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
ttx = (int)(transform.position.x / 24f);
} tty = (int)(transform.position.y / 24f);
}
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
tx = (int)(transform.position.x / 24f); tx = (int)(transform.position.x / 24f);
ty = (int)(transform.position.y / 24f); ty = (int)(transform.position.y / 24f);
if ((ttx != tx || tty != ty) && MapManager.isRoomFalling != true)
{
MapManager.currentRoom = MapManager.mapGrid[tx, ty];
if (roomEnterFadeIn != null)
StopCoroutine(roomEnterFadeIn);
if (roomExitFadeOut != null)
StopCoroutine(roomExitFadeOut);
roomEnterFadeIn = StartCoroutine(MapManager.RoomFadeIn(MapManager.currentRoom));
roomExitFadeOut = StartCoroutine(MapManager.RoomFadeOut(MapManager.mapGrid[ttx, tty]));
}
ttx = tx; ttx = tx;
tty = ty; tty = ty;
} }
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Functions : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
...@@ -17,7 +17,7 @@ public class GameManager : MonoBehaviour { ...@@ -17,7 +17,7 @@ public class GameManager : MonoBehaviour {
var TS = GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>(); var TS = GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>();
gameState = GameState.Ingame; gameState = GameState.Ingame;
TS.MakeInitialTetrimino(); TS.MakeInitialTetrimino();
Vector2 coord = GameObject.Find("MapManager").GetComponent<MapManager>().startRoom.transform.position; Vector2 coord = MapManager.currentRoom.transform.position;
GameObject.Find("Player").transform.position = new Vector2(coord.x, coord.y) + new Vector2(3, 3); GameObject.Find("Player").transform.position = new Vector2(coord.x, coord.y) + new Vector2(3, 3);
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LifeCrystal : MonoBehaviour
{
/// <summary>
/// Integer array representation of LifeCrystal shape
/// <para/> First index: width, 0 on the left
/// <para/> Second index: height, o on the bottom
/// </summary>
public LifeCrystalUI.CellType[][] grid;
/// <summary>
/// Initiaization
/// </summary>
void Start ()
{
int cellCount = transform.childCount;
LifeCrystalUI.CellType[][] gridCopy = new LifeCrystalUI.CellType[3][]
{
new LifeCrystalUI.CellType[3],
new LifeCrystalUI.CellType[3],
new LifeCrystalUI.CellType[3]
};
int maxX = 1, maxY = 1;
for(int i = 0; i < cellCount; i++)
{
Transform cell = transform.GetChild(i);
Vector2Int cellPosition = new Vector2Int(Mathf.RoundToInt(cell.localPosition.x), Mathf.RoundToInt(cell.localPosition.y));
gridCopy[cellPosition.x][cellPosition.y] = LifeCrystalUI.CellType.Life;
if (maxX < cellPosition.x) maxX = cellPosition.x;
if (maxY < cellPosition.y) maxY = cellPosition.y;
}
grid = new LifeCrystalUI.CellType[maxX + 1][];
for (int i = 0; i <= maxX; i++)
{
grid[i] = new LifeCrystalUI.CellType[maxY + 1];
for (int j = 0; j <= maxY; j++)
{
grid[i][j] = gridCopy[i][j];
}
}
}
/// <summary>
/// Randomly upgrade cells
/// </summary>
/// <param name="tier">Tier</param>
public void Upgrade(int tier)
{
}
}
...@@ -3,7 +3,7 @@ using System.Collections.Generic; ...@@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class MapManager : MonoBehaviour { public class MapManager : MonoBehaviour {
/* /*
* variables * variables
* */ * */
...@@ -13,14 +13,15 @@ public class MapManager : MonoBehaviour { ...@@ -13,14 +13,15 @@ public class MapManager : MonoBehaviour {
/// Grid showing tiles. /// Grid showing tiles.
/// </summary> /// </summary>
public Transform grid; public Transform grid;
public GameObject player;
/// <summary> /// <summary>
/// Tetris map's size. /// Tetris map's size.
/// </summary> /// </summary>
public float tetrisMapSize; public static float tetrisMapSize = 24;
/// <summary> /// <summary>
/// Tetris map's coordinates. /// Tetris map's coordinates.
/// </summary> /// </summary>
public Vector3 tetrisMapCoord; public static Vector3 tetrisMapCoord = new Vector3(0, 0, 0);
/// <summary> /// <summary>
/// Tetrimino falling speed. /// Tetrimino falling speed.
/// </summary> /// </summary>
...@@ -66,7 +67,11 @@ public class MapManager : MonoBehaviour { ...@@ -66,7 +67,11 @@ public class MapManager : MonoBehaviour {
/// <summary> /// <summary>
/// Check if tetrimino is falling. /// Check if tetrimino is falling.
/// </summary> /// </summary>
public bool isTetriminoFalling = false; public static bool isTetriminoFalling = false;
/// <summary>
/// Check if room is falling after room collapsed.
/// </summary>
public static bool isRoomFalling = false;
/// <summary> /// <summary>
/// Check if this row is being deleted. /// Check if this row is being deleted.
/// </summary> /// </summary>
...@@ -88,14 +93,6 @@ public class MapManager : MonoBehaviour { ...@@ -88,14 +93,6 @@ public class MapManager : MonoBehaviour {
/// </summary> /// </summary>
public Press press; public Press press;
/// <summary> /// <summary>
/// Left door.
/// </summary>
public GameObject leftDoor;
/// <summary>
/// Right door.
/// </summary>
public GameObject rightDoor;
/// <summary>
/// Current tetrimino waiting for falling. /// Current tetrimino waiting for falling.
/// </summary> /// </summary>
public Tetrimino currentTetrimino; public Tetrimino currentTetrimino;
...@@ -107,6 +104,31 @@ public class MapManager : MonoBehaviour { ...@@ -107,6 +104,31 @@ public class MapManager : MonoBehaviour {
/// Enum for special room types. /// Enum for special room types.
/// </summary> /// </summary>
public enum SpecialRoomType { Start, Item, BothSide, Gold, Amethyst, Boss, Normal }; public enum SpecialRoomType { Start, Item, BothSide, Gold, Amethyst, Boss, Normal };
/// <summary>
/// Fog of the rooms.
/// </summary>
public GameObject fog;
/// <summary>
/// Fog alpha value of cleared room.
/// </summary>
public static float clearedFogAlpha = 0.75f;
/// <summary>
/// Left door.
/// </summary>
public GameObject leftDoor;
/// <summary>
/// Right door.
/// </summary>
public GameObject rightDoor;
public GameObject inGameDoorUp;
public GameObject inGameDoorDown;
public GameObject inGameDoorLeft;
public GameObject inGameDoorRight;
/// <summary> /// <summary>
/// Array for the normal Room candidates. /// Array for the normal Room candidates.
/// </summary> /// </summary>
...@@ -120,13 +142,17 @@ public class MapManager : MonoBehaviour { ...@@ -120,13 +142,17 @@ public class MapManager : MonoBehaviour {
/// </summary> /// </summary>
List<RoomInGame>[,] normalRoomsDistributed = new List<RoomInGame>[3, 3]; List<RoomInGame>[,] normalRoomsDistributed = new List<RoomInGame>[3, 3];
/// <summary> /// <summary>
/// First room player exists. /// Room player exists.
/// </summary> /// </summary>
public Room startRoom; public static Room currentRoom;
/// <summary> /// <summary>
/// Queue that saves rooms waiting for upgrade tetrimino. /// Queue that saves rooms waiting for upgrade tetrimino.
/// </summary> /// </summary>
public Queue<SpecialRoomType> roomsWaiting = new Queue<SpecialRoomType>(); public Queue<SpecialRoomType> roomsWaiting = new Queue<SpecialRoomType>();
/// <summary>
/// Original position of the camera when shaken.
/// </summary>
public static Vector3 originPos;
/* /*
* functions * functions
...@@ -187,8 +213,6 @@ public class MapManager : MonoBehaviour { ...@@ -187,8 +213,6 @@ public class MapManager : MonoBehaviour {
return; return;
} }
} }
/// <summary> /// <summary>
/// Find full rows and create presses. /// Find full rows and create presses.
/// </summary> /// </summary>
...@@ -201,8 +225,8 @@ public class MapManager : MonoBehaviour { ...@@ -201,8 +225,8 @@ public class MapManager : MonoBehaviour {
if (IsRowFull(y) && !isRowDeleting[y]) if (IsRowFull(y) && !isRowDeleting[y])
{ {
isRowDeleting[y] = true; isRowDeleting[y] = true;
Press leftPress = Instantiate(press, new Vector3(0, y * tetrisMapSize, 0), Quaternion.identity); Press leftPress = Instantiate(press, new Vector3(0, y * tetrisMapSize, 2), Quaternion.identity);
Press rightPress = Instantiate(press, new Vector3(10 * tetrisMapSize, y * tetrisMapSize, 0), Quaternion.identity); Press rightPress = Instantiate(press, new Vector3(10 * tetrisMapSize, y * tetrisMapSize, 2), Quaternion.identity);
leftPress.initialCollapseTime = Time.time; leftPress.initialCollapseTime = Time.time;
rightPress.initialCollapseTime = Time.time; rightPress.initialCollapseTime = Time.time;
leftPress.isLeft = true; leftPress.isLeft = true;
...@@ -249,9 +273,14 @@ public class MapManager : MonoBehaviour { ...@@ -249,9 +273,14 @@ public class MapManager : MonoBehaviour {
} }
for (int x = 0; x < width; x++) for (int x = 0; x < width; x++)
{ {
if (row > 0 && isRowDeleting[row - 1] != true && mapGrid[x, row - 1] != null && mapGrid[x, row - 1].isUpDoorOpened == true)
StartCoroutine(mapGrid[x, row - 1].CloseDoor("Up"));
if (row < realHeight && isRowDeleting[row + 1] != true && mapGrid[x, row + 1] != null && mapGrid[x, row + 1].isDownDoorOpened == true)
StartCoroutine(mapGrid[x, row + 1].CloseDoor("Down"));
Destroy(mapGrid[x, row].gameObject); Destroy(mapGrid[x, row].gameObject);
mapGrid[x, row] = null; mapGrid[x, row] = null;
} }
yield return new WaitForSeconds(1f);
while (leftPress.transform.localScale.x > 1) while (leftPress.transform.localScale.x > 1)
{ {
yield return new WaitForSeconds(0.01f); yield return new WaitForSeconds(0.01f);
...@@ -331,6 +360,9 @@ public class MapManager : MonoBehaviour { ...@@ -331,6 +360,9 @@ public class MapManager : MonoBehaviour {
break; break;
} }
} }
isRoomFalling = true;
Vector3 previousPlayerRelativePosition = player.transform.position - currentRoom.transform.position;
player.transform.position += new Vector3(0, 0.2f, 0);
while (tetrisYCoord[top + 1] > bottom * tetrisMapSize) while (tetrisYCoord[top + 1] > bottom * tetrisMapSize)
{ {
yield return new WaitForSeconds(0.01f); yield return new WaitForSeconds(0.01f);
...@@ -347,17 +379,27 @@ public class MapManager : MonoBehaviour { ...@@ -347,17 +379,27 @@ public class MapManager : MonoBehaviour {
tetrisYCoord[i] -= yFallSpeed; tetrisYCoord[i] -= yFallSpeed;
} }
SetRoomsYCoord(); SetRoomsYCoord();
player.transform.position += new Vector3(0, - yFallSpeed, 0);
} }
if (shakeCamera) if (shakeCamera)
{ {
GameObject camera = GameObject.Find("Tetris Camera"); Camera camera = FindObjectOfType<Camera>();
StartCoroutine(CameraShake(5 * (top - bottom + 1), camera.transform.position, camera)); StartCoroutine(CameraShake(5 * (top - bottom + 1) / CameraController.tetrisCameraSize, camera.transform.position, camera));
} }
for (int i = 0; i < height; i++) for (int i = 0; i < height; i++)
{ {
tetrisYCoord[i] = i * tetrisMapSize; tetrisYCoord[i] = i * tetrisMapSize;
} }
DecreaseRowsAbove(top, bottom); DecreaseRowsAbove(top, bottom);
player.transform.position = currentRoom.transform.position + previousPlayerRelativePosition;
isRoomFalling = false;
for (int i = 0; i < width; i++)
{
if (bottom > 0 && mapGrid[i, bottom] != null && mapGrid[i, bottom].isRoomCleared == true && mapGrid[i, bottom].isDownDoorOpened != true)
StartCoroutine(mapGrid[i, bottom].OpenDoor("Down"));
else if(bottom > 0 && mapGrid[i, bottom - 1] != null && mapGrid[i, bottom - 1].isRoomCleared == true && mapGrid[i, bottom - 1].isUpDoorOpened != true)
StartCoroutine(mapGrid[i, bottom - 1].OpenDoor("Up"));
}
} }
/// <summary> /// <summary>
/// Check row if it is full. /// Check row if it is full.
...@@ -543,8 +585,8 @@ public class MapManager : MonoBehaviour { ...@@ -543,8 +585,8 @@ public class MapManager : MonoBehaviour {
fallSpeed += gravity * fallTime * fallTime; fallSpeed += gravity * fallTime * fallTime;
te.transform.position += new Vector3(0, -fallSpeed, 0); te.transform.position += new Vector3(0, -fallSpeed, 0);
} }
GameObject camera = GameObject.Find("Main Camera"); Camera camera = FindObjectOfType<Camera>();
StartCoroutine(CameraShake(20, camera.transform.position, camera)); StartCoroutine(CameraShake(20 / CameraController.tetrisCameraSize, camera.transform.position, camera));
EndTetrimino(te); EndTetrimino(te);
} }
/// <summary> /// <summary>
...@@ -620,23 +662,33 @@ public class MapManager : MonoBehaviour { ...@@ -620,23 +662,33 @@ public class MapManager : MonoBehaviour {
/// <param name="te">Tetrimino you want to create rooms.</param> /// <param name="te">Tetrimino you want to create rooms.</param>
public void CreateRoom(Tetrimino te) public void CreateRoom(Tetrimino te)
{ {
Room room;
for (int i = 0; i < te.rooms.Length; i++) for (int i = 0; i < te.rooms.Length; i++)
{ {
te.rooms[i].transform.position += new Vector3(0, 0, -2); room = te.rooms[i];
te.rooms[i].SetDoors(); room.transform.parent = grid;
if (te.rooms[i].specialRoomType != SpecialRoomType.Normal) if(GameManager.gameState == GameManager.GameState.Ingame)
room.transform.localPosition += new Vector3(0, 0, -2);
room.SetDoors();
if (room.specialRoomType != SpecialRoomType.Normal)
{ {
Instantiate(specialRoomList[(int)te.rooms[i].specialRoomType], te.rooms[i].transform.position + new Vector3(0, 0, 2), Quaternion.identity, te.rooms[i].transform); room.roomInGame = Instantiate(specialRoomList[(int)room.specialRoomType], room.transform.position + new Vector3(0, 0, 2), Quaternion.identity, room.transform);
} }
else else
{ {
int left = te.rooms[i].leftDoorLocation; int left = room.leftDoorLocation;
int right = te.rooms[i].rightDoorLocation; int right = room.rightDoorLocation;
Instantiate(normalRoomsDistributed[left, right][Random.Range(0, normalRoomsDistributed[left, right].Count)], te.rooms[i].transform.position + new Vector3(0, 0, 2), room.roomInGame = Instantiate(normalRoomsDistributed[left, right][Random.Range(0, normalRoomsDistributed[left, right].Count)], room.transform.position + new Vector3(0, 0, 2),
Quaternion.identity, te.rooms[i].transform); Quaternion.identity, room.transform);
} }
te.rooms[i].CreateDoors(leftDoor, rightDoor); room.CreateDoors(leftDoor, rightDoor, inGameDoorUp, inGameDoorDown, inGameDoorLeft, inGameDoorRight);
te.rooms[i].transform.parent = grid; room.fog = Instantiate(fog, room.transform.position + new Vector3(12, 12, 2), Quaternion.identity, room.transform);
if (room.mapCoord.y > 0 && mapGrid[(int)room.mapCoord.x, (int)room.mapCoord.y - 1] != null && mapGrid[(int)room.mapCoord.x, (int)room.mapCoord.y - 1].isRoomCleared == true)
StartCoroutine(mapGrid[(int)room.mapCoord.x, (int)room.mapCoord.y - 1].OpenDoor("Up"));
if (room.mapCoord.x > 0 && mapGrid[(int)room.mapCoord.x - 1, (int)room.mapCoord.y] != null && mapGrid[(int)room.mapCoord.x - 1, (int)room.mapCoord.y].isRoomCleared == true)
StartCoroutine(mapGrid[(int)room.mapCoord.x - 1, (int)room.mapCoord.y].OpenDoor("Right"));
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)
StartCoroutine(mapGrid[(int)room.mapCoord.x + 1, (int)room.mapCoord.y].OpenDoor("Left"));
} }
Destroy(te.gameObject); Destroy(te.gameObject);
} }
...@@ -699,20 +751,68 @@ public class MapManager : MonoBehaviour { ...@@ -699,20 +751,68 @@ public class MapManager : MonoBehaviour {
/// <param name="originPos">Original position of the camera.</param> /// <param name="originPos">Original position of the camera.</param>
/// <param name="camera">Camera you want to shake.</param> /// <param name="camera">Camera you want to shake.</param>
/// <returns></returns> /// <returns></returns>
public IEnumerator CameraShake(float _amount, Vector3 originPos, GameObject camera) public IEnumerator CameraShake(float _amount, Vector3 _originPos, Camera camera)
{ {
float amount = _amount; float amount = _amount;
Vector3 cameraPos = _originPos;
originPos = _originPos;
while (amount > 0) while (amount > 0)
{ {
//transform.localPosition = (Vector3)Random.insideUnitCircle * amount + originPos; cameraPos = new Vector3(0.2f * Random.insideUnitCircle.x * amount * camera.orthographicSize + originPos.x, Random.insideUnitCircle.y * amount * camera.orthographicSize + originPos.y, originPos.z);
camera.transform.localPosition = new Vector3(0.2f * Random.insideUnitCircle.x * amount + originPos.x, Random.insideUnitCircle.y * amount + originPos.y, originPos.z); camera.transform.position = cameraPos;
//transform.localPosition = new Vector3(Random.insideUnitCircle.x * amount + originPos.x, originPos.y, originPos.z);
//transform.localPosition = new Vector3(originPos.x, Random.insideUnitCircle.y * amount + originPos.y, originPos.z);
amount -= _amount / 40; amount -= _amount / 40;
yield return null; yield return null;
} }
camera.transform.localPosition = originPos; camera.transform.localPosition = originPos;
} }
/// <summary>
/// Make room fade in.
/// </summary>
/// <param name="room">Room you want to fade in.</param>
/// <returns></returns>
public static IEnumerator RoomFadeIn(Room room)
{
float alpha = 1;
while(alpha > 0.0001)
{
alpha = Mathf.Lerp(alpha, 0, Mathf.Sqrt(Time.deltaTime));
room.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
room.leftTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
room.rightTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
yield return null;
}
room.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
room.leftTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
room.rightTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
}
/// <summary>
/// Make room fade out.
/// </summary>
/// <param name="room">Room you want to fade out.</param>
/// <returns></returns>
public static IEnumerator RoomFadeOut(Room room)
{
float alpha = 0;
while (alpha < 0.99909)
{
alpha = Mathf.Lerp(alpha, 1, Mathf.Sqrt(Time.deltaTime));
room.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
room.leftTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
room.rightTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
if(!(room.isRoomCleared == true && alpha >= clearedFogAlpha))
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
yield return null;
}
room.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
room.leftTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
room.rightTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
if(room.isRoomCleared == true)
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, clearedFogAlpha);
else
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
}
void Awake() void Awake()
{ {
...@@ -748,7 +848,6 @@ public class MapManager : MonoBehaviour { ...@@ -748,7 +848,6 @@ public class MapManager : MonoBehaviour {
rightCount = 0; rightCount = 0;
leftCount++; leftCount++;
} }
} }
tetriminoSpawner = GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>(); tetriminoSpawner = GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>();
} }
......
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Tilemaps;
/// <summary> /// <summary>
/// Room class /// Room class
/// </summary> /// </summary>
public class Room : MonoBehaviour public class Room : MonoBehaviour
{ {
/*
* variables
*/
/// <summary> /// <summary>
/// Room's Location on tetris map. /// Room's Location on tetris map.
/// Not related to real location. /// Not related to real location.
...@@ -31,9 +35,64 @@ public class Room : MonoBehaviour ...@@ -31,9 +35,64 @@ public class Room : MonoBehaviour
/// Special room types. /// Special room types.
/// </summary> /// </summary>
public MapManager.SpecialRoomType specialRoomType; public MapManager.SpecialRoomType specialRoomType;
/// <summary>
/// Location of the left door.
/// </summary>
public int leftDoorLocation; public int leftDoorLocation;
/// <summary>
/// Location of the right door.
/// </summary>
public int rightDoorLocation; public int rightDoorLocation;
/// <summary> /// <summary>
/// Height of side doors.
/// </summary>
public int[] doorLocations = { 1, 9, 17 };
/// <summary>
/// Fog of the room.
/// </summary>
public GameObject fog;
/// <summary>
/// Left door of the room.
/// </summary>
public GameObject leftTetrisDoor;
/// <summary>
/// Right door of the room.
/// </summary>
public GameObject rightTetrisDoor;
/// <summary>
/// Up door of the room.
/// </summary>
public GameObject inGameDoorUp;
/// <summary>
/// Down door of the room.
/// </summary>
public GameObject inGameDoorDown;
/// <summary>
/// Left door of the room.
/// </summary>
public GameObject inGameDoorLeft;
/// <summary>
/// Right door of the room.
/// </summary>
public GameObject inGameDoorRight;
/// <summary>
/// Room in InGame of the room.
/// </summary>
public RoomInGame roomInGame;
/// <summary>
/// Check if room is clear and escapable.
/// </summary>
public bool isRoomCleared;
public bool isUpDoorOpened;
public bool isDownDoorOpened;
public bool isLeftDoorOpened;
public bool isRightDoorOpened;
/*
* functions
*/
/// <summary>
/// Select which doors would be opened. /// Select which doors would be opened.
/// </summary> /// </summary>
public void SetDoors() public void SetDoors()
...@@ -50,9 +109,132 @@ public class Room : MonoBehaviour ...@@ -50,9 +109,132 @@ public class Room : MonoBehaviour
/// <summary> /// <summary>
/// Create doors. /// Create doors.
/// </summary> /// </summary>
public void CreateDoors(GameObject leftDoor, GameObject rightDoor) public void CreateDoors(GameObject _leftTetrisDoor, GameObject _rightTetrisDoor, GameObject _inGameDoorUp, GameObject _inGameDoorDown, GameObject _inGameDoorLeft, GameObject _inGameDoorRight)
{
float standardSize = MapManager.tetrisMapSize / 24;
Tilemap outerWallMap = roomInGame.transform.GetChild(4).GetComponent<Tilemap>();
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);
inGameDoorUp = Instantiate(_inGameDoorUp, transform.position + new Vector3(standardSize * 11, standardSize * 23, 2), Quaternion.identity, transform);
inGameDoorDown = Instantiate(_inGameDoorDown, transform.position + new Vector3(standardSize * 11, 0, 2), Quaternion.identity, transform);
inGameDoorLeft = Instantiate(_inGameDoorLeft, transform.position + new Vector3(0, doorLocations[leftDoorLocation], 2), Quaternion.identity, transform);
inGameDoorRight = Instantiate(_inGameDoorRight, transform.position + new Vector3(standardSize * 23f, doorLocations[rightDoorLocation], 2), Quaternion.identity, transform);
for (int i = 0; i < 3; i++)
{
if (i != leftDoorLocation)
{
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 1, 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i], 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
}
if (i != rightDoorLocation)
{
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 1, 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i], 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
}
}
}
/// <summary>
/// Open selected door of this room.
/// </summary>
/// <param name="direction">Direction of the door.</param>
/// <returns></returns>
public IEnumerator OpenDoor(string direction)
{ {
Instantiate(leftDoor, transform.position + new Vector3(1, leftDoorLocation * 8 + 1, 0), Quaternion.identity, transform); float standardSize = MapManager.tetrisMapSize / 24;
Instantiate(rightDoor, transform.position + new Vector3(23, rightDoorLocation * 8 + 1, 0), Quaternion.identity, transform); for(int i = 0; i < 25; i++)
{
switch (direction)
{
case "Up":
inGameDoorUp.transform.GetChild(0).transform.position += new Vector3(standardSize / 20, 0, 0);
inGameDoorUp.transform.GetChild(1).transform.position += new Vector3(-standardSize / 25, 0, 0);
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1].inGameDoorDown.transform.GetChild(0).transform.position += new Vector3(-standardSize / 20, 0, 0);
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1].inGameDoorDown.transform.GetChild(1).transform.position += new Vector3(standardSize / 25, 0, 0);
isUpDoorOpened = true;
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1].isDownDoorOpened = true;
break;
case "Down":
inGameDoorDown.transform.GetChild(0).transform.position += new Vector3(-standardSize / 20, 0, 0);
inGameDoorDown.transform.GetChild(1).transform.position += new Vector3(standardSize / 25, 0, 0);
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1].inGameDoorUp.transform.GetChild(0).transform.position += new Vector3(standardSize / 20, 0, 0);
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1].inGameDoorUp.transform.GetChild(1).transform.position += new Vector3(-standardSize / 25, 0, 0);
isDownDoorOpened = true;
MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1].isUpDoorOpened = true;
break;
case "Left":
inGameDoorLeft.transform.GetChild(0).transform.position += new Vector3(0, standardSize / 20, 0);
inGameDoorLeft.transform.GetChild(1).transform.position += new Vector3(0, -standardSize / 25, 0);
MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y].inGameDoorRight.transform.GetChild(0).transform.position += new Vector3(0, -standardSize / 20, 0);
MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y].inGameDoorRight.transform.GetChild(1).transform.position += new Vector3(0, standardSize / 25, 0);
isLeftDoorOpened = true;
MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y].isRightDoorOpened = true;
break;
case "Right":
inGameDoorRight.transform.GetChild(0).transform.position += new Vector3(0, -standardSize / 20, 0);
inGameDoorRight.transform.GetChild(1).transform.position += new Vector3(0, standardSize / 25, 0);
MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y].inGameDoorLeft.transform.GetChild(0).transform.position += new Vector3(0, standardSize / 20, 0);
MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y].inGameDoorLeft.transform.GetChild(1).transform.position += new Vector3(0, -standardSize / 25, 0);
isRightDoorOpened = true;
MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y].isLeftDoorOpened = true;
break;
}
yield return new WaitForSeconds(0.04f);
}
}
/// <summary>
/// Close selected door of this room.
/// </summary>
/// <param name="direction">Direction of the door.</param>
/// <returns></returns>
public IEnumerator CloseDoor(string direction)
{
float standardSize = MapManager.tetrisMapSize / 24;
for (int i = 0; i < 25; i++)
{
switch (direction)
{
case "Up":
inGameDoorUp.transform.GetChild(0).transform.position += new Vector3(-standardSize / 20, 0, 0);
inGameDoorUp.transform.GetChild(1).transform.position += new Vector3(standardSize / 25, 0, 0);
isUpDoorOpened = false;
break;
case "Down":
inGameDoorDown.transform.GetChild(0).transform.position += new Vector3(standardSize / 20, 0, 0);
inGameDoorDown.transform.GetChild(1).transform.position += new Vector3(-standardSize / 25, 0, 0);
isDownDoorOpened = false;
break;
case "Left":
inGameDoorLeft.transform.GetChild(0).transform.position += new Vector3(0, -standardSize / 20, 0);
inGameDoorLeft.transform.GetChild(1).transform.position += new Vector3(0, standardSize / 25, 0);
isLeftDoorOpened = false;
break;
case "Right":
inGameDoorRight.transform.GetChild(0).transform.position += new Vector3(0, standardSize / 20, 0);
inGameDoorRight.transform.GetChild(1).transform.position += new Vector3(0, -standardSize / 25, 0);
isRightDoorOpened = false;
break;
}
yield return new WaitForSeconds(0.04f);
}
}
/// <summary>
/// Clear the cleared room.
/// </summary>
public void ClearRoom()
{
isRoomCleared = true;
if (mapCoord.y < MapManager.realHeight && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1] != null && isUpDoorOpened != true)
StartCoroutine(OpenDoor("Up"));
if (mapCoord.y > 0 && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1] != null && isDownDoorOpened != true)
StartCoroutine(OpenDoor("Down"));
if (mapCoord.x > 0 && MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y] != null && isLeftDoorOpened != true)
StartCoroutine(OpenDoor("Left"));
if (mapCoord.x < MapManager.width - 1 && MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y] != null && isRightDoorOpened != true)
StartCoroutine(OpenDoor("Right"));
//Need to make extra works.
} }
} }
...@@ -14,9 +14,4 @@ public class RoomInGame : MonoBehaviour { ...@@ -14,9 +14,4 @@ public class RoomInGame : MonoBehaviour {
/// The enum for door information. /// The enum for door information.
/// </summary> /// </summary>
public enum DoorInfo { Up, Down, Left, Right }; public enum DoorInfo { Up, Down, Left, Right };
/// <summary>
/// Check if room is clear and escapable.
/// </summary>
public bool isRoomClear;
} }
...@@ -41,6 +41,11 @@ public class Test : MonoBehaviour { ...@@ -41,6 +41,11 @@ public class Test : MonoBehaviour {
{ {
timer.text = (mapManager.timeToFallTetrimino - mapManager.tetriminoWaitedTime).ToString(); timer.text = (mapManager.timeToFallTetrimino - mapManager.tetriminoWaitedTime).ToString();
} }
public void ClearRoom()
{
MapManager.currentRoom.ClearRoom();
}
private void Awake() private void Awake()
{ {
...@@ -58,7 +63,7 @@ public class Test : MonoBehaviour { ...@@ -58,7 +63,7 @@ public class Test : MonoBehaviour {
ChangeTetrimino(); ChangeTetrimino();
if (Input.GetKeyDown(KeyCode.Alpha2)) if (Input.GetKeyDown(KeyCode.Alpha2))
SpawnBossTetrimino(); SpawnBossTetrimino();
if(!mapManager.isTetriminoFalling) if(!MapManager.isTetriminoFalling)
Timer(); Timer();
/*if (Input.GetKeyDown(KeyCode.Tab) && GameManager.gameState != GameManager.GameState.Tetris) /*if (Input.GetKeyDown(KeyCode.Tab) && GameManager.gameState != GameManager.GameState.Tetris)
{ {
......
...@@ -41,8 +41,8 @@ public class TetriminoSpawner : MonoBehaviour { ...@@ -41,8 +41,8 @@ public class TetriminoSpawner : MonoBehaviour {
else else
randomTetrimino = TetriminoRandomizer(); randomTetrimino = TetriminoRandomizer();
mapManager.currentTetrimino = Instantiate(tetriminoes[randomTetrimino], mapManager.currentTetrimino = Instantiate(tetriminoes[randomTetrimino],
mapManager.tetrisMapCoord + mapManager.tetrisMapSize * new Vector3(randomPosition, MapManager.realHeight + 1, mapManager.tetrisMapCoord.z), Quaternion.identity); MapManager.tetrisMapCoord + MapManager.tetrisMapSize * new Vector3(randomPosition, MapManager.realHeight + 1, MapManager.tetrisMapCoord.z), Quaternion.identity);
mapManager.currentTetrimino.mapCoord = (mapManager.currentTetrimino.transform.position - mapManager.tetrisMapCoord) / mapManager.tetrisMapSize; mapManager.currentTetrimino.mapCoord = (mapManager.currentTetrimino.transform.position - MapManager.tetrisMapCoord) / MapManager.tetrisMapSize;
mapManager.SetRoomMapCoord(mapManager.currentTetrimino); mapManager.SetRoomMapCoord(mapManager.currentTetrimino);
mapManager.MakeTetriminoRightPlace(mapManager.currentTetrimino); mapManager.MakeTetriminoRightPlace(mapManager.currentTetrimino);
for(int i = 0; i < mapManager.currentTetrimino.rotatedPosition.Length; i++) for(int i = 0; i < mapManager.currentTetrimino.rotatedPosition.Length; i++)
...@@ -53,7 +53,7 @@ public class TetriminoSpawner : MonoBehaviour { ...@@ -53,7 +53,7 @@ public class TetriminoSpawner : MonoBehaviour {
mapManager.currentTetrimino.rotatedPosition[i] = (int)mapManager.currentTetrimino.mapCoord.x; mapManager.currentTetrimino.rotatedPosition[i] = (int)mapManager.currentTetrimino.mapCoord.x;
} }
MakeGhost(mapManager.currentTetrimino, randomTetrimino); MakeGhost(mapManager.currentTetrimino, randomTetrimino);
mapManager.isTetriminoFalling = false; MapManager.isTetriminoFalling = false;
while (mapManager.roomsWaiting.Count != 0 && mapManager.currentTetrimino.notNormalRoomCount < 4) while (mapManager.roomsWaiting.Count != 0 && mapManager.currentTetrimino.notNormalRoomCount < 4)
{ {
mapManager.UpgradeRoom(mapManager.roomsWaiting.Dequeue()); mapManager.UpgradeRoom(mapManager.roomsWaiting.Dequeue());
...@@ -71,18 +71,19 @@ public class TetriminoSpawner : MonoBehaviour { ...@@ -71,18 +71,19 @@ public class TetriminoSpawner : MonoBehaviour {
{ {
int randomPosition = Random.Range(0, MapManager.width); int randomPosition = Random.Range(0, MapManager.width);
int randomTetrimino = TetriminoRandomizer(); int randomTetrimino = TetriminoRandomizer();
mapManager.currentTetrimino = Instantiate(tetriminoes[randomTetrimino], mapManager.tetrisMapCoord + mapManager.tetrisMapSize * new Vector3(randomPosition, 0, mapManager.tetrisMapCoord.z), Quaternion.identity); mapManager.currentTetrimino = Instantiate(tetriminoes[randomTetrimino], MapManager.tetrisMapCoord + MapManager.tetrisMapSize * new Vector3(randomPosition, 0, MapManager.tetrisMapCoord.z), Quaternion.identity);
mapManager.startRoom = mapManager.currentTetrimino.rooms[Random.Range(0, mapManager.currentTetrimino.rooms.Length)]; MapManager.currentRoom = mapManager.currentTetrimino.rooms[Random.Range(0, mapManager.currentTetrimino.rooms.Length)];
mapManager.startRoom.specialRoomType = MapManager.SpecialRoomType.Start; MapManager.currentRoom.specialRoomType = MapManager.SpecialRoomType.Start;
mapManager.currentTetrimino.mapCoord = (mapManager.currentTetrimino.transform.position - mapManager.tetrisMapCoord) / mapManager.tetrisMapSize; mapManager.currentTetrimino.mapCoord = (mapManager.currentTetrimino.transform.position - MapManager.tetrisMapCoord) / MapManager.tetrisMapSize;
mapManager.SetRoomMapCoord(mapManager.currentTetrimino); mapManager.SetRoomMapCoord(mapManager.currentTetrimino);
mapManager.MakeTetriminoRightPlace(mapManager.currentTetrimino); mapManager.MakeTetriminoRightPlace(mapManager.currentTetrimino);
for (int i = 0; i < mapManager.currentTetrimino.rooms.Length; i++) for (int i = 0; i < mapManager.currentTetrimino.rooms.Length; i++)
{ {
mapManager.currentTetrimino.transform.position = mapManager.currentTetrimino.mapCoord * mapManager.tetrisMapSize + mapManager.tetrisMapCoord; mapManager.currentTetrimino.transform.position = mapManager.currentTetrimino.mapCoord * MapManager.tetrisMapSize + MapManager.tetrisMapCoord;
} }
mapManager.UpdateMap(mapManager.currentTetrimino); mapManager.UpdateMap(mapManager.currentTetrimino);
mapManager.CreateRoom(mapManager.currentTetrimino); mapManager.CreateRoom(mapManager.currentTetrimino);
MapManager.currentRoom.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
MakeTetrimino(); MakeTetrimino();
} }
} }
......
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
/// <summary>
/// Healthbar manager
/// </summary>
public class LifeCrystalUI : MonoBehaviour
{
////////////////////////////////////////////////// Private variables
/// <summary>
/// Enum for cell types
/// <para/> [Empty = 0, Life = 1, Gold = 2, Ame = 3]
/// </summary>
public enum CellType{Empty, Life, Gold, Ame };
/// <summary>
/// Image renderers of cells
/// <para/> First index = horizontal position (0 on the bottom)
/// <para/> Second index = vertical position (0 on the left)
/// </summary>
Image[][] cellImg;
/// <summary>
/// Distance between cells
/// </summary>
float gridSize;
/// <summary>
/// Position of bottom left corner (pivot point)
/// </summary>
Vector3 pivotPosition;
/// <summary>
/// Current cell state (enum Color)
/// <para/> First index = horizontal position (0 on the bottom)
/// <para/> Second index = vertical position (0 on the left)
/// </summary>
CellType[][] cell;
////////////////////////////////////////////////// Public variables
/// <summary>
/// Cell sprites
/// </summary>
public Sprite[] cellSprites;
/// <summary>
/// Cell object prefab
/// </summary>
public GameObject cellObj;
/// <summary>
/// Row object prefab
/// </summary>
public GameObject rowObj;
/// <summary>
/// LifeCrystal enabled if isDead == false
/// </summary>
public bool isDead;
////////////////////////////////////////////////// Protected variables
private int lifeCount, goldCount, height;
/// <summary>
/// Current life total
/// </summary>
int LifeCount
{
get { return lifeCount; }
set { }
}
/// <summary>
/// Current gold total
/// </summary>
int GoldCount
{
get { return goldCount; }
set { }
}
/// <summary>
/// Current height of LifeCrystalUI
/// </summary>
int Height
{
get { return height; }
set { }
}
////////////////////////////////////////////////// Public functions
/// <summary>
/// Take given amount of damage
/// </summary>
/// <param name="dmg">Amount of damage to take</param>
public void TakeDamege(int dmg)
{
if (isDead) return;
for (int y = height - 1; y >= 0; y--)
{
for (int x = 2; x >= 0; x--)
{
if (dmg > 0 && lifeCount > 0 && cell[x][y] != CellType.Empty)
{
if (cell[x][y] == CellType.Gold)
goldCount--;
UpdateCell(x, y, CellType.Empty);
dmg--;
lifeCount--;
}
}
if (dmg == 0)
break;
}
if (lifeCount <= 0)
{
lifeCount = 0;
GameOver();
}
}
/// <summary>
/// Gain given amount of gold
/// </summary>
/// <param name="gold">Amount of gold to gain</param>
public void GainGold(int gold)
{
if (isDead) return;
int redLife = lifeCount - goldCount;
if (gold > redLife)
gold = redLife;
goldCount += gold;
int[] mixer = new int[redLife];
for (int i = 0; i < gold; i++)
mixer[i] = 1;
for (int i = gold; i < redLife; i++)
mixer[i] = 0;
for (int i = 0; i < redLife - 1; i++)
{
int rand = Random.Range(i, redLife);
int temp = mixer[i];
mixer[i] = mixer[rand];
mixer[rand] = temp;
}
int redLifeIndex = 0;
for (int y = 0; y < height; y++)
for (int x = 0; x < 3; x++)
{
if (cell[x][y] == CellType.Life)
{
if (mixer[redLifeIndex] == 1)
UpdateCell(x, y, CellType.Gold);
redLifeIndex++;
}
}
}
/// <summary>
/// Testing purpose only
/// </summary>
public void GainSampleLifeCrystal(LifeCrystal frag)
{
GainLifeCrystal(frag);
}
/// <summary>
/// Testing purpose only
/// </summary>
public void Use3Gold()
{
UseGold(3);
}
/// <summary>
/// Gain a LifeCrystal
/// </summary>
/// <param name="frag">LifeCrystal to gain</param>
/// <returns>returns false if no cell taken, true otherwise</returns>
public bool GainLifeCrystal(LifeCrystal frag)
{
if (isDead) return false;
Vector2Int dropxy = DropSimulation(frag.grid);
if (dropxy.y == 0) return false;
StartCoroutine(DropBlock(frag, dropxy));
return true;
}
/// <summary>
/// Use given amount of gold
/// </summary>
/// <param name="gold">Amount of gold to use</param>
/// <returns>Returns false when money not used, true when used</returns>
public bool UseGold(int gold)
{
if (isDead) return false;
if (goldCount < gold)
return false;
goldCount -= gold;
for (int y = height - 1; y >= 0; y--)
for (int x = 2; x >= 0; x--)
if (cell[x][y] == CellType.Gold && gold > 0)
{
UpdateCell(x, y, CellType.Life);
gold--;
}
return true;
}
/// <summary>
/// Adds a new row to LifeCrystalUI
/// </summary>
public void AddNewRow()
{
if (height >= 33) return;
GameObject newRow = Instantiate(rowObj, pivotPosition + gridSize * new Vector3(0, height, 0), Quaternion.Euler(Vector3.zero), transform.Find("Frame"));
newRow.name = "Row" + height;
CellType[][] temp = new CellType[3][] { new CellType[height + 1], new CellType[height + 1], new CellType[height + 1] };
Image[][] temp2 = new Image[3][] { new Image[height + 1], new Image[height + 1], new Image[height + 1] };
for (int i = 0; i < 3; i++)
{
Array.Copy(cell[i], temp[i], height + 1);
Array.Copy(cellImg[i], temp2[i], height + 1);
}
cell = temp; cellImg = temp2;
cell[0][height] = cell[1][height] = cell[2][height] = CellType.Empty;
GameObject[] newCells = new GameObject[3];
for (int i = 0; i < 3; i++)
{
newCells[i] = Instantiate(cellObj, pivotPosition + gridSize * new Vector3(i - 1, height, 0),
Quaternion.Euler(Vector3.zero), transform.Find("Cells"));
newCells[i].name = "LC" + (1 + 3 * height + i).ToString("00");
cellImg[i][height] = newCells[i].GetComponent<Image>();
UpdateCell(i, height, 0);
}
height++;
}
////////////////////////////////////////////////// Basic functions
/// <summary>
/// Initialization
/// </summary>
void Start ()
{
/// Initializing variables
gridSize = transform.Find("Frame").Find("Row1").localPosition.y - transform.Find("Frame").Find("Row0").localPosition.y;
pivotPosition = transform.Find("Frame").Find("Row0").localPosition;
pivotPosition.z = 0;
isDead = false;
height = 8;
lifeCount = 24;
goldCount = 0;
cell = new CellType[3][] { new CellType[height], new CellType[height], new CellType[height] };
for (int y = 0; y < height; y++)
for (int x = 0; x < 3; x++)
cell[x][y] = CellType.Life;
cellImg = new Image[3][] { new Image[height], new Image[height], new Image[height] };
for (int i = 0; i < 3 * height; i++)
cellImg[i % 3][i / 3] = transform.Find("Cells").Find("LC" + (i + 1).ToString("00")).GetComponent<Image>();
}
/// <summary>
/// Runs each frame
/// </summary>
void FixedUpdate ()
{
//textUI.text = "Life: " + lifeCount + ", Gold: " + goldCount;
}
////////////////////////////////////////////////// Hidden functions
/// <summary>
/// Updates image of a cell; When empty, disable it
/// </summary>
/// <param name="x">X position of the cell to update: 0~2 (0 on the left)</param>
/// <param name="y">Y position of the cell to update: 0~(height-1) (0 on the bottom)</param>
/// <param name="value"></param>
void UpdateCell(int x, int y, CellType value)
{
cell[x][y] = value;
cellImg[x][y].sprite = cellSprites[(int)value];
cellImg[x][y].transform.localPosition = pivotPosition + gridSize * new Vector3(x, y, 0);
cellImg[x][y].enabled = value == CellType.Empty ? false : true;
}
/// <summary>
/// Runs when life goes below zero
/// </summary>
void GameOver()
{
isDead = true;
}
/// <summary>
/// Simulates a block drop and find where to drop it
/// </summary>
/// <param name="grid">Shape of the dropping block
/// <para/> grid[X][Y]
/// <para/> X: 0~2 (0 on the bottom)
/// <para/> Y: 0~(height-1) (0 on the left)</param>
/// <returns>Vector2(drop position(0~2), drop depth(0~height))</returns>
Vector2Int DropSimulation(CellType[][] grid)
{
int bWidth = grid.Length;
int bHeight = grid[0].Length;
if (bWidth >= 4 || bWidth <= 0)
return Vector2Int.zero;
///////////////////////////////calculates texture
int[] emptyTexture = new int[3];
int[] blockTexture = new int[bWidth];
for (int x = 0; x < bWidth; x++)
{
int depth = 0;
for (depth = 0; depth < bHeight; depth++)
if (grid[x][depth] != CellType.Empty)
break;
if (depth >= height)
depth = 0;
blockTexture[x] = depth;
}
for (int x = 0; x <= 2; x++)
{
int depth = 0;
for (int y = height - 1; y >= 0; y--)
{
if (cell[x][y] == 0)
depth++;
else
break;
}
emptyTexture[x] = depth;
}
///////////////////////////////calculates possible drops
int[] dropDepth = new int[4 - bWidth];
for (int x = 0; x < 4 - bWidth; x++)
{
int maxDepth = emptyTexture[x] + blockTexture[0];
for (int bx = 1; bx < bWidth; bx++)
{
if (maxDepth > emptyTexture[x + bx] + blockTexture[bx])
maxDepth = emptyTexture[x + bx] + blockTexture[bx];
}
dropDepth[x] = maxDepth;
}
int realPosition = 0, realDepth = dropDepth[0];
for (int x = 1; x < 4 - bWidth; x++)
if (realDepth < dropDepth[x])
{
realPosition = x;
realDepth = dropDepth[x];
}
return new Vector2Int(realPosition, realDepth);
}
/// <summary>
/// Coroutine for dropping LifeCrystal fragment; Animation purpose
/// </summary>
/// <param name="frag">LifeCrystal script object</param>
/// <param name="dropxy">Drop info: Vector2Int(drop position, drop depth)</param>
/// <returns>Null</returns>
IEnumerator DropBlock(LifeCrystal frag, Vector2Int dropxy)
{
int bWidth = frag.grid.Length;
int bHeight = frag.grid[0].Length;
List<Vector2Int> droppingCells = new List<Vector2Int>(0);
for (int y = 0; y < bHeight && height - dropxy.y + y <= height - 1; y++)
for (int x = 0; x < bWidth; x++)
{
if (frag.grid[x][y] != CellType.Empty)
{
UpdateCell(dropxy.x + x, height - dropxy.y + y, frag.grid[x][y]);
droppingCells.Add(new Vector2Int(dropxy.x + x, height - dropxy.y + y));
lifeCount++;
}
}
foreach (Vector2Int block in droppingCells)
{
cellImg[block.x][block.y].transform.localPosition = pivotPosition + gridSize * new Vector3(block.x, block.y + dropxy.y, 0);
}
yield return new WaitForSeconds(0.05f);
for (int i = 2 * dropxy.y; i > 0; i--)
{
foreach (Vector2Int block in droppingCells)
{
cellImg[block.x][block.y].transform.position -= gridSize * new Vector3(0, 0.5f, 0);
}
yield return new WaitForSeconds(0.01f);
}
yield return null;
}
}
fileFormatVersion: 2
guid: 92b4226af0f466e4cab0fd67e3e58127
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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) {
//
//}
}
fileFormatVersion: 2 fileFormatVersion: 2
guid: 614be83888154ca42a847ded3f4ae655 guid: 958c69251beca5b4c9a00a93a94e0e08
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DroppedLifeStone : MonoBehaviour
{
LifeStoneInfo info;
public Sprite[] sprites;
public GameObject unitSprite, highlightSprite;
public LayerMask playerLayer;
float unitSize;
Rigidbody2D rb2D;
BoxCollider2D bc2D;
/// <summary>
/// unitSprite Objects
/// </summary>
GameObject[] unitObj;
/// <summary>
/// highlightSprite Objects
/// </summary>
GameObject[] highObj;
public void Init(LifeStoneInfo _info, Vector3 pos)
{
info = _info;
rb2D = GetComponent<Rigidbody2D>();
bc2D = GetComponent<BoxCollider2D>();
unitSize = unitSprite.GetComponent<SpriteRenderer>().bounds.size.x;
Vector2Int inSize = info.getSize();
string inFill = info.getFill();
unitObj = new GameObject[inSize.x * inSize.y];
highObj = new GameObject[inSize.x * inSize.y];
transform.position = pos - new Vector3(inSize.x * unitSize, 0, 0);
for (int i = 0; i < inSize.x * inSize.y; i++)
{
if (inFill[i] != ' ')
{
unitObj[i] = Instantiate(unitSprite, transform);
unitObj[i].transform.localPosition = new Vector3((i % inSize.x) * unitSize, ((int)(i / inSize.x)) * unitSize, 0);
unitObj[i].GetComponent<SpriteRenderer>().sprite = sprites[inFill[i] - 'A'];
highObj[i] = Instantiate(highlightSprite, transform);
highObj[i].transform.localPosition = unitObj[i].transform.localPosition;
highObj[i].GetComponent<SpriteRenderer>().enabled = false;
}
}
bc2D.offset = new Vector2(unitSize * inSize.x / 2f, unitSize * inSize.y / 2f);
bc2D.size = new Vector2(unitSize * inSize.x, unitSize * inSize.y);
}
public void ApplyLifeStone()
{
GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>().PushLifeStone(info);
Destroy(gameObject);
}
public void HighlightSwitch(bool enabled)
{
Vector2Int inSize = info.getSize();
string inFill = info.getFill();
for (int i = 0; i < inSize.x * inSize.y; i++)
{
if (inFill[i] != ' ')
highObj[i].GetComponent<SpriteRenderer>().enabled = enabled;
}
}
}
\ No newline at end of file
fileFormatVersion: 2 fileFormatVersion: 2
guid: 60f8b2083eab5134ead2083cd318cbc0 guid: 13b50d2589d665a4aa9fa30cbf65eb55
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LifeStoneFrame : MonoBehaviour {
/// <summary>
/// The frame top image
/// </summary>
GameObject frameTop;
/// <summary>
/// The frame rows images
/// </summary>
GameObject[] frameRows;
/// <summary>
/// The frame bottom image
/// </summary>
GameObject frameBottom;
/// <summary>
/// The number of lifeStoneRows
/// </summary>
int lifeStoneRow;
/// <summary>
/// Size of lifeStone
/// </summary>
float lifeStoneSize;
/// <summary>
/// The sprites
/// </summary>
Sprite[] sprites;
float frameBorder;
public void Init(Transform superGO, GameObject standardImage, int lifeStoneRow, float lifeStoneSize, Sprite[] _sprites, float _frameBorder)
{
frameBorder = _frameBorder;
sprites = new Sprite[_sprites.GetLength(0)];
_sprites.CopyTo(sprites, 0);
this.lifeStoneRow = lifeStoneRow;
this.lifeStoneSize = lifeStoneSize;
frameTop = Instantiate(standardImage, superGO);
frameTop.name = "FrameTop";
frameTop.GetComponent<Image>().sprite = sprites[2];
frameTop.GetComponent<RectTransform>().sizeDelta = new Vector2(lifeStoneSize * (3f + frameBorder * 2), lifeStoneSize * frameBorder);
frameTop.transform.localPosition = new Vector3(0, lifeStoneSize * (frameBorder + lifeStoneRow));
frameRows = new GameObject[50];
for (int i = 49; i >= lifeStoneRow; i--)
{
frameRows[i] = Instantiate(standardImage, superGO);
frameRows[i].name = "FrameRow" + i.ToString("D2");
frameRows[i].GetComponent<Image>().color = new Color(255, 255, 255, 0);
frameRows[i].GetComponent<Image>().sprite = sprites[1];
frameRows[i].GetComponent<RectTransform>().sizeDelta = new Vector2(lifeStoneSize * (3f + frameBorder * 2), lifeStoneSize);
frameRows[i].transform.localPosition = new Vector3(0, lifeStoneSize * (frameBorder + lifeStoneRow - 1));
}
for(int i=lifeStoneRow - 1; i>=0; i--)
{
frameRows[i] = Instantiate(standardImage, superGO);
frameRows[i].name = "FrameRow" + i.ToString("D2");
frameRows[i].GetComponent<Image>().sprite = sprites[1];
frameRows[i].GetComponent<RectTransform>().sizeDelta = new Vector2(lifeStoneSize * (3f + frameBorder * 2), lifeStoneSize);
frameRows[i].transform.localPosition = new Vector3(0, lifeStoneSize * (frameBorder + i));
}
frameBottom = Instantiate(standardImage,superGO);
frameBottom.name = "FrameBottom";
frameBottom.GetComponent<Image>().sprite = sprites[0];
frameBottom.GetComponent<RectTransform>().sizeDelta = new Vector2(lifeStoneSize * (3f + frameBorder * 2), lifeStoneSize * frameBorder);
frameBottom.transform.localPosition = new Vector3(0, 0);
}
public void AddRow(int afterRow)
{
int prevLifeStoneRow = lifeStoneRow;
lifeStoneRow = afterRow;
StartCoroutine(ExpandEnumerator(prevLifeStoneRow, lifeStoneRow));
}
IEnumerator ExpandEnumerator(int prev, int after)
{
float d = 0;
float v = 0;
float a = lifeStoneSize * 0.02f;
while (true)
{
d += v;
v += a;
if(d >= lifeStoneSize * (after - prev))
{
d = lifeStoneSize * (after - prev);
a = 0;
}
frameTop.transform.localPosition = new Vector3(0, lifeStoneSize * (frameBorder + prev) + d);
for (int i=prev; i< after; i++)
{
if(d > (after - i - 1) * lifeStoneSize)
{
frameRows[i].GetComponent<Image>().color = new Color(255, 255, 255, 1);
frameRows[i].transform.localPosition = new Vector3(0, lifeStoneSize * (frameBorder + i - after + prev) + d);
}
}
if (a == 0) break;
yield return null;
}
StartCoroutine(GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>().VibrateEnumerator(30));
}
}
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LifeStoneInfo {
/// <summary>
/// width, height of LifeStone
/// ex) □
/// □□
/// □
/// (2,3)
/// </summary>
Vector2Int size;
/// <summary>
/// contents of LifeStone from bottom left.
/// A: Normal lifestone
/// B: Gold lifestone
/// C: Amethyst lifestone
///
/// ex) A
/// BC
/// A
/// "A BC A"
/// </summary>
string fill;
public LifeStoneInfo(Vector2Int size, string fill)
{
this.size = size;
this.fill = fill;
}
public Vector2Int getSize()
{
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()
{
return fill;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent (typeof(RectTransform))]
public class LifeStoneManager : MonoBehaviour {
/// <summary>
/// Location of lifeStoneFrame on Canvas
/// </summary>
public Vector2 lifeStoneLocation;
/// <summary>
/// standard prefab of every image
/// </summary>
public GameObject standardImage;
/// <summary>
/// The number of lifeStoneRows
/// </summary>
public int lifeStoneRowNum;
/// <summary>
/// Size of lifeStone
/// </summary>
public float lifeStoneSize;
/// <summary>
/// The sprites
/// </summary>
public Sprite[] sprites;
/// <summary>
/// super Object of frames
/// </summary>
public GameObject frameSuper;
/// <summary>
/// super Object fo stones
/// </summary>
public GameObject stoneSuper;
/// <summary>
/// lifeStoneUnit Prefab
/// </summary>
public GameObject lifeUnitPrefab;
/// <summary>
/// strength of vibration when Lifestone falls
/// </summary>
public float vibrationVariable;
/// <summary>
/// Array of lifestone
/// 0 row is the bottom
/// 0: empty
/// 1: normal lifestone
/// 2: gold lifestone
/// 3: amethyst lifestone
/// </summary>
public int[,] lifeStoneArray;
/// <summary>
/// Array of lifestone GameObject
/// </summary>
[HideInInspector]public GameObject[,] lifeStoneUnit;
public GameObject droppedLifeStonePrefab;
public float frameBorder;
void Start () {
transform.position = new Vector3(lifeStoneLocation.x, lifeStoneLocation.y, 0);
frameSuper.GetComponent<LifeStoneFrame>().Init(frameSuper.transform, standardImage, lifeStoneRowNum, lifeStoneSize, sprites, frameBorder);
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;
StartCoroutine("TestEnumerator");
}
IEnumerator TestEnumerator()
{
yield return null;
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);*/
}
public void ExpandRow(int rowNum)
{
lifeStoneRowNum += rowNum;
frameSuper.GetComponent<LifeStoneFrame>().AddRow(lifeStoneRowNum);
}
public void InstantiateDroppedLifeStone(LifeStoneInfo info, Vector3 pos)
{
GameObject tmpObj = Instantiate(droppedLifeStonePrefab);
tmpObj.GetComponent<DroppedLifeStone>().Init(info, pos);
}
public LifeStoneInfo CreateLifeStoneInfo(Vector2Int size, int num, float goldPer, int ameNum)
{
System.Random rnd = new System.Random();
num = Mathf.Max(1, num);
size.x = Mathf.Min(3, size.x);
if (num > size.x * size.y)
return CreateLifeStoneInfo(size, goldPer, ameNum);
int[,] tmpArray = new int[size.y, size.x] ;
for (int j = 0; j < size.y; j++)
for (int i = 0; i < size.x; i++)
tmpArray[j, i] = 0;
tmpArray[rnd.Next(size.y), rnd.Next(size.x)] = 1;
//making shape of lifestone
for(int n = 1; n < num; n++)
{
ArrayList candArray = new ArrayList();
for (int j = 0; j < size.y; j++)
for (int i = 0; i < size.x; i++)
//check if adjacent cell is lifestone
if(tmpArray[j,i] == 0 &&
(j - 1 >= 0 && tmpArray[j - 1, i] == 1 ||
j + 1 < size.y && tmpArray[j + 1, i] == 1 ||
i - 1 >= 0 && tmpArray[j, i - 1] == 1 ||
i + 1 < size.x && tmpArray[j, i + 1] == 1))
candArray.Add(new Vector2Int(i, j));
if (candArray.Count == 0) break;
Vector2Int vtmp = (Vector2Int)candArray[rnd.Next(candArray.Count)];
tmpArray[vtmp.y, vtmp.x] = 1;
}
//recalibrate the size
Vector2Int maxPoint = new Vector2Int(-1, -1);
Vector2Int minPoint = new Vector2Int(size.x + 1, size.y + 1);
for (int j = 0; j < size.y; j++)
for (int i = 0; i < size.x; i++)
if(tmpArray[j,i] == 1)
{
maxPoint.x = Mathf.Max(i, maxPoint.x);
maxPoint.y = Mathf.Max(j, maxPoint.y);
minPoint.x = Mathf.Min(i, minPoint.x);
minPoint.y = Mathf.Min(j, minPoint.y);
}
size = maxPoint - minPoint + Vector2Int.one;
//making fill string
string fill = "";
for (int j = minPoint.y; j <= maxPoint.y; j++)
for (int i = minPoint.x; i <= maxPoint.x; i++)
if (tmpArray[j, i] == 1) fill += 'A';
else fill += ' ';
//change to amethyst
ArrayList sCandArray = new ArrayList();
for (int i = 0; i < fill.Length; i++)
if (fill[i] == 'A')
sCandArray.Add(i);
char[] repChar = fill.ToCharArray();
for(int i = 0; i < ameNum && sCandArray.Count > 0; i++)
{
int tmp = rnd.Next(sCandArray.Count);
repChar[(int)sCandArray[tmp]] = 'C';
sCandArray.RemoveAt(tmp);
}
for (int i = 0; i < fill.Length; i++)
if (repChar[i] == 'A' && Random.Range(0f, 1f) < goldPer)
repChar[i] = 'B';
fill = new string(repChar);
return new LifeStoneInfo(size, fill);
}
public LifeStoneInfo CreateLifeStoneInfo(Vector2Int size, float goldPer, int ameNum)
{
return CreateLifeStoneInfo(size, size.x * size.y, goldPer, ameNum);
}
public LifeStoneInfo CreateLifeStoneInfo(int num, float goldPer, int ameNum)
{
return CreateLifeStoneInfo(new Vector2Int(3, 20), num, goldPer, ameNum);
}
public LifeStoneInfo CreateLifeStoneInfo(LifeStoneInfo lifeStoneInfo)
{
Vector2Int size = lifeStoneInfo.getSize();
Vector2Int newSize;
string fill = lifeStoneInfo.getFill();
string newFill = "";
Vector2Int maxPoint = new Vector2Int(-1, -1);
Vector2Int minPoint = new Vector2Int(size.x + 1, size.y + 1);
for (int j = 0; j < size.y; j++)
for (int i = 0; i < size.x; i++)
if (fill[j * size.x + i] != ' ')
{
maxPoint.x = Mathf.Max(i, maxPoint.x);
maxPoint.y = Mathf.Max(j, maxPoint.y);
minPoint.x = Mathf.Min(i, minPoint.x);
minPoint.y = Mathf.Min(j, minPoint.y);
}
newSize = maxPoint - minPoint + Vector2Int.one;
for(int j = minPoint.y; j <= maxPoint.y; j++)
newFill += fill.Substring(j * size.x + minPoint.x, newSize.x);
return new LifeStoneInfo(newSize, newFill);
}
/// <summary>
/// push LifeStone in LifeStoneFrame
/// </summary>
/// <param name="pushInfo"></param>
public void PushLifeStone(LifeStoneInfo pushInfo)
{
System.Random rnd = new System.Random();
Vector2Int pSize = pushInfo.getSize();
string pFill = pushInfo.getFill();
int[] minRow = new int[] { lifeStoneRowNum, lifeStoneRowNum, lifeStoneRowNum };
int selectedCol = 0, selectedRow = lifeStoneRowNum;
ArrayList selColCand = new ArrayList();
{
int i, j, pi, pj;
for (i = 0; i <= 3 - pSize.x; i++)
{
for (j = lifeStoneRowNum - 1; j >= 0; j--)
{
for (pi = 0; pi < pSize.x; pi++)
{
for (pj = 0; pj < pSize.y; pj++)
{
if (pFill[pj * pSize.x + pi] != ' ' && lifeStoneArray[j + pj, i + pi] != 0) 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;
int cutRow = pSize.y;
for (int pj = 0; pj < pSize.y; pj++)
{
if (selectedRow + pj >= lifeStoneRowNum)
{
cutRow = pj;
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(frameBorder * lifeStoneSize, frameBorder * lifeStoneSize),
vibration);
vibration = 0;
}
}
if (cutRow < pSize.y)
{
char[] chFill = pFill.ToCharArray();
for (int i = 0; i < pSize.x; i++)
{
Queue<Vector2Int> queue = new Queue<Vector2Int>();
char[] newFill = new char[pSize.x * (pSize.y - cutRow)];
for (int t = 0; t < pSize.x * (pSize.y - cutRow); t++) newFill[t] = ' ';
if (chFill[cutRow * pSize.x + i] != ' ')
{
queue.Enqueue(new Vector2Int(i, cutRow));
while (queue.Count > 0)
{
Vector2Int vtmp = queue.Dequeue();
newFill[(vtmp.y - cutRow) * pSize.x + vtmp.x] = chFill[vtmp.y * pSize.x + vtmp.x];
chFill[vtmp.y * pSize.x + vtmp.x] = ' ';
if (vtmp.x + 1 < pSize.x && chFill[ vtmp.y * pSize.x + (vtmp.x + 1)] != ' ') queue.Enqueue(new Vector2Int(vtmp.x + 1, vtmp.y ));
if (vtmp.x - 1 >= 0 && chFill[ vtmp.y * pSize.x + (vtmp.x - 1)] != ' ') queue.Enqueue(new Vector2Int(vtmp.x - 1, vtmp.y ));
if (vtmp.y + 1 < pSize.y && chFill[(vtmp.y + 1) * pSize.x + vtmp.x ] != ' ') queue.Enqueue(new Vector2Int(vtmp.x , vtmp.y + 1));
if (vtmp.y - 1 >= cutRow && chFill[(vtmp.y - 1) * pSize.x + vtmp.x ] != ' ') queue.Enqueue(new Vector2Int(vtmp.x , vtmp.y - 1));
}
InstantiateDroppedLifeStone(CreateLifeStoneInfo(
new LifeStoneInfo(new Vector2Int(pSize.x, pSize.y - cutRow), new string(newFill))),
GameObject.Find("Player").transform.position + new Vector3(droppedLifeStonePrefab.GetComponent<DroppedLifeStone>().unitSprite.GetComponent<SpriteRenderer>().bounds.size.x * i,0,0));
}
}
}
}
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(0.02f);
}
}
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);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Text;
using System;
public class LifeStoneTest : MonoBehaviour {
public GameObject numText, ameNumText, goldPerText, goldText, amethystText, destroyText, rowText;
public GameObject ui;
LifeStoneManager uii;
private void Start()
{
uii = ui.GetComponent<LifeStoneManager>();
}
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)));
}
public void gold()
{
int tmp = Convert.ToInt32(goldText.GetComponent<InputField>().text);
if (tmp > 0) uii.ChangeFromNormal(2, tmp);
else if (tmp < 0) uii.ChangeToNormal(2, -tmp);
}
public void amethyst()
{
int tmp = Convert.ToInt32(amethystText.GetComponent<InputField>().text);
if (tmp > 0) uii.ChangeFromNormal(3, tmp);
else if (tmp < 0) uii.ChangeToNormal(3, -tmp);
}
public void dest()
{
uii.DestroyStone(Convert.ToInt32(destroyText.GetComponent<InputField>().text));
}
public void row()
{
uii.ExpandRow(Convert.ToInt32(rowText.GetComponent<InputField>().text));
}
}
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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()
{
StartCoroutine("FallEnumerator");
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);
}
IEnumerator FallEnumerator()
{
while (true)
{
float vtmp = transform.localPosition.y - v;
if (vtmp <= zeroPos.y + pos.y * size)
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break;
}
transform.localPosition = new Vector2(transform.localPosition.x, vtmp);
v += accel;
yield return null;
}
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fileIDToRecycleName: fileIDToRecycleName:
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21300002: LifeCrystal Mold_1 21300002: lifestoneframe_row
21300004: LifeCrystal Mold_2 21300004: lifestoneframe_bottom
21300006: LC Mold_0
21300008: LC Mold_1
21300010: LC Mold_2
externalObjects: {} externalObjects: {}
serializedVersion: 6 serializedVersion: 6
mipmaps: mipmaps:
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...@@ -80,7 +77,7 @@ TextureImporter: ...@@ -80,7 +77,7 @@ TextureImporter:
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...@@ -91,7 +88,7 @@ TextureImporter: ...@@ -91,7 +88,7 @@ TextureImporter:
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resizeAlgorithm: 0 resizeAlgorithm: 0
textureFormat: -1 textureFormat: -1
textureCompression: 0 textureCompression: 1
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crunchedCompression: 0 crunchedCompression: 0
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...@@ -101,13 +98,13 @@ TextureImporter: ...@@ -101,13 +98,13 @@ TextureImporter:
serializedVersion: 2 serializedVersion: 2
sprites: sprites:
- serializedVersion: 2 - serializedVersion: 2
name: LC Mold_0 name: lifestoneframe_top
rect: rect:
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...@@ -115,19 +112,19 @@ TextureImporter: ...@@ -115,19 +112,19 @@ TextureImporter:
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weights: [] weights: []
- serializedVersion: 2 - serializedVersion: 2
name: LC Mold_1 name: lifestoneframe_row
rect: rect:
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...@@ -135,19 +132,19 @@ TextureImporter: ...@@ -135,19 +132,19 @@ TextureImporter:
physicsShape: [] physicsShape: []
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weights: [] weights: []
- serializedVersion: 2 - serializedVersion: 2
name: LC Mold_2 name: lifestoneframe_bottom
rect: rect:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
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...@@ -155,7 +152,7 @@ TextureImporter: ...@@ -155,7 +152,7 @@ TextureImporter:
physicsShape: [] physicsShape: []
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...@@ -163,7 +160,7 @@ TextureImporter: ...@@ -163,7 +160,7 @@ TextureImporter:
outline: [] outline: []
physicsShape: [] physicsShape: []
bones: [] bones: []
spriteID: 8d50ca77c4c7b6c488d6a0a75cc0fe69 spriteID: 31e4d26878a81c549a591e3d79d2616d
vertices: [] vertices: []
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edges: [] edges: []
......
...@@ -31,7 +31,7 @@ TextureImporter: ...@@ -31,7 +31,7 @@ TextureImporter:
maxTextureSize: 2048 maxTextureSize: 2048
textureSettings: textureSettings:
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filterMode: -1 filterMode: 0
aniso: -1 aniso: -1
mipBias: -100 mipBias: -100
wrapU: 1 wrapU: 1
......
fileFormatVersion: 2 fileFormatVersion: 2
guid: 137b0e8d2160bab45893f33e02df312a guid: 0b1a1d7eab61fa947a49ebf55e99a281
timeCreated: 1530887932
licenseType: Free
TextureImporter: TextureImporter:
fileIDToRecycleName: fileIDToRecycleName: {}
21300000: LC_0 externalObjects: {}
21300002: LC_1 serializedVersion: 6
21300004: LC_2
serializedVersion: 4
mipmaps: mipmaps:
mipMapMode: 0 mipMapMode: 0
enableMipMap: 0 enableMipMap: 0
...@@ -15,6 +11,8 @@ TextureImporter: ...@@ -15,6 +11,8 @@ TextureImporter:
linearTexture: 0 linearTexture: 0
fadeOut: 0 fadeOut: 0
borderMipMap: 0 borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1 mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3 mipMapFadeDistanceEnd: 3
bumpmap: bumpmap:
...@@ -23,6 +21,8 @@ TextureImporter: ...@@ -23,6 +21,8 @@ TextureImporter:
heightScale: 0.25 heightScale: 0.25
normalMapFilter: 0 normalMapFilter: 0
isReadable: 0 isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
grayScaleToAlpha: 0 grayScaleToAlpha: 0
generateCubemap: 6 generateCubemap: 6
cubemapConvolution: 0 cubemapConvolution: 0
...@@ -30,88 +30,78 @@ TextureImporter: ...@@ -30,88 +30,78 @@ TextureImporter:
textureFormat: 1 textureFormat: 1
maxTextureSize: 2048 maxTextureSize: 2048
textureSettings: textureSettings:
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aniso: -1 aniso: -1
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spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100 spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1 alphaUsage: 1
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spriteTessellationDetail: -1 spriteTessellationDetail: -1
textureType: 8 textureType: 8
textureShape: 1 textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0 maxTextureSizeSet: 0
compressionQualitySet: 0 compressionQualitySet: 0
textureFormatSet: 0 textureFormatSet: 0
platformSettings: platformSettings:
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buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
- serializedVersion: 2
buildTarget: Standalone
maxTextureSize: 2048 maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1 textureFormat: -1
textureCompression: 1 textureCompression: 1
compressionQuality: 50 compressionQuality: 50
crunchedCompression: 0 crunchedCompression: 0
allowsAlphaSplitting: 0 allowsAlphaSplitting: 0
overridden: 0 overridden: 0
- buildTarget: Standalone androidETC2FallbackOverride: 0
- serializedVersion: 2
buildTarget: Android
maxTextureSize: 2048 maxTextureSize: 2048
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textureFormat: -1 textureFormat: -1
textureCompression: 1 textureCompression: 1
compressionQuality: 50 compressionQuality: 50
crunchedCompression: 0 crunchedCompression: 0
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overridden: 0 overridden: 0
androidETC2FallbackOverride: 0
spriteSheet: spriteSheet:
serializedVersion: 2 serializedVersion: 2
sprites: sprites: []
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name: LC_0
rect:
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pivot: {x: 0, y: 0}
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name: LC_1
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pivot: {x: 0, y: 0}
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- serializedVersion: 2
name: LC_2
rect:
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x: 24
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spriteID: f2adc9928a6a3644b8e4f3591bd70f4f
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spritePackingTag: spritePackingTag:
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...@@ -52,4 +52,4 @@ Physics2DSettings: ...@@ -52,4 +52,4 @@ Physics2DSettings:
m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_LayerCollisionMatrix: ffdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffe9fffffffdfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
...@@ -21,7 +21,7 @@ TagManager: ...@@ -21,7 +21,7 @@ TagManager:
- Spike - Spike
- Platform - Platform
- OuterWall - OuterWall
- - Item
- -
- -
- -
...@@ -47,3 +47,9 @@ TagManager: ...@@ -47,3 +47,9 @@ TagManager:
- name: UI - name: UI
uniqueID: 4254909397 uniqueID: 4254909397
locked: 0 locked: 0
- name: ItemHighlight
uniqueID: 996861525
locked: 0
- name: Item
uniqueID: 2145601713
locked: 0
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