Commit 80920f75 authored by 18손재민's avatar 18손재민

머지 다 했고 sorting layer 구분 지어놓음

parent e83f329e
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DamageToPlayer : MonoBehaviour {
public int damage;
// enum debuff
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
Debug.Log("Auch!");
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeleeAttack : StateMachineBehaviour {
float timer;
float attackDelay;
float attackDuration;
public Sprite castingSprite;
public Sprite attackingSprite;
Sprite prevSprite;
enum SubState
{
BEFOREATTACK,
CASTING,
ATTACKING
}
SubState subState;
// 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) {
prevSprite = animator.GetComponent<SpriteRenderer>().sprite;
attackDelay = animator.GetFloat("attackDelay");
attackDuration = animator.GetFloat("attackDuration");
subState = SubState.BEFOREATTACK;
timer = 0.0f;
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
timer += Time.deltaTime;
if (timer < attackDelay)
{
if (subState == SubState.BEFOREATTACK)
{
subState = SubState.CASTING;
animator.GetComponent<SpriteRenderer>().sprite = castingSprite;
}
// action during casting attack
}
else if (timer < attackDelay + attackDuration)
{
if (subState == SubState.CASTING)
{
subState = SubState.ATTACKING;
animator.GetComponent<SpriteRenderer>().sprite = attackingSprite;
animator.transform.GetChild(0).GetComponents<BoxCollider2D>()[0].enabled = true;
}
}
else
{
animator.SetTrigger("TrackTrigger");
}
}
// 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) {
animator.GetComponent<SpriteRenderer>().sprite = prevSprite;
animator.transform.GetChild(0).GetComponents<BoxCollider2D>()[0].enabled = false;
}
// 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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeleeIdle : StateMachineBehaviour {
Vector2 origin;
float patrolRange;
float movementSpeed;
float noticeRange;
GameObject player;
Vector3 leftsideAngle = new Vector3(0, 0, 0);
Vector3 rightsideAngle = new Vector3(0, 180, 0);
// 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) {
origin = animator.transform.position;
patrolRange = animator.GetFloat("patrolRange");
noticeRange = animator.GetFloat("noticeRange");
movementSpeed = animator.GetFloat("movementSpeedPatrol");
player = GameObject.Find("Player");
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (Vector2.Distance(player.transform.position, animator.transform.position) < noticeRange)
{
animator.SetTrigger("TrackTrigger");
return;
}
Vector2 currPosition = animator.transform.position;
Vector2 movingDistance = -1 * animator.transform.right * movementSpeed * Time.deltaTime; // go left first
animator.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
if(Mathf.Abs(animator.transform.position.x - origin.x) > patrolRange)
{
animator.transform.eulerAngles = (origin.x < animator.transform.position.x) ? leftsideAngle : rightsideAngle;
}
}
// 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) {
//
//}
// 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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeleeTrack : StateMachineBehaviour {
GameObject player;
float movementSpeed;
float attackRange;
Vector3 leftsideAngle = new Vector3(0, 0, 0);
Vector3 rightsideAngle = new Vector3(0, 180, 0);
readonly float dirChangeTime = 0.5f;
IEnumerator dirChange;
// 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) {
movementSpeed = animator.GetFloat("movementSpeedTrack");
attackRange = animator.GetFloat("attackRange");
player = GameObject.Find("Player");
dirChange = DirChange(animator);
animator.GetComponent<MonoBehaviour>().StartCoroutine(dirChange);
}
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override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (Vector2.Distance(player.transform.position, animator.transform.position) < attackRange)
{
animator.SetTrigger("AttackTrigger");
return;
}
Vector2 currPosition = animator.transform.position;
Vector2 movingDistance = animator.transform.right * movementSpeed * Time.deltaTime * -1;
animator.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
}
IEnumerator DirChange(Animator animator)
{
while (true)
{
animator.transform.eulerAngles = (player.transform.position.x - animator.transform.position.x < 0) ? leftsideAngle : rightsideAngle;
yield return new WaitForSeconds(dirChangeTime);
}
}
// 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) {
animator.GetComponent<MonoBehaviour>().StopCoroutine(dirChange);
}
// 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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......@@ -436,7 +436,7 @@ SpriteRenderer:
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
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......@@ -471,8 +471,8 @@ SpriteRenderer:
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......@@ -482,6 +482,6 @@ SpriteRenderer:
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m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_WasSpriteAssigned: 0
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......@@ -20,7 +20,7 @@ GameObject:
m_Component:
- component: {fileID: 4747878049517392}
- component: {fileID: 114136320919795954}
m_Layer: 0
m_Layer: 14
m_Name: TetriminoT
m_TagString: Tetrimino
m_Icon: {fileID: 0}
......@@ -333,8 +333,8 @@ SpriteRenderer:
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......@@ -344,7 +344,7 @@ SpriteRenderer:
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_WasSpriteAssigned: 0
m_MaskInteraction: 0
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......@@ -379,8 +379,8 @@ SpriteRenderer:
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......@@ -390,7 +390,7 @@ SpriteRenderer:
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m_SpriteTileMode: 0
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......@@ -436,7 +436,7 @@ SpriteRenderer:
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......@@ -471,8 +471,8 @@ SpriteRenderer:
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......@@ -482,6 +482,6 @@ SpriteRenderer:
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m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_WasSpriteAssigned: 0
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m_SpriteSortPoint: 0
......@@ -37,7 +37,7 @@ GameObject:
m_Component:
- component: {fileID: 4236268032666254}
- component: {fileID: 114659339528811892}
m_Layer: 0
m_Layer: 14
m_Name: TetriminoZ
m_TagString: Tetrimino
m_Icon: {fileID: 0}
......@@ -333,8 +333,8 @@ SpriteRenderer:
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m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
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m_Sprite: {fileID: 21300000, guid: eb608082843dfe247954bc3ccbbe4b2b, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
......@@ -344,7 +344,7 @@ SpriteRenderer:
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m_AdaptiveModeThreshold: 0.5
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......@@ -390,7 +390,7 @@ SpriteRenderer:
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m_AdaptiveModeThreshold: 0.5
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......@@ -436,7 +436,7 @@ SpriteRenderer:
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......@@ -482,6 +482,6 @@ SpriteRenderer:
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......@@ -89,7 +89,6 @@ MonoBehaviour:
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- {fileID: 21300002, guid: eff441d843b9c664e97a81fcb39d8410, type: 3}
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frameSuper: {fileID: 1820862295034228}
stoneSuper: {fileID: 1874721051176178}
lifeUnitPrefab: {fileID: 1274079429510600, guid: c1fa87a24452e5745859b739e4a5254b,
......@@ -97,7 +96,7 @@ MonoBehaviour:
vibrationVariable: 0.1
droppedLifeStonePrefab: {fileID: 1149595688849768, guid: 8255a117a93935941b32b4aed9b299a0,
type: 2}
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This diff is collapsed.
......@@ -46,9 +46,9 @@ public class CameraController : MonoBehaviour {
void Update()
{
GotoDestination();
if (GameManager.gameState == GameManager.GameState.Ingame)
if (GameManager.gameState == GameState.Ingame)
originPos = player.transform.position + new Vector3(0, 0, -1);
else if (GameManager.gameState == GameManager.GameState.Tetris)
else if (GameManager.gameState == GameState.Tetris)
originPos = tetrisCameraCoord;
}
......@@ -79,20 +79,20 @@ public class CameraController : MonoBehaviour {
GameObject grid = GameObject.Find("Grid");
float sizeDestination = 0;
isSceneChanging = true;
if (GameManager.gameState == GameManager.GameState.Ingame)
if (GameManager.gameState == GameState.Ingame)
{
StartCoroutine(mapManager.RoomFadeIn(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 0);
sizeDestination = inGameCameraSize;
}
else if (GameManager.gameState == GameManager.GameState.Tetris)
else if (GameManager.gameState == GameState.Tetris)
{
StartCoroutine(mapManager.RoomFadeOut(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 2);
sizeDestination = tetrisCameraSize;
}
while ((GameManager.gameState == GameManager.GameState.Tetris && GetComponent<Camera>().orthographicSize < sizeDestination - 5) ||
(GameManager.gameState == GameManager.GameState.Ingame && GetComponent<Camera>().orthographicSize > sizeDestination + 0.05))
while ((GameManager.gameState == GameState.Tetris && GetComponent<Camera>().orthographicSize < sizeDestination - 5) ||
(GameManager.gameState == GameState.Ingame && GetComponent<Camera>().orthographicSize > sizeDestination + 0.05))
{
yield return null;
Vector2 coord = Vector2.Lerp(transform.position, originPos, Mathf.Sqrt(Time.deltaTime));
......@@ -112,7 +112,7 @@ public class CameraController : MonoBehaviour {
transform.position = pos;*/
if (GameManager.gameState == GameManager.GameState.Ingame && isSceneChanging != true)
if (GameManager.gameState == GameState.Ingame && isSceneChanging != true)
{
if(MapManager.isRoomFalling != true)
{
......
......@@ -6,6 +6,7 @@ using UnityEngine.Tilemaps;
public class PlayerController : MonoBehaviour
{
private Rigidbody2D rb; // RigidBody2D of this game object
private Animator anim;
// Speeds of player
[SerializeField]
......@@ -59,6 +60,7 @@ public class PlayerController : MonoBehaviour
void Start()
{
rb = gameObject.GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
}
// Update is called once per frame
......@@ -78,8 +80,17 @@ public class PlayerController : MonoBehaviour
{
isGrounded = IsGrounded();
if (GameManager.gameState == GameManager.GameState.Ingame)
if (GameManager.gameState == GameState.Ingame)
{
anim.SetBool("rope", isInRope);
anim.SetBool("run", isDashing);
anim.SetBool("ground", isGrounded);
anim.SetFloat("vspeed", rb.velocity.y);
anim.SetFloat("speed", Mathf.Abs(rb.velocity.x));
if (isGrounded || isInRope)
{
anim.SetBool("jump", false);
}
if (isGrounded)
isJumpable = true;
......@@ -137,10 +148,12 @@ public class PlayerController : MonoBehaviour
if (isGrounded)
{
vertical = jumpSpeed;
anim.SetBool("jump", true);
}
else if (isJumpable)
{
vertical = doubleJumpSpeed;
anim.SetBool("jump", true);
isJumpable = false;
}
}
......
......@@ -28,3 +28,16 @@ public enum ItemType
SuperiorItem, MasterPieceItem, StudyAdd, OrdinaryAdd, SuperiorAdd,
MasterpieceAdd
}
/// <summary>
/// Enum for game's state.
/// </summary>
public enum GameState { MainMenu, Ingame, Tetris, Pause, Inventory, GameOver }
/// <summary>
/// Enum for room types.
/// </summary>
public enum RoomType { Start, Item, BothSide, Gold, Amethyst, Boss, Normal }
/// <summary>
/// Enum for room's sprite types.
/// </summary>
public enum RoomSpriteType { Start, Item, BothSide, Gold, Amethyst, Boss, Normal1, Normal2, Nomal3, Normal4, Current }
\ No newline at end of file
......@@ -4,7 +4,6 @@ using UnityEngine;
public class GameManager : MonoBehaviour {
public enum GameState { MainMenu, Ingame, Tetris, Pause, Inventory, GameOver }
/// <summary>
/// Which state this game is.
/// change later
......
......@@ -53,16 +53,14 @@ public class Door : MonoBehaviour {
MapManager mapManager = GameObject.Find("MapManager").GetComponent<MapManager>();
Room room = MapManager.currentRoom;
StartCoroutine(mapManager.GetComponent<MapManager>().RoomFadeOut(room));
if(room.specialRoomType == MapManager.RoomType.Normal)
room.GetComponent<SpriteRenderer>().sprite = mapManager.roomsSpritesDistributed[room.stage][(int)MapManager.RoomSpriteType.Normal1 + room.roomConcept];
else if(room.specialRoomType == MapManager.RoomType.Start)
room.GetComponent<SpriteRenderer>().sprite = mapManager.roomsSpritesDistributed[room.stage][(int)MapManager.RoomSpriteType.Normal1 + room.roomConcept];
if(room.specialRoomType == RoomType.Normal)
room.GetComponent<SpriteRenderer>().sprite = mapManager.roomsSpritesDistributed[room.stage][(int)RoomSpriteType.Normal1 + room.roomConcept];
else
room.GetComponent<SpriteRenderer>().sprite = mapManager.roomsSpritesDistributed[room.stage][(int)room.specialRoomType - 1];
room.GetComponent<SpriteRenderer>().sprite = mapManager.roomsSpritesDistributed[room.stage][(int)room.specialRoomType];
MapManager.currentRoom = MapManager.tempRoom;
room = MapManager.currentRoom;
StartCoroutine(mapManager.RoomFadeIn(room));
room.GetComponent<SpriteRenderer>().sprite = mapManager.roomsSpritesDistributed[room.stage][(int)MapManager.RoomSpriteType.Current];
room.GetComponent<SpriteRenderer>().sprite = mapManager.roomsSpritesDistributed[room.stage][(int)RoomSpriteType.Current];
if (MapManager.currentRoom.isRoomCleared != true)
{
animatorThisRoom.SetBool("isPlayerTouchEnded", true);
......
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......@@ -35,7 +35,7 @@ public class Press : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.transform.tag.Equals("Player"))
GameManager.gameState = GameManager.GameState.GameOver;
GameManager.gameState = GameState.GameOver;
}
// Use this for initialization
......
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