Commit 94bbcef8 authored by 18손재민's avatar 18손재민

문 열리고 닫히는거 에러 수정함

parent 604d8906
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......
...@@ -35,6 +35,25 @@ AnimationClip: ...@@ -35,6 +35,25 @@ AnimationClip:
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...@@ -69,10 +69,7 @@ public class CameraController : MonoBehaviour { ...@@ -69,10 +69,7 @@ public class CameraController : MonoBehaviour {
fadeOut = StartCoroutine(mapManager.RoomFadeOut(MapManager.currentRoom)); fadeOut = StartCoroutine(mapManager.RoomFadeOut(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 2); 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))
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); yield return new WaitForSeconds(0.01f);
Vector2 coord = Vector2.Lerp(transform.position, cameraDestination, Mathf.Sqrt(Time.deltaTime)); Vector2 coord = Vector2.Lerp(transform.position, cameraDestination, Mathf.Sqrt(Time.deltaTime));
......
...@@ -22,13 +22,27 @@ public class Player : MonoBehaviour { ...@@ -22,13 +22,27 @@ public class Player : MonoBehaviour {
ty = (int)((transform.position.y-0.9f) / 24f); ty = (int)((transform.position.y-0.9f) / 24f);
if ((ttx != tx || tty != ty) && MapManager.isRoomFalling != true) if ((ttx != tx || tty != ty) && MapManager.isRoomFalling != true)
{ {
MapManager.currentRoom = MapManager.mapGrid[tx, ty]; MapManager.tempRoom = MapManager.mapGrid[tx, ty];
if (roomEnterFadeIn != null) if (tx < ttx)
StopCoroutine(roomEnterFadeIn); {
if (roomExitFadeOut != null) MapManager.currentRoom.CloseDoor("Left", true);
StopCoroutine(roomExitFadeOut); MapManager.currentRoom.inGameDoorLeft.GetComponent<Door>().close = true;
roomEnterFadeIn = StartCoroutine(GameObject.Find("MapManager").GetComponent<MapManager>().RoomFadeIn(MapManager.currentRoom)); }
roomExitFadeOut = StartCoroutine(GameObject.Find("MapManager").GetComponent<MapManager>().RoomFadeOut(MapManager.mapGrid[ttx, tty])); else if (tx > ttx)
{
MapManager.currentRoom.CloseDoor("Right", true);
MapManager.currentRoom.inGameDoorRight.GetComponent<Door>().close = true;
}
else if (ty < tty)
{
MapManager.currentRoom.CloseDoor("Down", true);
MapManager.currentRoom.inGameDoorDown.GetComponent<Door>().close = true;
}
else if (ty > tty)
{
MapManager.currentRoom.CloseDoor("Up", true);
MapManager.currentRoom.inGameDoorUp.GetComponent<Door>().close = true;
}
} }
ttx = tx; ttx = tx;
tty = ty; tty = ty;
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Door : MonoBehaviour {
public bool close = false;
public int position;
public int enteredPosition;
public Animator animatorThisRoom;
public Animator animatorNextRoom;
private void OnTriggerExit2D(Collider2D collision)
{
if (enteredPosition == position && collision.tag.Equals("Player") && close == true)
{
switch (position)
{
case 0:
if (collision.transform.position.y < GetComponent<PolygonCollider2D>().transform.position.y)
return;
break;
case 1:
if (collision.transform.position.x < GetComponent<PolygonCollider2D>().transform.position.x)
return;
break;
case 2:
if (collision.transform.position.y > GetComponent<PolygonCollider2D>().transform.position.y)
return;
break;
case 3:
if (collision.transform.position.x > GetComponent<PolygonCollider2D>().transform.position.x)
return;
break;
}
StartCoroutine(GameObject.Find("MapManager").GetComponent<MapManager>().RoomFadeOut(MapManager.currentRoom));
MapManager.currentRoom = MapManager.tempRoom;
StartCoroutine(GameObject.Find("MapManager").GetComponent<MapManager>().RoomFadeIn(MapManager.currentRoom));
if (MapManager.currentRoom.isRoomCleared != true)
{
animatorThisRoom.SetBool("isPlayerTouchEnded", true);
animatorNextRoom.SetBool("isPlayerTouchEnded", true);
animatorThisRoom.SetBool("doorOpen", false);
animatorNextRoom.SetBool("doorOpen", false);
animatorThisRoom.SetBool("doorClose", true);
animatorNextRoom.SetBool("doorClose", true);
}
close = false;
}
}
}
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...@@ -157,6 +157,17 @@ public class MapManager : MonoBehaviour { ...@@ -157,6 +157,17 @@ public class MapManager : MonoBehaviour {
/// Room player exists. /// Room player exists.
/// </summary> /// </summary>
public static Room currentRoom; public static Room currentRoom;
public static Room tempRoom;
/// <summary> /// <summary>
/// Queue that saves rooms waiting for upgrade tetrimino. /// Queue that saves rooms waiting for upgrade tetrimino.
/// </summary> /// </summary>
...@@ -273,10 +284,10 @@ public class MapManager : MonoBehaviour { ...@@ -273,10 +284,10 @@ public class MapManager : MonoBehaviour {
rightPress.transform.localScale = new Vector3(-collapseRate * 20, 1, 1); rightPress.transform.localScale = new Vector3(-collapseRate * 20, 1, 1);
if(collapseRate - doorCounter * 0.2f > (float)1 / 12) if(collapseRate - doorCounter * 0.2f > (float)1 / 12)
{ {
mapGrid[doorCounter, row].CloseDoor("Up"); mapGrid[doorCounter, row].CloseDoor("Up", false);
mapGrid[doorCounter, row].CloseDoor("Down"); mapGrid[doorCounter, row].CloseDoor("Down", false);
mapGrid[width - doorCounter - 1, row].CloseDoor("Up"); mapGrid[width - doorCounter - 1, row].CloseDoor("Up", false);
mapGrid[width - doorCounter - 1, row].CloseDoor("Down"); mapGrid[width - doorCounter - 1, row].CloseDoor("Down", false);
doorCounter++; doorCounter++;
} }
} }
...@@ -758,13 +769,6 @@ public class MapManager : MonoBehaviour { ...@@ -758,13 +769,6 @@ public class MapManager : MonoBehaviour {
{ {
float alpha = 1; float alpha = 1;
yield return new WaitForSeconds(0.1f); yield return new WaitForSeconds(0.1f);
if (room.isRoomCleared != true)
{
room.CloseDoor("Up");
room.CloseDoor("Down");
room.CloseDoor("Left");
room.CloseDoor("Right");
}
while(alpha > 0.0001) while(alpha > 0.0001)
{ {
alpha = Mathf.Lerp(alpha, 0, Mathf.Sqrt(Time.deltaTime)); alpha = Mathf.Lerp(alpha, 0, Mathf.Sqrt(Time.deltaTime));
......
...@@ -137,43 +137,48 @@ public class Room : MonoBehaviour ...@@ -137,43 +137,48 @@ public class Room : MonoBehaviour
{ {
Animator animatorThisRoom = null; Animator animatorThisRoom = null;
Animator animatorNextRoom = null; Animator animatorNextRoom = null;
GameObject door = null;
switch (direction) switch (direction)
{ {
case "Up": case "Up":
if (mapCoord.y < MapManager.realHeight && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1] != null) if (mapCoord.y < MapManager.realHeight && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1] != null)
{ {
animatorThisRoom = inGameDoorUp.GetComponent<Animator>(); door = inGameDoorUp;
animatorThisRoom = door.GetComponent<Animator>();
animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1].inGameDoorDown.GetComponent<Animator>(); animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1].inGameDoorDown.GetComponent<Animator>();
} }
break; break;
case "Down": case "Down":
if (mapCoord.y > 0 && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1] != null) if (mapCoord.y > 0 && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1] != null)
{ {
animatorThisRoom = inGameDoorDown.GetComponent<Animator>(); door = inGameDoorDown;
animatorThisRoom = door.GetComponent<Animator>();
animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1].inGameDoorUp.GetComponent<Animator>(); animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1].inGameDoorUp.GetComponent<Animator>();
} }
break; break;
case "Left": case "Left":
if (mapCoord.x > 0 && MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y] != null) if (mapCoord.x > 0 && MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y] != null)
{ {
animatorThisRoom = inGameDoorLeft.GetComponent<Animator>(); door = inGameDoorLeft;
animatorThisRoom = door.GetComponent<Animator>();
animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y].inGameDoorRight.GetComponent<Animator>(); animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y].inGameDoorRight.GetComponent<Animator>();
} }
break; break;
case "Right": case "Right":
if (mapCoord.x < MapManager.width - 1 && MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y] != null) if (mapCoord.x < MapManager.width - 1 && MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y] != null)
{ {
animatorThisRoom = inGameDoorRight.GetComponent<Animator>(); door = inGameDoorRight;
animatorThisRoom = door.GetComponent<Animator>();
animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y].inGameDoorLeft.GetComponent<Animator>(); animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y].inGameDoorLeft.GetComponent<Animator>();
} }
break; break;
} }
if(animatorThisRoom != null) if (animatorThisRoom != null)
{ {
animatorThisRoom.SetBool("doorOpen", true); animatorThisRoom.SetBool("doorOpen", true);
animatorThisRoom.SetBool("doorClose", false); animatorThisRoom.SetBool("doorClose", false);
} }
if(animatorNextRoom != null) if (animatorNextRoom != null)
{ {
animatorNextRoom.SetBool("doorOpen", true); animatorNextRoom.SetBool("doorOpen", true);
animatorNextRoom.SetBool("doorClose", false); animatorNextRoom.SetBool("doorClose", false);
...@@ -183,52 +188,86 @@ public class Room : MonoBehaviour ...@@ -183,52 +188,86 @@ public class Room : MonoBehaviour
/// Close selected door of this room. /// Close selected door of this room.
/// </summary> /// </summary>
/// <param name="direction">Direction of door to open.</param> /// <param name="direction">Direction of door to open.</param>
public void CloseDoor(string direction) public void CloseDoor(string direction, bool isPlayerPass)
{ {
Animator animatorThisRoom = null; Animator animatorThisRoom = null;
Animator animatorNextRoom = null; Animator animatorNextRoom = null;
GameObject door = null;
switch (direction) switch (direction)
{ {
case "Up": case "Up":
if (mapCoord.y < MapManager.realHeight && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1] != null) if (mapCoord.y < MapManager.realHeight && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1] != null)
{ {
animatorThisRoom = inGameDoorUp.GetComponent<Animator>(); door = inGameDoorUp;
animatorThisRoom = door.GetComponent<Animator>();
animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1].inGameDoorDown.GetComponent<Animator>(); animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y + 1].inGameDoorDown.GetComponent<Animator>();
} }
break; break;
case "Down": case "Down":
if (mapCoord.y > 0 && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1] != null) if (mapCoord.y > 0 && MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1] != null)
{ {
animatorThisRoom = inGameDoorDown.GetComponent<Animator>(); door = inGameDoorDown;
animatorThisRoom = door.GetComponent<Animator>();
animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1].inGameDoorUp.GetComponent<Animator>(); animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x, (int)mapCoord.y - 1].inGameDoorUp.GetComponent<Animator>();
} }
break; break;
case "Left": case "Left":
if (mapCoord.x > 0 && MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y] != null) if (mapCoord.x > 0 && MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y] != null)
{ {
animatorThisRoom = inGameDoorLeft.GetComponent<Animator>(); door = inGameDoorLeft;
animatorThisRoom = door.GetComponent<Animator>();
animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y].inGameDoorRight.GetComponent<Animator>(); animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y].inGameDoorRight.GetComponent<Animator>();
} }
break; break;
case "Right": case "Right":
if (mapCoord.x < MapManager.width - 1 && MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y] != null) if (mapCoord.x < MapManager.width - 1 && MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y] != null)
{ {
animatorThisRoom = inGameDoorRight.GetComponent<Animator>(); door = inGameDoorRight;
animatorThisRoom = door.GetComponent<Animator>();
animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y].inGameDoorLeft.GetComponent<Animator>(); animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y].inGameDoorLeft.GetComponent<Animator>();
} }
break; break;
} }
if(isPlayerPass == true)
{
if(door != null)
{
switch (direction)
{
case "Up":
door.GetComponent<Door>().enteredPosition = 0;
break;
case "Down":
door.GetComponent<Door>().enteredPosition = 2;
break;
case "Left":
door.GetComponent<Door>().enteredPosition = 3;
break;
case "Right":
door.GetComponent<Door>().enteredPosition = 1;
break;
}
door.GetComponent<Door>().animatorThisRoom = animatorThisRoom;
door.GetComponent<Door>().animatorNextRoom = animatorNextRoom;
door.GetComponent<Door>().close = true;
}
}
else
{
if (animatorThisRoom != null) if (animatorThisRoom != null)
{ {
animatorThisRoom.SetBool("isPlayerTouchEnded", true);
animatorThisRoom.SetBool("doorOpen", false); animatorThisRoom.SetBool("doorOpen", false);
animatorThisRoom.SetBool("doorClose", true); animatorThisRoom.SetBool("doorClose", true);
} }
if (animatorNextRoom != null) if (animatorNextRoom != null)
{ {
animatorNextRoom.SetBool("isPlayerTouchEnded", true);
animatorNextRoom.SetBool("doorOpen", false); animatorNextRoom.SetBool("doorOpen", false);
animatorNextRoom.SetBool("doorClose", true); animatorNextRoom.SetBool("doorClose", true);
} }
} }
}
/// <summary> /// <summary>
/// Clear the cleared room. /// Clear the cleared room.
......
...@@ -84,6 +84,7 @@ public class TetriminoSpawner : MonoBehaviour { ...@@ -84,6 +84,7 @@ public class TetriminoSpawner : MonoBehaviour {
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); MapManager.currentRoom.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
MapManager.tempRoom = MapManager.currentRoom;
MakeTetrimino(); MakeTetrimino();
} }
} }
......
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