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

문 열리고 닫히는거 에러 수정함

parent 604d8906
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......@@ -11,19 +11,19 @@ public class CloseDoor : StateMachineBehaviour {
// 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)
{
}
//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) {
//
//}
override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
animator.SetBool("isPlayerTouchEnded", false);
}
// 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) {
......
......@@ -22,6 +22,7 @@ GameObject:
- component: {fileID: 212908652645628620}
- component: {fileID: 95049867913064836}
- component: {fileID: 60595704614928888}
- component: {fileID: 114295912794569440}
m_Layer: 8
m_Name: DoorInGameDown
m_TagString: Untagged
......@@ -92,6 +93,21 @@ Animator:
m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorControllerStateOnDisable: 0
--- !u!114 &114295912794569440
MonoBehaviour:
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m_Name:
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position: 2
enteredPosition: 0
animatorThisRoom: {fileID: 0}
animatorNextRoom: {fileID: 0}
--- !u!212 &212908652645628620
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......
......@@ -22,6 +22,7 @@ GameObject:
- component: {fileID: 212237086283342986}
- component: {fileID: 95177593216515702}
- component: {fileID: 60996771576975244}
- component: {fileID: 114082229687600582}
m_Layer: 8
m_Name: DoorInGameLeft
m_TagString: Untagged
......@@ -92,6 +93,21 @@ Animator:
m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorControllerStateOnDisable: 0
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MonoBehaviour:
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m_Name:
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enteredPosition: 0
animatorThisRoom: {fileID: 0}
animatorNextRoom: {fileID: 0}
--- !u!212 &212237086283342986
SpriteRenderer:
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......
......@@ -22,6 +22,7 @@ GameObject:
- component: {fileID: 212016597369960122}
- component: {fileID: 95627112181051082}
- component: {fileID: 60158907655368212}
- component: {fileID: 114434671980411926}
m_Layer: 8
m_Name: DoorInGameRight
m_TagString: Untagged
......@@ -92,6 +93,21 @@ Animator:
m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorControllerStateOnDisable: 0
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MonoBehaviour:
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m_Name:
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enteredPosition: 0
animatorThisRoom: {fileID: 0}
animatorNextRoom: {fileID: 0}
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......
......@@ -22,6 +22,7 @@ GameObject:
- component: {fileID: 212681542233478548}
- component: {fileID: 95785122911416600}
- component: {fileID: 60354718583369946}
- component: {fileID: 114142621642518908}
m_Layer: 8
m_Name: DoorInGameUp
m_TagString: Untagged
......@@ -67,8 +68,8 @@ PolygonCollider2D:
m_Points:
m_Paths:
- - {x: 0, y: 0.5}
- {x: 0, y: 1}
- {x: 2, y: 1}
- {x: 0, y: 1.2}
- {x: 2, y: 1.2}
- {x: 2, y: 0.5}
- {x: 1.5, y: 0.5}
- {x: 1.5, y: 0.75}
......@@ -92,6 +93,22 @@ Animator:
m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorControllerStateOnDisable: 0
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animatorThisRoom: {fileID: 0}
animatorNextRoom: {fileID: 0}
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......@@ -128,7 +145,7 @@ SpriteRenderer:
m_SortingLayer: 0
m_SortingOrder: 0
m_Sprite: {fileID: 21300000, guid: eca9119d0e46882478b747fbbd6cb5ba, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Color: {r: 0.9528302, g: 0.9528302, b: 0.9528302, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
......
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......@@ -69,10 +69,7 @@ public class CameraController : MonoBehaviour {
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))
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));
......
......@@ -22,13 +22,27 @@ public class Player : MonoBehaviour {
ty = (int)((transform.position.y-0.9f) / 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(GameObject.Find("MapManager").GetComponent<MapManager>().RoomFadeIn(MapManager.currentRoom));
roomExitFadeOut = StartCoroutine(GameObject.Find("MapManager").GetComponent<MapManager>().RoomFadeOut(MapManager.mapGrid[ttx, tty]));
MapManager.tempRoom = MapManager.mapGrid[tx, ty];
if (tx < ttx)
{
MapManager.currentRoom.CloseDoor("Left", true);
MapManager.currentRoom.inGameDoorLeft.GetComponent<Door>().close = true;
}
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;
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 {
/// Room player exists.
/// </summary>
public static Room currentRoom;
public static Room tempRoom;
/// <summary>
/// Queue that saves rooms waiting for upgrade tetrimino.
/// </summary>
......@@ -273,10 +284,10 @@ public class MapManager : MonoBehaviour {
rightPress.transform.localScale = new Vector3(-collapseRate * 20, 1, 1);
if(collapseRate - doorCounter * 0.2f > (float)1 / 12)
{
mapGrid[doorCounter, row].CloseDoor("Up");
mapGrid[doorCounter, row].CloseDoor("Down");
mapGrid[width - doorCounter - 1, row].CloseDoor("Up");
mapGrid[width - doorCounter - 1, row].CloseDoor("Down");
mapGrid[doorCounter, row].CloseDoor("Up", false);
mapGrid[doorCounter, row].CloseDoor("Down", false);
mapGrid[width - doorCounter - 1, row].CloseDoor("Up", false);
mapGrid[width - doorCounter - 1, row].CloseDoor("Down", false);
doorCounter++;
}
}
......@@ -758,13 +769,6 @@ public class MapManager : MonoBehaviour {
{
float alpha = 1;
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)
{
alpha = Mathf.Lerp(alpha, 0, Mathf.Sqrt(Time.deltaTime));
......
......@@ -137,43 +137,48 @@ public class Room : MonoBehaviour
{
Animator animatorThisRoom = null;
Animator animatorNextRoom = null;
GameObject door = null;
switch (direction)
{
case "Up":
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>();
}
break;
case "Down":
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>();
}
break;
case "Left":
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>();
}
break;
case "Right":
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>();
}
break;
}
if(animatorThisRoom != null)
if (animatorThisRoom != null)
{
animatorThisRoom.SetBool("doorOpen", true);
animatorThisRoom.SetBool("doorClose", false);
}
if(animatorNextRoom != null)
if (animatorNextRoom != null)
{
animatorNextRoom.SetBool("doorOpen", true);
animatorNextRoom.SetBool("doorClose", false);
......@@ -183,50 +188,84 @@ public class Room : MonoBehaviour
/// Close selected door of this room.
/// </summary>
/// <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 animatorNextRoom = null;
GameObject door = null;
switch (direction)
{
case "Up":
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>();
}
break;
case "Down":
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>();
}
break;
case "Left":
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>();
}
break;
case "Right":
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>();
}
break;
}
if (animatorThisRoom != null)
if(isPlayerPass == true)
{
animatorThisRoom.SetBool("doorOpen", false);
animatorThisRoom.SetBool("doorClose", 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;
}
}
if (animatorNextRoom != null)
else
{
animatorNextRoom.SetBool("doorOpen", false);
animatorNextRoom.SetBool("doorClose", true);
if (animatorThisRoom != null)
{
animatorThisRoom.SetBool("isPlayerTouchEnded", true);
animatorThisRoom.SetBool("doorOpen", false);
animatorThisRoom.SetBool("doorClose", true);
}
if (animatorNextRoom != null)
{
animatorNextRoom.SetBool("isPlayerTouchEnded", true);
animatorNextRoom.SetBool("doorOpen", false);
animatorNextRoom.SetBool("doorClose", true);
}
}
}
......
......@@ -84,6 +84,7 @@ public class TetriminoSpawner : MonoBehaviour {
mapManager.UpdateMap(mapManager.currentTetrimino);
mapManager.CreateRoom(mapManager.currentTetrimino);
MapManager.currentRoom.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
MapManager.tempRoom = MapManager.currentRoom;
MakeTetrimino();
}
}
......
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