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tetra-tower
Commits
94bbcef8
Commit
94bbcef8
authored
Jan 15, 2019
by
18손재민
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문 열리고 닫히는거 에러 수정함
parent
604d8906
Changes
26
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26 changed files
with
3900 additions
and
71 deletions
+3900
-71
DoorInGameDown.controller
Assets/Animation/Door/Down/DoorInGameDown.controller
+25
-4
DoorInGameDownClosed.anim
Assets/Animation/Door/Down/DoorInGameDownClosed.anim
+45
-0
DoorInGameDownOpened.anim
Assets/Animation/Door/Down/DoorInGameDownOpened.anim
+47
-2
DoorInGameLeft.controller
Assets/Animation/Door/Left/DoorInGameLeft.controller
+24
-3
DoorInGameLeftClosed.anim
Assets/Animation/Door/Left/DoorInGameLeftClosed.anim
+63
-0
DoorInGameLeftOpened.anim
Assets/Animation/Door/Left/DoorInGameLeftOpened.anim
+65
-2
DoorInGameRight.controller
Assets/Animation/Door/Right/DoorInGameRight.controller
+24
-3
DoorInGameRightClosed.anim
Assets/Animation/Door/Right/DoorInGameRightClosed.anim
+63
-0
DoorInGameRightOpened.anim
Assets/Animation/Door/Right/DoorInGameRightOpened.anim
+65
-2
DoorInGameUp.controller
Assets/Animation/Door/Up/DoorInGameUp.controller
+24
-3
DoorInGameUpClosed.anim
Assets/Animation/Door/Up/DoorInGameUpClosed.anim
+45
-0
DoorInGameUpOpened.anim
Assets/Animation/Door/Up/DoorInGameUpOpened.anim
+47
-2
CloseDoor.cs
Assets/CloseDoor.cs
+8
-8
DoorInGameDown.prefab
Assets/Prefabs/TetrisMap/InGameDoor/DoorInGameDown.prefab
+16
-0
DoorInGameLeft.prefab
Assets/Prefabs/TetrisMap/InGameDoor/DoorInGameLeft.prefab
+16
-0
DoorInGameRight.prefab
Assets/Prefabs/TetrisMap/InGameDoor/DoorInGameRight.prefab
+16
-0
DoorInGameUp.prefab
Assets/Prefabs/TetrisMap/InGameDoor/DoorInGameUp.prefab
+20
-3
LifeStoneTestUI.prefab
Assets/Prefabs/UI/LifeStoneTestUI.prefab
+3123
-0
LifeStoneTestUI.prefab.meta
Assets/Prefabs/UI/LifeStoneTestUI.prefab.meta
+8
-0
CameraController.cs
Assets/Scripts/CameraController.cs
+1
-4
Player.cs
Assets/Scripts/Characters/Player.cs
+21
-7
Door.cs
Assets/Scripts/TetrisMap/Door.cs
+51
-0
Door.cs.meta
Assets/Scripts/TetrisMap/Door.cs.meta
+11
-0
MapManager.cs
Assets/Scripts/TetrisMap/MapManager.cs
+15
-11
Room.cs
Assets/Scripts/TetrisMap/Room.cs
+56
-17
TetriminoSpawner.cs
Assets/Scripts/TetrisMap/TetriminoSpawner.cs
+1
-0
No files found.
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m_AllowConstantClipSamplingOptimization
:
1
m_KeepAnimatorControllerStateOnDisable
:
0
---
!u!114
&114434671980411926
MonoBehaviour
:
m_ObjectHideFlags
:
1
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInternal
:
{
fileID
:
100100000
}
m_GameObject
:
{
fileID
:
1668375270989012
}
m_Enabled
:
1
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
70108dd0bfd72e847b1580dbd0869ce1
,
type
:
3
}
m_Name
:
m_EditorClassIdentifier
:
position
:
1
enteredPosition
:
0
animatorThisRoom
:
{
fileID
:
0
}
animatorNextRoom
:
{
fileID
:
0
}
---
!u!212
&212016597369960122
SpriteRenderer
:
m_ObjectHideFlags
:
1
...
...
Assets/Prefabs/TetrisMap/InGameDoor/DoorInGameUp.prefab
View file @
94bbcef8
...
...
@@ -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
---
!u!114
&114142621642518908
MonoBehaviour
:
m_ObjectHideFlags
:
1
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInternal
:
{
fileID
:
100100000
}
m_GameObject
:
{
fileID
:
1011110161276626
}
m_Enabled
:
1
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
70108dd0bfd72e847b1580dbd0869ce1
,
type
:
3
}
m_Name
:
m_EditorClassIdentifier
:
close
:
0
position
:
0
enteredPosition
:
0
animatorThisRoom
:
{
fileID
:
0
}
animatorNextRoom
:
{
fileID
:
0
}
---
!u!212
&212681542233478548
SpriteRenderer
:
m_ObjectHideFlags
:
1
...
...
@@ -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
...
...
Assets/Prefabs/UI/LifeStoneTestUI.prefab
0 → 100644
View file @
94bbcef8
This diff is collapsed.
Click to expand it.
Assets/Prefabs/UI/LifeStoneTestUI.prefab.meta
0 → 100644
View file @
94bbcef8
fileFormatVersion: 2
guid: 799f0e9cc16535e449586b399b37aa56
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 100100000
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/CameraController.cs
View file @
94bbcef8
...
...
@@ -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
));
...
...
Assets/Scripts/Characters/Player.cs
View file @
94bbcef8
...
...
@@ -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
;
...
...
Assets/Scripts/TetrisMap/Door.cs
0 → 100644
View file @
94bbcef8
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
;
}
}
}
Assets/Scripts/TetrisMap/Door.cs.meta
0 → 100644
View file @
94bbcef8
fileFormatVersion: 2
guid: 70108dd0bfd72e847b1580dbd0869ce1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/TetrisMap/MapManager.cs
View file @
94bbcef8
...
...
@@ -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
));
...
...
Assets/Scripts/TetrisMap/Room.cs
View file @
94bbcef8
...
...
@@ -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
);
}
}
}
...
...
Assets/Scripts/TetrisMap/TetriminoSpawner.cs
View file @
94bbcef8
...
...
@@ -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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